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Star Wars Knights of the Old Republic II: The Sith Lords - Walkthrough
System: PC
Shop: Buy It Cheap · Get The Guide

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-------------------------------------------------------------------------------
   10.  Onderon / Dxun                                :ONDXN:
-------------------------------------------------------------------------------

  If this is your first planet, welcome back to the walkthrough. If it's not
  (and it wouldn't be if you followed my order), then you're right where I
  expect you to be. If this is your first planet, you'll be building your
  lightsaber on the Dxun surface. You already got one piece from
  Czerka/Ithorians, and can get the second from Visas on your ship. You should
  then find the third piece just around in the jungle.

  Your ship is fired on by Onderonian fighters, and you get the option to
  "Fight Back" if you want, but this just leads to a mini-game where you have
  to shoot out the fighters. Start firing immediately, you can sometimes get
  one or two right away (though not so many as you could get in the first game)
  then just follow the radar at the bottom to hit all the targets. Get them
  before the meter on the bottom right runs out, but this isn't that difficult.
  (600 XP for shooting the ships)

  Welcome to Dxun, the moon of Onderon. Once again, you've been shot down.
  Kreia indicates that there is an outpost here you can get to, and forces
  Atton to stay behind and guard the ship.

  Influences in Dxun. Most are on the same action, two on light, two on dark.
  Remember that only one character can react to any one situation:

    Handmaiden (Mandalorian Permacrete)
    Bao-Dur (Mandalorian Permacrete)
    HK-47 (Mandalorian Permacrete)
    Mira (Bounty Hunters)
    Hanharr (Mandalorian Permacrete)

Dxun Jungle, Ebon Hawk Area
-------------------------------------------------------------------------------

  Let's head out. Be sure that Mira is with you, if you have her, as you can
  get an easy Influence with her shortly. If you're light side, also take
  Bao-Dur or Handmaiden, whichever you want influence with; and if you're
  Dark Side take Hanharr or HK-47 with you.

    Note: Not a big deal yet, but soon it will be. Check all corpses for
          Remains. That means waiting about 4 seconds after the enemy dies to
          see if anything appears. Even monsters can carry credits, and some
          have important items on them.

  Go up either path, they go to the same place. Once the paths connect, you'll
  see some Cannoks beating up another creature. You're on the right path.
  Keep going.

  Atton gives you a message that someone else has landed nearby.

  Take the path to your right (map, down) to an ancient crashed ship. Fight to
  clear it out. Go around the ship to find some Salveagable Parts, but you can
  also go under the ship for more Salveagable Parts and a Rusted Computer Port.
  Repair it (base: 4 parts) (315 XP). Now access the System Commands and use
  [Computer] on it (base: 3 spikes) to repair the core. This brings the droids
  back online. (315 XP) At this point you can overload the droid power reactor
  (base: 5 spikes), but that isn't all you can do.

    Note: Remember that "base" cost is for someone with no repair/computer
          skill and that for every 4 points you have, you reduce the base cost
          by 1.

  Leave, and go up the other path. Use the droid, and repair it and its systems
  (base: 1 part to reactivate, 4 for weaponry, 4 for targeting, 5 for shields,
  and 6 for patrol mode) (1365 XP). The droid will then rush forward and attack
  your enemies for you. These droids are pretty good at killing Cannoks, and
  there's no risk for you. But they won't go very far.

  Head up the path. It widens out to a large open area. There's a Skeletal
  Corpse to your right, and another busted droid in the center. Repair it and
  let it run. Keep going up the path.

  Atton sends another Comms message, but he promises that to be the last one.
  Keep going. You'll see them long before they see you.

  The Duros Have Landed

  There's one last remote droid before you reach the wreckage. Get that up and
  running. Then ahead and let the Duros give their speech. If you have Mira
  with you, she'll have an exchange with them. To gain Influence, say:

    > Who are you?
    > You really think you can take on Mira? Good luck, she's a real bounty
      hunter. +INF+

  This ends in battle anyway. If you're lucky all your remote droids will have
  come up with you. If you're not lucky, well, you still have the most recent
  one repaired.

  Pressing On

  We want to go left (map left) along the wreckage of their ship first. Get the
  shinies in the plasteel container, then up the path. There's some Wreckage
  with shinies up here, with a Skeletal Corpse just behind that. Get the stuff,
  then back down, and up the next path on the other side.

Dxun Jungle, Main Area
-------------------------------------------------------------------------------
                               /--\
                              / R /
                              \   -----              MS - Mandalorian Sentries
                               -----   \____          C - Mandalorian Cache
         ---                        \-      \         Z - Zakkeg
        | C |                         \----  \        R - Lost Mandalorian
      --    |           To Secret          \ |       TC - Sealed Cache, Use
     | -----             Base   /---\      | |            Thorium Charges from
     | \    --------|     \ \  |B   |      | |            Dantooine or Korriban
      \ \--/ -----| |      \ \  \   \--.   | |        K - Kelborn
       -.   /     | |       | |  \      '-\| |       S1 - Onderon Scouts
         \ /      | |       / /  | |'-.      \       S2 - Onderon Scouts 2
         | |     / /       / /   / /   '--\   \       B - Boma, for Beast Trick
         \ \    / /        | |   | |       \   \
     /---/ /   / /         | \   | |       |   |
    / /---/    \ \         |  |   \ \     -    |
    | /  ----   \ \  ------|  |-\  \ \   /  /| |
    | | / __ \  \  \/   ---      \  | |  / / | |
   / /_/ /  \ | \    --/   \ MS \ \/  \  | | | |
   |    /    \ \/   /       \    \    ---||  / /
   | |-/      \    /         --  |--------/ / /
   | |         \  /            \ \         / |
   \ \         / /              \ \        | |
    \ \      |-  /              | |        \ ---\
    \S2|     | K |              / /         ---\ |
    / /       -  \             / |_--TC-\      | |--
    | |        \ \             |        |     /     |
    | |         | |            / |--____/    /  /--/
    | |         / \           /  /        ---  /
    \ ---------/S1/           | |        / ---/
     ---  -------/           Entance     | |
        | |                               \ \-----
        ---                                \  Z   |
                                            |     |
                                             -----

  After a quick cutscene with Colonel Tobin (the guy who shot you down), you
  get control again.

  Just up the path, and off to the right is a sealed door, with a Mandalorian
  corpse near it. This door will only open with Thorium Charges, and there are
  only two places to get that: Korriban and Dantooine (from Akkere). If you
  don't have any Thorium, you can't open the door. If you do have it, go up
  to the door and use it, blow the door, then check inside for the containers
  full of swag.

  Back on the path and head up. Not far from here, the path opens out to a
  clearing, and you meet up with more Mandalorians. I can save you the trouble,
  you'll eventually go with them. However, if you absolutely want to get into
  a fight, go ahead and keep antagonizing them, you get a DSP and a battle.
  The Mandalorians are actually fairly tough, but tend towards a standard
  Ranged First > Melee Second attitude. Easily defeated with Energy Resistance.
  But after the battle, the results are the same, and you're taken to meet
  with Mandalore. (doesn't he just seem familiar, especially that voice?)

Mandalore
-------------------------------------------------------------------------------

  Mandalore will help you get to Onderon if you impress him. He says that you
  should just find ways to "make yourself useful" around camp. But he will, if
  pressed, mention the weapon's caches, such as the one we went by earlier.
  Once you've impressed him, he'll take you to Onderon. Sounds simple. (250 XP)

  You can't get to Mandalore's secret room yet, but you can later, so ignore
  it. Leave his room.

  There are a number of ways to impress Mandalore, and since it's all worth
  XP and credits, you should do all of them:

    Blow the Weapons Cache
    Rescue the Mandalorian
    Win in the Battle Circle
    Help Kelborn Wipe out the Intruders
    Kill the Zakkeg
    Repair the Navigational Telemetry

    Note: If you want to return to your ship, for any reason, talk to the
          Mandalorian Guide, who will take you right there (and back again
          later).

  These are all covered as SIDEQUESTS below. Once you've completed any one of
  these, return to Mandalore, and he'll take you (plus himself, plus one other)
  out to Onderon. Who you choose to take is important, as there are many good
  Influence decisions on Onderon and you don't go there again (well, you do,
  but Onderon is vastly different the second time). Good people to take are
  Mira (if you're Light side) or HK-47/Hanharr (if you're Dark Side).

  When you return to Mandalore, he gives you a random lightsaber, and 350 XP.
  After a Kreia cutscene, and a Sith Assassin attack (that Mandalore may pull
  you out from before it is over; also don't forget the lower camp), it's off
  to Onderon.

    Note: There is a way to exploit this fight into an infinite XP situation.
          So long as you avoid the Sith Assassins near Mandalore, you can do 
          it. See the Cheats section for more information.

  SIDEQUEST: Build your Own Lightsaber

    If you haven't built a lightsaber yet, when you kill a Cannok, there is a
    random chance that he'll have the final part you need. Then talk to Bao-Dur
    to build your lightsaber.

    If you already have a lightsaber you get a random lightsaber upgrade part.

  SIDEQUEST: Repair the Navigational Telemetry

    Talk to Zuka, who is near the camp entrance, and just across from
    Mandalore's room. He immediately blows out his system. Tell him that you
    will help him, and he says that if you can he'll put a good word in with
    Mandalore for you. Good. Beyond simply repairing the two systems (the
    wires, and the dish at the top of the camp) he also needs a Phase Pulse
    Converter, which is found in the Remains of Cannoks in the jungle main
    area.

    First, go to the "Broken Wires" and repair them (base: 4 parts). You don't
    have to do this yourself, you can have a party member do it. (315 XP)

    Next go up to the upper camp, then into the telemetry room (up the ramp
    and to the room with the big glowing blue computer). Use the telemetry
    computer and [Computer] Reprogram it (base: 8 spikes). (525 XP)

    When the telemetry and wires are fixed, return to Zuka for a reward:
    250 XP, Computer Spike, Parts and a promise to tell Mandalore that you
    helped.

    Next out in the Dxun jungle, kill all the Cannoks and search them for the
    three Phase Pulse parts you need. (100 XP each part found) Yes, you must
    kill them all (at least, until you find what you're looking for), then go
    back to Zuka. If you say: "I'm just glad I could help out" you get a LSP.
    If you refuse his reward you get another LSP. (450 XP, components, 1000
    credits, unless you refused it)

  SIDEQUEST: Kill the Zakkeg

    Near the exit to camp, find the Red Mandalorian Guard Captain and talk to
    him. Ask about the "larger beasts" to learn of the Zakkeg. Tell him that
    you'll kill it to pick up the quest.

    Exit the base, then at the sentry camp turn left (map right) and follow
    this path to the end. At the T intersection turn right (map down) and
    follow this, it turns (map left) keep going. You'll get a Vision of things
    to come. Keep going. If you got Davrel to join you (from the Battle Circle)
    he'll appear right before you reach the clearing. Attack!

    Search it to get the Zakkeg ear. There are also a couple skeletal corpses
    behind it with some shinies. Return to the guard captain to get your
    reward: 500 XP, random item.

  SIDEQUEST: Find the Missing Mandalorian

    Talk to Xarga in the lower combat circle, just across from Mandalore's
    room. He will tell you to find Kumus, a missing scout, in the jungle. But
    he really just wants the stuff he had.

    You find him by turning left at the sentry camp (map right), then taking
    the turn to your left (map up), follow that as it turns, then take the
    next turn to your left (map up again). This winds around and up to a ridge
    with a Mandalorian on top. He got stuck there when he ran out of Ammo.
    (100 XP for finding him)

    Listen to his story, then either agree to help him or not. You can ask for
    a reward, then either [Force Persuade] or [Persuade] him to give one to
    you. If you tell him that he can "rot up there" you earn a DSP. Then your
    major decision is whether to go around the ridge and clear out the
    monsters, or to use the Permacrete detonator and blow him up. (DSP, HK-47
    and Hanharr influence gains) If you help him out, you can then kill him
    (DSP), or accept his thanks and send him on his way. (LSP, Handmaiden,
    Bao-Dur, Disciple influence gains) (250 XP for dealing with him)

    You can detonate the Permacrete Detonator after that if you want, but it
    doesn't really do anything.

    Back in the Base, if you saved Kumus and asked for a reward, you can get
    that from him now (1000 credits), then talk to Xarga for your reward. If
    you don't tell him about what happened you get (LSP, 750 XP, random item),
    but if you do tell him about the Cannoks you get the same, but with a DSP
    instead of the Light Side Point.

    If you killed Kumus, you can return to Xarga and tell him about it, but
    since you couldn't recover anything, he gives you nothing.

  SIDEQUEST: Win in the Battle Circle

    Up at the top part of the camp is the Battle Circle. To participate, talk
    to the Mandalorian Sergeant. Battles are one-on-one, and have rules
    associated with them. Ask about the battle circle, then say you want to
    participate.

      Fight 1 - Davrel - No weapons, no force powers (100 XP)**
      Fight 2 - Kex - You set the rules (150 XP)
      Fight 3 - Tagren - No weapons, no force powers (200 XP)

      **Note: After beating Davrel, you'll find him waiting for you outside of
              camp with the Sentries. He will attack you. You can fight him,
              refuse, or tell him about the Zakkeg and have him help you kill
              that.

    After that, you need to prove yourself to a Champion, which you can only
    gain by solving the "Help Kelborn Wipe Out the Intruders" SIDEQUEST below.

      Fight 4 - Kelborn - Dueling Vibroblade, no force, no lightsabers (250 XP)
      Fight 5 - Bralor - No rules (750 XP)

    Once all that is done, you're given an item (I got a Tehk'la blade) and you
    are declared the Champion. Mandlore will be impressed.

  SIDEQUEST: Help Kelborn Wipe Out the Intruders

    From the Mandalorian sentries, turn right (map left) and take that path,
    follow it down, ignoring the two turns, and you'll see Kelborn. (listed on
    the map as "Mandalorian Scout") He has killed a scout from Onderon, and
    wants your help in making sure that none of them survive. There is no
    Light/Dark option here, just help him (or you can't finish the Battle
    Circle). He says that he'll go east if you cover west. Sounds good.

    Just follow this path immediately down. In the first clearing, you'll see a
    cutscene, then the Onderon soldiers (sent by our good friend, the Colonel)
    attack you. (150 XP) There's a skeletal corpse in that small path down.

    Keep going on the pathway, it curves around and back up. Just around the
    turn you'll find the second group. Interestingly, you can actually attack
    here before the cutscene and your group will continue firing during it.
    (150 XP) Kill the beasts and the scouts. When all the scouts are dead, you
    get another 150 XP.

    Back to Kelborn to clear this quest. Before he leaves he offers to fight
    you in the battle circle (700 XP).

  SIDEQUEST: Blow the Weapon's Cache

    You will find the Permacrete Detonator by exiting the camp, taking a right
    turn (map left), then another right turn (map up), follow this around, then
    one more right turn (map up) to a clearing. This should put you in the
    upper left corner of the map. When you hit the Detonator, you get rushed
    by monsters, so be ready, and hit it. (150 XP) Kill the beasts, search the
    remains, and go in the Cache. There's a mine here.

      Note: If you want to change the Random items you'll get inside, save it
            outside, and if you're disappointed (or just curious) you can
            reload.

    Inside there are mines and droids everywhere. The mines are easy enough to
    deal with, just recover them.

    Find the Construction Droid Foreman, use, then Examine to find the Datapad.
    Then, if your main character has come Computer Use skill, you can use the
    Droid Foreman again to control all the droids. This one doesn't care who
    uses the thing, only your main character's skills are used. Also, this is
    pointless, the commands allow you to make them follow you, then you can
    detonate them ("final resort"), but you get no XP for this.

    Failing that, you can select Bash it, on any droid. This makes them all
    go hostile, but it isn't that difficult a battle, especially if you have
    Lightning Storm, or Destroy Droid as a power.

    Once the droids are dealt with, search all the containers here for loot.

  SIDEQUEST: Learn Beast Trick

    If you take a left turn (map right) from the sentries, you can go up, then
    up again to find a Boma. Kreia pops in your head (if she's not in your
    party) to teach you Beast Trick, which nearly works. In the end, it
    attacks, but you learn Beast Trick, probably the most useless power. This
    does get you a bonus to your Maximum Force Points.


Onderon Port
-------------------------------------------------------------------------------

  Influences: Mira (Bounty Hunter Attack, Side with Anda)
              HK-47 (Port Guard Captain, Cantina Attack)
              Hanharr (Cantina Attack)
              Visas (Cantina Attack, Side with Anda, Side with Vaklu)
              Atton (Port Guard Captain, Starport Visa)
              Bao-Dur (Starport Visa)
              G0-T0 (Droid Merchant)
              Kreia (Port Guard Captain, Side with Anda)

  Welcome to beautiful Onderon, this time without getting shot at. Hurrah.
  Watch a cutscene with our Jedi Master. Start plotting your...um... revenge
  (or not, you Jedi, you). Mandalore is now in the group.

    Note: You can switch out the other party member all you want, but you are
          stuck with Mandalore.

  Mandalore

    Soldier -- Level 5
      Stats                          Skills             Powers
      -------------------------------------------------------------------
      STR  15  +2    Vitality  65    Stealth       2     none
      DEX  12   0*   Force      0    Awareness     5
      CON  15  +2    Defense   23    Persuade      2**
      INT  12  +1    Fortitude  6    Treat Injury  9
      WIS  12  +1    Reflex     2
      CHA  12  +1    Will       2

      Feats: Improved Power Blast, Weapon Focus & Specialization: Blaster
             Rifle, Toughness, Close Combat, Mandalorian Courage***, Impant
             Switching%
      Items:

      * Mandalore has a +1 DEX bonus, but can't use it for DEF due to his armor
      ** Mandalore has 2 in Persuade, but can't raise it further
      *** Extra +2 DEF every 6 levels, immune to Fear and Horror
      % Allows +4 STR, DEX or CON, also has a Regeneration Implant

      Mandalore's Impant Switching is found in the same sub-menu as Jedi
      Force Powers, and will give one of the above bonuses, depending on which
      one is selected.

      Mandalore cannot become a Jedi, and has no major upgrades available, so
      there's no particular reason to gain Influence with him. Which is just as
      well since there aren't many places to Influence him anyway.

      You can keep working on Blaster Rifles if you want, by adding Improved
      Close Combat, and working the Precise Shot tree. Unlike HK-47, he gains
      a feat every other level, and will easily get enough feats to be a power
      house. Or you can switch him to melee and teach him the values of
      Vibroblades. Either is fine, but if you're a Lightsaber fighter, it's
      better if someone stays back and shoots things, rather than run up with
      you, getting in your way.

      Since he is always going to be wearing the same armor, increasing DEX
      won't gain you DEF, but you still get the bonus to hit. Don't increase
      STR unless you want to use melee weapons. The safe bet is CON until you
      get 18 (for implants), then DEX for the attack.

  Once he's leveled up, equipped up and ready to go, head out. You get
  confronted by a guard. He tells you about the situation here, then gives you
  your PRICELESS (actually these things have very specific prices) Starport
  Visa. You'll be finding two more of these, with the ability to sell it to one
  of four different people later. Keep that in mind.

  Around town you'll find News Hologram stations. These have no real purpose,
  but do show you what's going on around Onderon.

  Of note here is Hargar, a merchant who isn't allowed inside. You can check
  out his goods.

  At the other end of the dock are several beast cages, and a "Beast Rider,"
  whom you can talk to. Whatever you say to him, after you walk away, his
  Boma will get loose and attack you. When you talk to him afterwards, he will
  offer you credits. If you try to refuse the credits, you get a LSP (and 500
  credits). No, you can't use Beast Trick to tame it again, I know what you
  were thinking. You can also ask for more credits. (1000 credits)

  Over to the side is the entrance to Iziz, and the guard captain who guards
  it. Now, if you just answer his questions normally, nothing bad nor good
  happens to you. You go through fine. However, you can handle this in other
  ways. A successful [Persuade] gets you through without the 2 extra questions.
  The [Force Persuade] option, is the real treasure here. With either HK-47,
  or Kreia you can gain Influence when they react. (Everyone actually
  reacts, but only they can gain Influence) Say one of these:

    Kreia:

      > A valid point, Kreia. But the need for discretion outweighed the risks.
        +INF+

    HK-47:

      > His little mind has been dealt with. He isn't our concern any more.
        +INF+
      > It's inside a city, HK, otherwise... +INF+

  Follow that up with whatever you want, then head in to the Iziz Merchant
  Quarter.

Iziz Merchant Quarter
-------------------------------------------------------------------------------

  Before you take ONE STEP, decide right now who you will support. The Queen or
  the General. Light Side or Dark Side. This comes up right away, so decide
  now.

  Journalism = Spying

  Right after entering, a group of Vaklu soldiers is hassling a journalist who
  they say doesn't support them, and is a Republic Spy. If you want to side
  with the Queen, ask to see a Warrant, then ask to see proof of any sort.
  Either use Awareness, Force Persuade, or Persuade (automatic success) to get
  rid of them. (LSP) Just not getting involved is Neutral. If you're siding
  with Vaklu, and want the really dark option...

  Dark Path > What's going on?
            > Do you think questioning is necessary? He's obviously "guilty."

            Then, either

            > 2xDSP - If he tried to escape...

            OR

            > 3xDSP - I'm sure this self-righteous mudlicker could meet with an
              accident along the way.

  Beggars and Choosers

  The next few people you meet on the street beg you for a Open Starport Visa.
  This differs from yours in that anyone can use it, while only you can use
  yours. Simple. This is dealt with in the SIDEQUEST: Starport Visas below.
  Although if you tell Teryln "That's your problem, not mine. Get out of my
  way." you get a DSP.

  Around the bend, you'll see Captain Riiken, who is important later, but not
  so much right now. Beyond that is Gegorran a merchant, be sure to buy
  everything you want from him, he won't be around forever, and then farther
  up...

  The Crowds, Part One

  Just before you can turn again to leave this district, you get caught up in
  a crowd of people who want to oust the Queen. How you respond to this affects
  how things go for the rest of this planet. In fact, this decision seems to
  be the one that decides the fate of the entire system. Go with the crowd, and
  you start to undermine the queen. Go against the crowd and you start to
  support the queen. If you want to support Vaklu, say:

    The Queen should listen to the will of her people.

  The other lines lead to you supporting the Queen. For now the crowd isn't
  doing anything.

  Anda (or Not)

  If you sided with Vaklu, you'll be approached by a man to go talk to Anda.
  Anda is just behind the crowd, and off to the side. Talk to her. Technically
  you don't need to get the message to talk to Anda, you just have to side with
  Vaklu at least once, and never have sided with the Queen. This is covered in
  the SIDEQUEST: Remove the Captains below.

  If you didn't side with Anda, keep going.

  Politics

  You'll find a Devaronian and a Twi'lek arguing politics, and you'll be
  pulled into their argument. Yet another choice between the Queen and Vaklu.
  They want to know where you stand, and after asking them some questions about
  the two, you have to respond. If you side with the Queen, you lose -INF- with
  Visas, but can get some back by saying:

    > Do not judge solely be what is, but by what it may become. Experience can
      be gained, integrity is something innate. +INF+

  Siding with Vaklu, or even stating that you go where you are best suited,
  gains you +INF+ with Visas. This dialogue has no effect on which side you
  actually take, so you can what you want.

  Beyond that, to your right, is a guarded entrance, that is only useful if
  you are following Anda's quests (see below), or later when you have to get
  to the palace. But that is later. For now, forward.

  SIDEQUEST: The Open Starport Visa Search

    You come across 2 extra visas in your time on Onderon. The first from the
    first bounty hunter stupid enough to attack you. The second you get when
    you have Dhagon out of jail and he wants his Discs back from the gang in
    the Cantina, you find it on someone's Remains. The first visa will
    require that you get Kiph the Slicer to hack it to make it an "open" visa.
    The second is completely open. To get Kiph to slice it, talk to Bahima to
    learn that he can, then go talk to Kiph and have him do his thing.

    Who you give it to, depends on what you want out of it:

    Light Side:  Gormo, Xaart, Family by Entrance
    Neutral:     Guy by Entrance
    Dark Side:   Sakarie

    Here are the rewards of each person:

    Gormo   - 300 XP plus either
              500 Credits (or refuse them for...)
              LSP

    Xaart   - 300 XP, LSP, +INF+ with Handmaiden, Disciple or Bao-Dur

    Terlyn  - 700 XP, LSP, +INF+ with Handmaiden, Disciple or Visas (but only
              if you say: "The darkness clouds your mind's eye, Visas.
              Compassion can create problems, but it is a source of greater
              strength.")

    Tolas   - 2000 credits, or [Force Persuade] / [Persuade] for 3000

    Sakarie - 2xDSP - 300 XP, +INF+ with Hanharr or G0-T0, plus one of...
              Rodian Death Blade
              5000 Credits
              Qixoni Crystal (powerful, but Dark Side only, unless the "NAME"
                Crystal is also in the Lightsaber)

  SIDEQUEST: Remove the Captains

    If you sided with Vaklu anywhere here, you can get this quest from Anda.
    She just wants you to remove some Royalists from their posts, three
    captains: Gelesi, Bostuco and Riiken. She needs them gone, and it doesn't
    matter how, alive dead, she doesn't care. She offers you the pretty sum of
    2500 credits EACH, plus the support of Vaklu followers everywhere. Assuming
    you're siding with Vaklu, take her up on it.

    Several companions will react here: Visas, Mira, Kreia and Mandalore, but
    only one can react. To gain +INF+ you have to say the right thing:

      Visas: +INF+ I agree with you, I have no interest in helping their Queen.
      Kreia: +INF+ I may see where this quest of hers leads us.
      Mira: +INF+ I agree, the credits are hard to ignore.
      Mandalore: +INF+ I agree, Vaklu has a lot more to offer us.

    She gives you the Iziz Military Security Card, which allows us to use the
    Security Terminals in the city. The closest one is just behind the Crowd.

    Bostuco - He's the captain of the Sky Ramp, which is just over past Anda,
              and near the arguing aliens. There are a couple ways to remove
              him from his post. The first one is to use a Security Terminal
              (NOT the one next to him, the one by the Crowd is better), check
              the Camera near the Sky Ramp, then Overload the power to kill
              him. (150 XP, DSP)

              If you have Affect Mind, you can also go talk to him directly.
              The path:

                > Who are you?
                > Could you tell me about the Wall?
                > Why aren't you on the Wall any more?
                > You don't sound too pleased about your post.
                > [Force Persuade] Tell me your feelings. (Persuade also works)
                > If you're that unhappy, you should request to be reassigned
                  to the Wall.
                > [Force Persuade] You should request reassignment.
                  Immediately.

              Doing it that way also gets you 150 XP. You can still use a
              Security Terminal to overload the power there, you won't get any
              more XP, but you still get the DSP.

    Riiken  - He's the captain near the Air Defense Tower closer to the
              starport in the Merchant area. He's useful in clearing Dhagon
              later, but you can deal with him whenever. Two ways to deal with
              Riiken as well.

              First you can go talk to him. This REQUIRES Dominate Mind, the
              Persuade option will not work, and having just Affect Mind isn't
              enough. Here's the path:

                > There are a lot of soldiers around.
                > Could you tell me about the troubles?
                > Why don't you tell me what you really think?
                > [Force Persuade] The urge to speak your mind must be
                  overpowering. Say what you really mean.

              For getting rid of him, you get 150 XP. This doesn't change the
              Dhagon Ghent section, you still go through Riiken to free him.

              The second method requires that you solve the Dhagon Ghent case
              first. Then Riiken will start to patrol the Western area. Wait
              until he is far away from the people there, talk to him, and
              tell him to die. Combat ensues, and you probably win.
              (150 XP, DSP)

    Gelesi  - Gelesi is hiding out in the Cantina. He's pretty easy to convince
              to leave, if you have Persuade. Here's a path:

                > You seem tired.
                > Tell me about Sullio.
                > What do you know about the murder?
                > You sound nervous.
                > [Persuade] That sounds like a good idea. You need to think of
                  your family first. (technically fails)
                > [Persuade / Threat - 9 REQ] You should leave Iziz quickly. If
                  you don't...

              If you succeed on the final Persuade, you get 150 XP and a DSP.
              Force Persuade fails on him, and the other final Persuade option
              skips the DSP.

              If you aren't good enough to get it done that way, enter the
              other side room and talk to Panar there about the Captain. He
              won't kill him, but for 500 credits he'll frighten/persuade him
              to leave Iziz. With a Persuade of 15 you can get it down to 200,
              and with a Persuade of 7 you can get it down to 400. They go
              over and intimidate him into leaving. (150 XP, DSP)

    When they're all dead, get your credits and go. (550 XP)

  SIDEQUEST: When Ponlar Attacks

    You've talked to Ponlar once, the next time you go by him, you might
    trigger his attack. You can try to Persuade him not to fight, or you can
    Persuade the crowd to join him. You can't stop this peacefully. If you try
    to persuade the crowd to violence, you gain +INF+ with HK-47 or Hanharr.
    Conversely, if you use [Force Persuade] to stop Ponlar, then with Affect
    Mind only you can gain +INF+ with G0-T0 or T3, with either Affect or
    Dominate: Disciple and Handmiaden; or with Dominate Mind only: Bao-Dur.

    You either fight against the royalist troops here, or if you tried to stop
    it, against the crowd. If you tell the trooper that you won't fight
    civilians, all you can do is watch.



Iziz: Western Square
-------------------------------------------------------------------------------

  You get attacked, almost immediately by Thugs after your bounty. You can't
  even talk to them, so time for battle. Standard group tactics here, use
  Energy Resistance, then take out the melee fighters first while your
  resistance keeps them from shooting you. Once they're dead, search the bodies
  and move on. These ones DO NOT have an open starport visa, but you can get
  one (sort of) from the next Bounty Hunters that attack you here later.

  Move on. The pile has no significance ... yet. But keep it in mind. The thugs
  here won't offer anything, and the droid merchant isn't that important...yet.
  However, if you go up to it and try to [Repair] Rewire to be more helpful
  with G0-T0 in your party, let him help for some +INF+ (otherwise this does
  nothing that I could see).

  Move on to the end of the area to find Dhagon Gent's place. You find out that
  he has been arrested, and that to find out more, you need to talk to Captain
  Riiken back at the first turret tower in the Merchant area.

  Ignore the Cantina for now (we'll be back), and return to find Riiken.

  The Second Bounty Hunter

  When you start to leave this area, you'll get a Precognition that another
  group of bounty hunters is going to attack you. Use an Energy Resitance and
  go up to them. If you have either Mira, they will interject here, and you can 
  gain +INF+ by saying:

    > I'm not going to let you insult my companion. +INF+

  Yes, this ends in violence. Another group battle, but you were warned about
  this one so it probably ends quickly. Search the remains for:

    Bounty Hunter's Starport Visa

  It needs to be Sliced before you can do anything with it, and that is done
  in the Cantina by Kiph (see the SIDEQUEST for more information). Keep going
  to see Riiken.

  Ask about Dhagon, and learn he's in jail for murdering Captain Sullio.
  Mandalore needs you to get Dhagon out, and you need that to get into the
  palace to see Jedi Master Kavar. Guess we have to help. Ask about how you
  can eliminate Dhagon as a suspect, and he tells you to investigate in the
  Cantina. Go back to the Cantina, and in.

Iziz Cantina
-------------------------------------------------------------------------------

  More people in here want Visas, three in fact, Gormo the captain at the
  entrance, Sakarie the Exchange smuggler to the right side, and Xaart the
  Republic spy near the top-left of this area (as seen on the map). Check out
  the Starport Visas SIDEQUEST for more information on this. You also have
  an open Starport Visa which Kiph can decode for you, for a low, low cost of
  500 credits, but you have to have heard that he can do it first. You can
  ask Gormo about this, tell him you only have your visa and he mentions
  Slicers.

  You can race your Swoop here, this place actually has a competitive heat
  (or you can just cheat, get near a barrier, pause, abort and win) which
  is worth some good credits. With a [Persuade - 18 REQ] after the first race 
  you can talk him into giving you a better cut of the profits, an extra 500 
  for every race after the first. With a [Persuade - 8 REQ] he'll simply waive
  the fee. Otherwise you just get:

    First Race  -  500 credits (400 after his cut)
    Second Race -  500 credits (400, or 1000 with Persuade)
    Third Race  - 2000 credits (1900, or 2500 with Persuade)
    Final Race  - 5000 credits (4900, or 5500 with Persuade)

    7600 to 9400 Credits can be made there, depending on Persuade.

  Nikko, whom you talk to in your investigations later, will play Pazaak with
  you. His maximum bet is 250 credits. Beat him three times to get some cards: 
  +5, +/-1, +/-3.

  Murder Most Foul

  Once you've done all you want to do, time to start the investigation. Talk
  to Panar in the gang's side room. Ask about the murder, then follow that up
  with questions about Dhagon and the "reason why Dhagon Ghent would kill
  Sullio." (250 XP)

  Go talk to Nikko next. Mention what you heard from Panar to Nikko, and he
  denies that to be the case. Why, they were good friends. Keep asking
  questions about the murder. Where did he find the body. Once Mandalore tells
  you to look outside, you're done with Nikko. (500 XP)

  Go outside, turn right and go to the garbage pile. Select it, but there's
  nothing there. Just behind that, however, is a broken serving droid. Hmmm...
  (250 XP) Back to the Cantina, and talk to Nikko about this droid. He doesn't
  offer you much. Talk to Panar about the droid, and he mentions 1B-8D sells
  droid parts that are scavenged. (250 XP)

  Outside again, and go straight ahead to find the droid, 1B-8D. Ask about
  parts from Bahima's droids, then buy the parts for 25 credits. (250 XP)

  Back to the Cantina, and talk to Kiph, give him the remnants of the droid
  and watch the final feed. It's not terribly informative. (250 XP)

  Now show it to Nikko, he believes that this counts as conclusive evidence
  and takes you over to see Captain Riiken. No matter what you say with him and
  his superior, you and Nikko get things done, Dhagon Ghent is a free man.
  Riiken will start patrolling the Western Square himself, if you are doing
  Anda's SIDEQUEST to remove the captains.

  Dhagon Ghent has no real answers to anything except getting you into the
  palace. But for that he needs his Discs back from Bakkel's gang, who are in
  the Cantina. (1500 XP, random lightsaber)

  Prepare for a fight, head to the Cantina, first room on the right side, and
  talk to Bakkel. This is just about the shortest conversation ever, she
  attacks almost immediately. Clear the room. Be sure to search her body for:

    Encrypted Holodisks (Dhagon needs these)
    Open Starport Visa (just about everyone wants these)

  The Meeting

  When you are done with Onderon, and I do mean done, because you won't return
  to this place again (although you return to Onderon later, you can't do
  any SIDEQUEST, or play Pazaak, or race Swoop, etc. again), go back to
  Dhagon's office and talk to him. Tell him you're ready, and the meeting with
  Kavar is set up... (300 XP for returning the disks)

  You automatically appear in the Cantina and meet with Kavar. His dialogue
  goes slightly differently depending on how Light/Dark Sided you are, but at
  this point all you can do is ask quesions. He doesn't say much when Colonel
  Tobin interrupts. (This happens on both Light/Dark Side)

  Get Out of Onderon

  This leads to a battle. Visas and HK-47 want to wipe this room out, give them
  permission to get +INF+, and a DSP and you lose -INF- if you tell them flat
  out NO. But if you tell them to just keep it to the enemy, they have no
  reaction. Handmaiden will tell you that you must not harm anyone in the
  battle, agree with her for +INF+.

  If you have been siding with Vaklu all along, Tobin will run back in and stop
  the attack. He wants to make a deal with you, but needs it to look like his
  forces are still against you, to keep up appearances with their other Sith
  allies.

  Either way, you are going to have a fire fight all the way back to
  Mandalore's shuttle. The Soldier in the Merchant Quarter can be told
  anything, he won't believe you, but goes to check things out. You may have to
  fight your way through the Crowd (see SIDEQUEST above) if you haven't
  already, but there will be other commoners in your way, and once they get
  killed, you can't buy things from Geggoran ever again. When you get back to
  near the port, the turrets come online and attack you.

  Once you're done, back to port (250 XP), back to your shuttle and back to
  Dxun.

Dxun, Finale (For Now)
-------------------------------------------------------------------------------

  Now things get set up for our eventual return trip to Onderon. Mandalore
  joins you fully, he wants to gather the clans, and figures you're as good an
  excuse to leave on that trip as any.

  As you go through the base, you might find Remains from your previous battle
  here with the Sith. Head out, and go to the lower base.

    Note: If you didn't make it down here during the Sith Assassin attack
          before you left, there will probably be Sith Assassins down here.

  Enter Mandalore's chambers, and talk to Kelborn. He tells you that he'll send
  word to you when Onderon is safe to return to (which means whenever he gets
  a message from Tobin or Kavar). You can also search Mandalore's secret
  back room now, he won't care. There's three metal boxes inside with random
  swag.

  Talk to the Mandalorian Guide near the gates, and have him take you back to
  the Ebon Hawk, go in and leave.

  If Onderon was your last planet, you might wonder where to go and what to do.
  It seems to me that this is based on a timer. After a certain amount of time
  (perhaps hours), the game knows that Onderon is ready to go again.

  If Onderon isn't your last planet, then you have nothing to worry about.
  Later, you'll reboard your ship and have a message from Kelborn to return.
  This is covered in the Onderon Finale section below.

  You can return to Dxun anytime.
 
 




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