-------------------------------------------------------------------------------
8. Nar Shaddaa :NRSHD:
-------------------------------------------------------------------------------
The Smuggler's Moon, the Gaping Hole of Nal Hutta, um, this stinkhole.
After listening to Atton's colorful comments about this place, and asking
whatever questions you want of him, and he lands the ship in the Refugee
Sector. Once you land you have to watch a cutscene of Goto planning the
capture of Jedi. This introduces both G0-T0, the droid behind Goto, and
Hanharr the Wookiee, both who can join you (but Hanharr only if you are
Dark Side). You also see the bounty hunters of Nar Shaddaa, whom you will be
fighting later.
Once actually on the planet, Atton bugs you again, and you can once again
ask questions about your situation. Let's move out!
Once you get past your own companions, a Toydarian, Quello, approaches and
wants you to get off his landing pad. You can't Force Persuade him (which
you'd know if you've seen Ep1), but you can [Persuade/Lie] The Exchance told
me I could land here (DSP), and you can follow that up with a threat to kill
him for another DSP. Failing that, you can tell him his landing pad is
trash or pay him 50 credits and he'll leave. But he tells you that someone
else will be landing here, and you'll have to deal with them at that time.
You will be able to buy the HK Droid Processor from Kodin, whom you can find
by turning left when you get out of the first hallway.
To build our lightsaber (if you haven't already) we need just two more parts,
the Lens and a Color Crystal. You can buy the Crystal from Geeda or Oondar,
and can get the lens in the SIDEQUEST: Dance for Vogga.
To train Atton as a Jedi, head to the Refugee Sector (see SIDEQUEST: Atton's
Terrible Secret below).
Finally we can move. Choose your party.
Companions with Influence Checks (just a heads up, more information below):
Atton (Reparing the Airspeeder, the Sick Man)
Bao-Dur (The Sick Man, Repairing the Airspeeder)
Kreia (The Sick Man, Guy Getting Mugged, Guy Asks for Credits)
T3 (Droid Merchant)
Visas
Nar Shaddaa Main Area
-------------------------------------------------------------------------------
W - Workbench
-----. K - Kovin
| | TT - Tien Tubb
| |.-----. To the B - Borna Lyn (Swoop Den)
|R M d B | Docks L - Lupo
`-----| L |---. | | M - Modo (Swoop Clerk)
.---. |__ d_ | | | .--. R - Racing Droid
/ \ |d' | | | | |G | O - Oondar
/ Ebon \------------. | |.-' `--' `--' `-. G - Geeda
| Hawk | | -'K '-. d - door
\ /----------. | `--| .---------. .-' WD - Weapon Deal
\.___./ |------| --.---| | | `-._
| TT | d | Pit | ,._ To Cantina/
----| |d-----| | | |_ Pazaak Den
|W | d `---------' O |
| d | .--d|
|-----|-| |-|-- .-. .----. | | ---|
- =__| | | |__d |
| | | WD |
| | ------
To the
Refugee Sector
The First Refugee
Be prepared for lots of muggings in this area. Forward. Within moments, you
find a couple aliens, hassling a human refugee. Pretty easy Light/Dark
option. You can talk to the Thugs, if you want, to learn that a good way to
meet the Exchange is to kill its employees (them). Saying "Just a Spectator"
will get you a DSP. Saying "I won't let you hurt this man" gives an LSP.
Huh, interesting. This goes to battle. Light Side will fight them off to help
the Refugee, then talk to him ask why they were doing this to him, and then
tell him that you were glad to help. (LSP) Dark Side can still save him, but
then say he owes you, or threaten to cripple him (DSP). (You can even mix the
two, say that he owes you then tell him that he can go and you were glad to
help, but it's more Dark than Light)
Goal for Nar Shaddaa
Now we know our goal (The Exchange) and how to do it (Mess or Help their
Operations). Once you have done enough to/for the Exchange, you'll be offered
a meeting with their leader to get to the bottom of this whole "Jedi Bounty"
business. Along the way you'll also pick up a new companion, Mira or Hanharr
(Light or Dark Side) and find the next Jedi Master. This can be a tricky
thing, so I would create a save here and DON'T SAVE OVER IT until you meet
with the Exchange. Should all things fail later, you can always go back and
try it again. This isn't likely, and I've never had problems with it, but
better safe than sorry.
To Annoy the Exchange: To Gain Influence with the Exchange:
- Help Lootra Find His Wife - Convince Lootra to join the Exchange
- Fix the Freighter Order for Fassa - Destroy the Swoop Droid
- Agree to help Vogga the Hutt - Convince the Thugs to sell the man
- Kill Saquesh into slavery
- Convince Nadaa to sell herself to
the Exchange
- Convince the Refugees to give up
- Convince the sick man to kill
himself
The Second Refugee
Just ahead, a man will automatically talk to you. He wants credits, and
you can either give it (LSP) or chase him away (DSP). Either way, no good
comes from it. Regardless of what you did, Kreia will talk to you (either in
party or telepathically) to comment on what you did. He either gets mugged
and the new credits stolen, or he becomes a jerk and starts mugging people
himself. What you say to her doesn't matter until the VERY end, when you can
say either: (only if you gave 5 credits)
> +INF+ I... will consider what you have said.
OR
> +INF+ There is wisdom in what you say. Perhaps I shall not be so quick to
offer aid in the future.
The other options lead to influence decreases.
The Third Refugee
The last guy in this very small area is just standing to the side. You need
to give him some credits to get him to talk to you. Ask for information,
then reveal that you are a Jedi. If you aren't showing signs of Dark Side,
he'll believe you, and you can say one of these lines:
- 2xLSP - If I can, I will help everyone I can.
- LSP - I will do what I can, but that may not be enough.
- DSP - I am not here to help anyone.
Beyond that he just has some minor amounts of information. After you leave,
you see Mira (though you don't know her at the moment) talk to him. Even if
he says that he will listen for more information for you, he never says
anything more, ever again. Bum.
The Ebon Hawk, Stolen?
Ahead and to the right, going around the central pit to the lower end of
this area. A guy here, Ratrin Vek, tells you that you have his ship. Ask
him for proof that the ship is his, and he reveals information about the
ship (such as Secret Compartments) that only an owner would know. If you
give him the ship, say either:
- LSP - No, if the ship is yours, then you deserve it back.
- LSP - I'd rather be stuck here with a clean conscience.
Or you can refuse to give it back. There is only one Dark option here:
- DSP - If you don't get out of my way, you'll be dead.
If you learned about the hidden compartments from Ratrin, go back to the
Ebon Hawk (watch any companion exchanges), go to Visas's Cabin (the starboard
side), and at the end bottom bunk you'll find a Hidden Compartment with some
treasures. Pretty decent. (The other hidden compartment he mentions was
discovered in KotOR1 by Revan) No, you didn't just give up your ship. You'll
see what happens to him later.
Keep going around the pit in the center, and when you get to the side with
the Red Door (which we aren't taking yet, but leads to the Cantina/Pazaak
Den), Kreia will talk to you, or send you a vision and talk to you. She is
telling you that you can feel the pulse of the Force in Nar Shaddaa. It
does not matter how you reply to her. For this you get +6 to Force Points.
The Fourth Refugee
Now go all the way around the pit to find the last of these guys who get
hassled by Exchange Thugs. He immediately sees you and tells the Thugs that
you have their money. What a nice guy, getting their attention for us so
we can save ourselves the trouble. Nice, nice guy. Lots of options here:
- [Force Persuade] There's no need for this, go on your way.
- DSP - [Force Persuade] You two, give me all your credits, then go jump
into the central pit.
- LSP - [Persuade/Lie] I work for the Exchange, and this man is under my
protection.
- LSP - [Persuade] This man is under my protection. Leave now.
- I don't have the money.
- This man's lying - I don't know him, and I don't have his credits.
- How much does he owe?
- Leave this man alone.
- You two better back off before you're kissing duracrete.
- The next one of you threatens me, dies.
You can either Force Persuade them to go away (one way or another), put him
under your protection (if you make your Persuade, you don't need to Lie),
get into a fight, or offer to pay his debt. Although they ask for 500, you
can get away with 100. Paying his debt is worth a LSP. The Darkest of the
Dark options would be to follow this path:
Dark Path > This man's lying - I don't know him, and I don't have his
credits.
> DSP > Pay these thugs what you owe them, or I'll kill you.
> DSP > You could probably sell him into slavery and get the
money you need. (this also gives you a tiny bit of an increased
standing with the Exchange)
If you kill the thugs with Force Persuade, Rutum runs away. If you simply
Persuade or Force Persuade them away (250 XP), you can then ask for more
information, or kill him for a DSP. Various party members will react to this
scene: Bao-Dur, Atton, Visas and Handmaiden. Killing him brings no reactions.
If you save him in any way, you get a good reaction, even if you used Force
Persuade to make them jump into the pit.
Killing the thugs, making them jump off the ledge, or making them go away
has no effect on your standing with the Exchange.
We're finally done with the Refugee/Thug events that we can't avoid. There
are quite a number of things that can be done in this area, listed in the
SIDEQUESTS below. Once you've done these, there are two more areas to visit,
listed below SIDEQUESTS (the Cantina/Pazaak den are listed here). They
also have SIDEQUESTS, but those are listed there. There will be two upcoming
events. First, you will have to liberate your ship from the Red Crescent
slavers (covered in this section of SIDEQUESTS) and Second, you will get a
call from the Exchange for a meeting in the Jekk'Jekk Tarr. This is listed
last.
SIDEQUEST: Get the Old Droid Back
Head over to the "Swoop Garage" (despite that, it never has anything to
do with Swoops... Ever.) in the lower left of the map, near where you
fought the first gang of Thugs. Enter. There are some Metal Boxes around
that you can search, as well as a Workbench. You'll also find the
Airspeeder Navigation Interface, which is used later for the Rebuild the
Airspeeder quest in the Refugee Area (at least, if you get there before
it's too late).
When you go up to the second part of this place, a protocol droid will
automatically talk to you. Ask about him being the 32nd model, then end
the conversation. Go over and talk to Tienn Tubb, the Sullustan mechanic
here. Although you can change your ship's signature later, you can't do
that right now.
When you try to leave, TT-32 asks you to go to get the old droid, number
31 from a droid merchant. There are some nifty new Droid Shield plans on
that droid, and TT-32 wants them back. Agree to help. Be sure to ask for
a reward on this one, you'll want it.
Go out, and up, to find the droid merchant, Kodin. You can see (and
interact with ) IT-31 right now, if you want. If you have T3 in your party,
Kodin will try to buy him from you (see SIDEQUEST: Sell T3 below), but
that's not why we're here. Ask him about Astromech Droids, and then get
the option to ask to buy the droid. He wants 500 credits for it, but with
a Persuade you can knock it to 300 (or 150 if your Persuade is good).
[Awareness] also works. Buy the droid. (250 XP) You could also tell him to
just give you the droid, and with a good Persuade, he will. Without a good
Persuade, you have to kill him (DSP) to get it. Killing him seems to have
no effect on your standing with the Exchange. Although threatening to kill
him and Persuading him to give it to you seems to have a small effect on
it.
You could also just buy the memory module, killing the Droid. Kodin will
want 250 credits for this, but it can be Persuaded down, or even Repaired
down to 100 credits. Bao-Dur will also tell you that it's worth 100 and
save you the credits if you don't have the skill. If you tear out the
Memory, you lose -INF- with T3, whether he's around or not.
Now talk to the droid, and tell him to go back to the garage. Finally go
back to TT-32 and either tell him you succeeded, or give him the Memory.
You can pester him further for an extra reward (Parts), but T3 will lose
-INF-. You could also tell TT-32 that you have a copy of the designs, and
follow that through to get a "discount" on items here. Only problem is
there are no items sold here. (1250 XP)
SIDEQUEST: Sell T3 to Kodin
Refusing to sell T3 to Kodin gets you nothing, T3 isn't that impressed.
But selling him is a different matter. When you talk to Kodin and offer to
sell T3 for 500 credits (a good persuade to get 750, a better Persuade to
get 1000). Or you can trade T3 for IT-31 to complete the above SIDEQUEST,
but only if you've already talked to him about it. You get whatever money
you negotiated, a DSP, and lose -INF- with T3.
You can't buy him back, but he will return later on his own to save you.
He's more loyal than you, apparently.
SIDEQUEST: Interrupt the Exchange Deal
In the room in the bottom right of this area is a weapon/spice/slave deal
going down. When you enter, it is interpretted as an ambush, and everyone
goes hostile. Kill 'em all. Search for remains, then clear out the
containers in here.
This has a minor effect on your standing with the Exchange.
SIDEQUEST: Oondar Vs. Geeda, the Merchant Wars
I'll just say it up front. Always side with Geeda. Light Side or not, the
rewards in the end are better. Always side with Geeda.
Note: Oondar will ONLY offer this quest the first time you talk to him.
If you don't take it then, you can't get it.
Just outside the room with the weapons deal that we broke up, is the
merchant Oondar, who wants you to get rid of his competition, Geeda, who
is located near the top right of this area. Talk to Oondar first, ask about
his lack of customers. He complains about a "schutta" (Geeda, but he
doesn't name her) ruining his business. If you offer to kill her you get a
DSP. Whether you offer that or to compromise with her, agree to help him
out, and he offers you a discount on his items (about 10% off). There are
three main ways to handle this:
Dark Path
Go talk to Geeda, and immediately tell her to take a hike. (250 XP, DSP)
Return to Oondar to clear this quest.
Neutral Path
Go up, talk to Geeda, listen to her side, agree to her counter offer then
go back to Oondar to tell him about that. Then agree to his demand to take
care of it. Finally go tell her to get out of here. (If you listen to
her at all, you have to talk to Oondar again, then her again) You get 250
XP for telling her to take a hike. Return to Oondar to finish the deal.
You get access to his better items.
Light Side
Go up and talk to Geeda, who counters with the same offer. Accept. Now
back to Oondar and he threatens to tell the Exchange if you don't follow
through with your deal. Hmm. Since we're not siding with him, say that you
aren't afraid of the Exchange, and that he can eve give them a full
description of you if he wants. Back to Geeda and tell her what Oondar has
done now, then side with her (LSP). She tells you that to improve her shop,
you need to get her some new trade routes, notably to Onderon (Dxun) or to
Dantooine. Or both. And as long as you don't tell Oondar about this, you
can still access his shop. If you do go to Oondar and tell him you sided
with her, you get 250 XP and LSP, but then he vanishes.
Note: Be sure to return here after dealing with those worlds. She adds
new items to her shop for each planet you clear.
Although her inventory isn't great now, she's technically the best
merchant in the game once you've upgraded the shop.
Oondar's threat to tell the Exchange seems to be a boast, it had
no discernable effect on my Standing with the Exchange.
You get 1000 XP when you clear a planet for trade with Geeda.
SIDEQUEST: Bet on the Swoop Races... Or Not
If you don't mind gaining a Dark Side Point (DSP), have the force power
Affect Mind and have 1000 credits, you can double it. Enter the swoop
bar at the top left of the map. Talk to the owner, Lupo and ask to place a
bet on yourself. Amount: 1000 credits. The owner will try, but fail to get
your bet entered. Talk to him again, for a bit. Then use [Force Persuade]
to tell him that he hasn't given you your money back yet. You get 1000
credits and a DSP.
Note: Technically this works with smaller amounts, but since you can do
it once, it is best to maximize your earings.
SIDEQUEST: Destroy the Ultimate Swoop Droid
Head over to the Swoop bar at the top left of this area and go on in.
You have to watch the owner talk to a drunk Twi'lek passed out on the
floor here. Don't bother talking to him, instead find Borna Lys at the
wall.
Borna tells you not to race your Swoop here because there is an unbeatable
droid here. Follow this up until you hear her plan to get rid of the
stinking droid. Ask for the codes. You have to have one of the following
to get the codes:
- [Computer] I can reprogram the computer behavior core with a process
delay without him realizing it.
- [Computer] I could just pry open the control cluster and cut a few
wires.
- [Repair] Let me rewire a secondary motivator, and the sabotage will be
undetectable.
- Give me a hydrospanner, and I'll smash its motivators. (still checks
your Repair skill)
- [Persuade] We both stand to make a profit here, we do not need squabble
over the scraps Lupo leaves.
- [Force Persuade] You will give me the codes.
Whatever you do, get the codes, and go into the next room. Ignore the
guy behind the counter, and head straight for the droid. Use the small
computer console next to the droid.
With an Awareness you can find an odd transmission on the droid, but that
doesn't seem to matter. Use either Computer or Repair to disable the
droid. If you try and fail, Bao-Dur (if you did Repair) or T3 (if you did
Computer) can do it for you. The droid goes boom.
Modo, the guy from behind the counter, comes over to investigate the
explosion.
- DSP - [Lie] I don't know. I came running when I heard the explosion.
- [Persuade] Your droid seems to have... expired.
- [Force Persuade] You saw nothing.
Say whatever, he'll believe anything. Lupo enters to discover his droid is
gone. Tell him to sell his bar to Borna Lys, and he runs off to do so.
Be sure to check the fallen racer droid for some Remains, and the room in
general for a couple metal boxes. Head back to Borna Lys to get your
reward. (2000 Credits) Doing this has no effect on your standing with the
Exchange.
You can race now if you want, if you set the record, you get 500 credits.
You can then [Force Persuade] to increase your winnings, an extra 1750
credits and a DSP.
Note: As always, you can cheat to win in second. Wander left and aim for
the wall. Hit the WHITE button just before you hit, then forfeit.
You'll hit the wall, then exit the race and have won.
SIDEQUEST: Clear the Pazaak Den
To get into the Pazaak den, from the main area, enter the big red doors
at the right of this area. Then you go over to the door with the guard to
the left, and either buy the password from Kaalah-Nah to get in (15
credits), or just use [Force Persuade] to have him let you in. It doesn't
change anything. Don't worry about Twik'Gar outside the Den unless you plan
on doing a Dark Side option inside. If you are doing Dark, talk to Twik'Gar
to learn he wants a message passed on.
There are going to be four total Pazaak players in here. The malfunctioning
droid, the Twi-lek woman, the Duros and eventually The Champ. The only one
you have to play is The Champ, all the others have a way around them.
However, if you use the way around, you won't get any Credits for defeating
them. Each player must be defeated three times. Once all are defeated, you
get to play the Champ, who automatically enters to challenge you. Once you
beat the Champ, you get the +1T card.
If you're playing Pazaak here, not much has changed since the first game,
and if you played back in Telos, you should be good to go. You can buy
new cards from Dahnis. Every wager will be at 100 credits, until you get to
the Champ, then wagers are 500 credits.
So, either talk to each of them, and defeat them three times, or take the
shortcut:
S4-C8 is a malfunctioning Droid. Repair her to get her to stop the Pazaak
desire. After the first Repair option, you can get an Awareness option
to check for oddities, which if successful, gives you the second of
the mysterious droid signals (the first was in the Swoop Den). You have
to Repair, then Repair or Computer again.
Dahnis is the female Twi'lek player. Male characters always win. Females
can skip her by simply having Atton, Bao-Dur or Disciple in your party
and they will defeat her.
Geredi is the Duros in the far corner. After learning about him from
Twik'Gar, tell him that some attractive Twi'leg dancers are waiting for
him outside. He falls for that a little too easily. (DSP) Or you can
Force Persuade him to go out. (DSP)
Then, defeat the Champ! If you actually played Geredi, then The Champ is
actually easier to beat than him. Beat the Champ 3 times and get his card.
Note: You don't have to play The Champ either. Ask him who he is, then
you can [Force Persuade] him to lose. Or ask him if winning is
still fun, and then [Persuade] him to lose.
Note: Yes, it's a nice card. However, you just played or removed the
majority of the Pazaak players in the game! Who are you going to
use this card on?
SIDEQUEST: Dance for Vogga the Hutt
Also in the "Entertainment District" is the Cantina. Inside a thuggish
guy is auditioning new women to be dancers for Vogga the Hutt. Well, we
want to do this, but not at this moment. First, we need to discover how to
get into Vogga's secret vault.
Note: If you do this before getting the Juma Juice, just keep whomever
danced in the Dancer's costume, talk to Vogga and ask to dance
again.
First, get a person with Stealth and a Stealth enabled belt. Use that to
sneak up on the Trandoshian's ("Vogga's Thugs") in the cantina. They
mention that Vogga only wants to see people who ask about Goto. Good to
know. (100 XP) Now, go up to the Docks area, and then into the side hallway
into the Flophouse.
In the very first door, we need to Stealth in and listen to their
conversation to learn that the Kath hounds in Vogga's lair will fall asleep
if given Juma juice. (100 XP) Make sure Handmaiden or Mira is in your
party, if you're male. Also make sure someone can open a lock. If you're
female you can dance yourself. Back to the Cantina. Talk to the bartender
and get some Juma juice. He wants 100 credits for it. You can [Force
Persuade] for free, or Persuade for free or a reduced fare, if you're good
enough. There's no Light/Dark for Force Persuade.
Now talk to the auditioner, Twi'lek Domo. He hates the girls dancing for
him, and wants your help to find someone new, a STAR! Volunteer yourself
(if you're female) or Handmaiden/Mira. (Visas refuses) You don't have to
be reassuring to your party member who ... puts on the costume. Time to
dance! (300 credits, 50 XP)
Note: If you are Dark Sided, and significantly so, he won't want to take
you. You can always [Force Persuade] or [Persuade] him to your
way of thinking. Once you get past the head, you don't look too
bad... a little grey, maybe.
The dance puts Vogga to sleep. Once you get control, go towards the little
water dish in the corner near the door and use it. Pour in the Juma Juice,
wait, then Unlock and enter the vault. (The game actually places you back
outside Vogga's room, make sure you're opening the right door, you want
the Security Door, not Low Security Door) (50 XP) Open the metal box to get
Lightsaber Focusing Lens Fixture (or a random Lightsaber, if you already
built one)
Which means that if you already acquired a color crystal from Geeda or
Oondar, you can talk to Bao-Dur and build your lightsaber. (1500 XP for
building your lightsaber)
Nar Shaddaa Docks Area
-------------------------------------------------------------------------------
If you've been following the walkthrough line by line, this is where you'll
be, in Vogga's complex in the Docks area. Admire your new Bronze Bikini
(unless you're on the Dark Side, at which point it looks... less than
appearling).
There's nothing that absolutely MUST be done in this area right now, but
quite a number of things that CAN be done anyway. If you want to get fuel
for Telos later, go wake up Vogga the Hutt and talk about Goto. If you
agree to help him deal with Goto, then it makes the Exchange less likely to
like you. Whatever, he has fuel. It doesn't really matter how you approach
it, all paths are about the same. (50 XP)
Explore around Vogga's place to find a Warehouse we can't enter (yet) and a
Bith who is also looking for a new fuel source for Telos. If you're feeling
Dark Sided, you can kill him. Curiously, none of the companions react if
you kill him. Say this:
Dark Path > What are you doing here?
> What's your interest in this?
> I was also trying to find a fuel source for Citadel Station.
> It's not safe to compete with me.
> Let me tell you something - you won't be getting much farther.
Goodbye. > COMBAT (DSP)
You should see some cutscenes if you wander this area, as the bounty hunters
close in on you. This also raises the awareness of you at the Exchange. Only
sidequests to do here, before we move on to the Refugee area.
SIDEQUEST: Reorder the Ships for Fassa
Talk to Fassa in the center of this area. You can ask about some things,
but only one thing goes anywhere. If you are friendly with the Exchange
you'll need an Awareness to get anywhere, otherwise follow this path.
> Who do you work for?
> How is business these days?
> Is there anything I can do to help prevent hijackings?
> What's wrong with the pylons?
> I'll try to help
Now, you need to restore power to one pylon by using the nearby Pylon
Power Console. Toggle number 2, it's closest. With a good Computer Use
you can optimize the power relays to activate all three pylons at once.
(250 XP) Do NOT use the power cell from Lassavou, you use that on the
Airspeeder later. Log out.
Go up to Pylon 2, use the console, and enter them in this order:
1st - Silver Zephyr
2nd - Alakandor
3rd - Toorna's Profits
Doing this is worth 500 XP, and changes your Standing with the Exchange
somewhat. Return to Fassa for your reward. (Random Item, based on your
level)
SIDEQUEST: Mandalorians in the Flophouse
There are some Mandalorians in the flophouse (the door near Fassa leads to
a series of rooms, colorfully called the flophouse). The room closest to
the entrance on the side has them. Talk to them with Mandalore to recruit
them.
SIDEQUEST: Find the Captain for the Lunar Shadow
In the room next to the Mandalorian room, are some aliens who can't get
to their captain in the Jekk'Jekk Tarr. That place is poisonous for them.
You too. Find a Breath Mask, go inside, and retrieve the captain. He's
in the Weequay room, named Lunar Shadow Captain. Convince him to return,
then return to the aliens to get your reward.
Of course, you could just kill them and take their things. That would be
very Dark Sided of you. (250 XP) You don't actually get a DSP for this,
but your companions will react to it, so you lose INFLUENCE with those
who don't like to murder innocents, and gain with those who do.
You can steal their things from the Metal Box in the back of their room
just fine.
You find the Lunar Shadow Captain in the "left" room of the Jekk'Jekk Tarr.
You need a Breath Mask (or to wait until later, see the "Meeting with the
Exchange" below) to get in and survive. Persuade him to go back for
1500 XP.
SIDEQUEST: An Errand for a Bith
The Bith at the corner room in the flophouse is checking for a certain
frequency that he can't get out of his head. After a very long pointless
dialogue about this, he finally offers you a... COURIER JOB. Take it. He
wants you to meet up with a Twi'let on Pylon 3. (500 credits)
Head over to Pylon 3, and search the Twi'lek corpse. The door will lock,
and the Droid here will attack you. Also, if you haven't already, search
the Plasteel Container here for the Maneuvering Flaps (for the Airspeeder
SIDEQUEST, see below).
Back to the Bith, except he's dead, gone, and left only his arm with a
datapad. Seems that his droid turned on him. That's a common thread between
your event and his. Droids. That's where this quest ends, unless you have
G0-T0 who explains that the signal was his, and he used it to control his
droids.
SIDEQUEST: Help Lasavvou and Get His Power Cell
In the first room after the hallway turns in the flophouse, we find the
Ithorian Lasavvou. If you're evil (and stupid) you can claim to be from
the Dock Authority and he'll give you 200 credits, if you end there he'll
never talk to you again. If you got credits, then you can also say that
you're there for his things, and fight/kill him. (DSP) If you do either
of these you can't get the Power Cell, which is more valuable.
But if you're not evil, you can listen to his problem and help him. Deny
being from the docking authority, and listen. His ship is impounded until
he can come up with some credits, but all he has are Power Cells.
Note: If you got the quest from the refugee mother to get her family
off planet, you can have Lasavvou take her with him when he leaves.
Ask for a power cell as a reward for helping him.
Go out and talk to Fassa about Lasavvou. If you helped Fassa out with the
Pylons (see above), then he'll do this for you right away. If you didn't
help Fassa earlier, you can arrange for Lasavvou to give him a power cell
in exchange (don't worry, you still get one yourself). Or you can just pay
the 600 credits owed. Force Persuade won't work here.
Back to Lasavvou to deliver the good news and get your Cryogenic Power
Cell (used to repair the Airspeeder). (500 XP)
SIDEQUEST: Help Lootra Find His Wife
In the second to last room in the flophouse is Lootra, a man who can't
find his wife. Now, you could just kill him ("you picked the wrong room to
die in") to get your DSP, an Influence reaction with those party members
who react to such things (such as Atton, Handmaiden, HK-47, Kreia, Bao-Dur)
and a random Lightsaber part.
Assuming you're less violent, talk to him. He tells you that he has nearly
been forced to take a job with the Exchange because he can't find his wife.
Now, if you want to gain favor with the Exchange, you can [Persuade] him
to join (always succeeds) the Exchange. To increase your favor with the
Exchange, give him the "Tell them *YOURNAME* sent you" line. Kreia will
gain +INF+ from this. It doesn't matter what you say to Kreia.
If you want to really annoy the Exchange, then agree to look for his wife.
You can ask for credits from him, and he's quite willing to pay you. Asking
for a reward here has no Light/Dark implications.
You'll find Aaida later in the Refugee Sector, main camp, about the center
of it. To get her out, however, you have to get rid of the Exchange guards
near the entrance to that area. (If you don't, they kill her and you get
a DSP) She's by Hussef. Talk to her, and tell her that Lootra's looking for
her as well. Tell her that she can go, and that you're back to help the
Republic for 1000 XP and a LSP. Strangely, you can do this even if you have
already KILLED Lootra.
Then return to Lootra in the flophouse to get a random Lightsaber or
Lightsaber part. If you have Kreia, plus one of these people: Atton,
Bao-Dur, Disciple or Handmaiden; Kreia will get mad at you. Defend your
actions the entire way (always the first option) to get +INF+ with whoever
is with you. Not a huge +INF+ increase. In fact, it's barely noticeable.
Nar Shaddaa Refugee Sector
-------------------------------------------------------------------------------
When you first enter the Refugee Sector, you'll have to get past a couple of
guards. If you have a high STR, you can [Intimidate] them to let you past.
They back down, but you can still fight them if you insist (DSP). If you're
looking for Aaida for Lootra, this will allow her to get past later. Whether
Light or Dark, I'd just kill them.
Note: They become unkillable once you pay the Toll, as you can never bring
up the Intimidate option again. So, seriously, just kill them the
first time. Take the Dark Side hit.
The door ahead to the right leads straight to the Exchange, but it is
magnetically sealed. Take the left door, down the ramp, through the next
door, down the next ramp and through the last door and into the refugee
camp. There are another large number of SIDEQUESTS to accomplish here, and
many have INFLUENCE for your companions, and affect your standing with the
Exchange.
You'll find Adana down here, in about the center of the area, and you can
talk to her to finish the Lootra quest (see above).
SIDEQUEST: Deal with the Sick Man, Geriel
Note: There is an infinite experience bug here. See the Cheats section if
you want to try that. Don't talk to Saquesh yet, and don't
heal/kill Geriel if you do it.
If you want influence with the Exchange or to get the Refugees More Space
(see Hussef's SIDEQUEST below), go through the camp and talk to
Saquesh in the Exchange complex immediately after talking to Geriel, but
before doing anything about him, first to get the quest to deal with him.
It's 250 XP for even bringing this to his attention, and agreeing to deal
with it. You won't get a reward from Saquesh no matter how you handle this.
Note: If you talked to Geriel with a good Treat Injury, your character
knows that it isn't serious, and will have to [Lie] to Saquesh.
This has no Dark implications.
One of the few places in the game where the Exile must have Treat Injury to
do something. (The only other time I can think of this happening is way
back at the very beginning in Peragus) Immediately turn right when entering
the Refugee camp from the entrance, and you'll see a man barely standing
upright.
There are two ways to deal with him. Heal him with Treat Injury, or
Persuade him to take his own life for the good of the camp.
If your Treat Injury isn't so good, and you want to heal him, there are a
number of ways to improve it. Obviously you can raise it by gaining levels.
You can also use items to improve your skills, and several will give
bonuses to Treat Injury. Finally anything that raises your WISDOM will also
raise your Treat Injury. I thought for sure that you could have Disciple do
this for you, but you can't. When healed you get 500 XP, LSP, and a random
Lightsaber part.
If you Persuade him to kill himself you get a DSP. You gain a 2xDSP if you
have the Treat Injury and [Lie] that he should kill himself anyway. Getting
him to commit suicide is worth 500 XP and the Dark Side Point (DSP) as
above. No Lightsaber part.
SIDEQUEST: Kahranna (Or, Get Transportation for the Family)
Close to the end of the refugee camp, near the doors that lead to the
Exchange compound, is a woman named Kahranna. She paid a "spacer" to take
her family off planet, but got duped. She immediately thinks that you are
that spacer.
Dark Siders can't say that they are, and [Persuade] to get 500 credits
(always succeeds, and you get a DSP). Or you can [Persuade] to increase it
to 600, but you actually need skill for this. If you [Lie] and say you'll
be back soon, she'll never talk to you again. If you say "Not likely..."
followed by "Sorry, but I have to go now" you get another DSP. And from
"Not likely..." you can listen to her story again to hear the Light option.
Light Siders and Neutrals will listen to her story. She paid 50 credits to
a man named Planore, who probably just took the money and ran. You can
Persuade her to pay you the same rate, 50 credits. Eventually take the
quest.
There are, I believe, two options to this: Fassa and Lasavvou. It isn't a
big deal on which you choose, and she won't be here when you get back.
To get Fassa to help them, you need to reorder the Freighters for
him (see his SIDEQUEST above). You also need to go to Goto's yacht and back
before he'll take them. There is no such limit for Lasavvou. You get 2000
XP for completing this.
SIDEQUEST: Odis ("I wanna be a pilot!")
Near Kahranna, and right next to the door that leads up to the Exchange
Compound is Odis, who wants to be a pilot. Take his quest. Refusing does
nothing, although if you talk to him again and ask "Who are you?" he won't
talk to you ever again.
Go find Fassa up at the Nar Shaddaa Docks area, and ask if he needs a
pilot. This can't be completed until after you go to Goto's yacht.
(1500 XP) Odis will be gone when you get back.
Alternatively, if you haven't found the Captain for the aliens in the
flophouse, you can tell them about Odis. Point them towards him and get
a reward: 2500 XP, LSP.
SIDEQUEST: Kaul (Or, Break Into the Exchange... Without Killing?)
In the bottom left corner of the refugee camp is a Twi'lek named Kaul who
will sell you, for 30 credits, the idea to use Stealth in the Exchange
Compound and steal their things. This works fine, with Atton or someone
who can use Stealth and Security (to open locked doors), but is no better
than just killing everyone there.
Anyway, if your Stealth is uncovered, you have to fight the Gamorrean
guards who saw it, but strangely, the rest of the base will be undisturbed.
SIDEQUEST: Get the Refugees Extra Space (Or Convince Them to Give Up)
If you've already killed the Serroco leader and Saquesh, this quest is
already techinically done. Otherwise, go talk to Hussef in the center of
the area. Ask if you can help to get this quest. Sounds good, take it.
Alternatively, you can Persuade them to give up, and let the Exchange win.
The option comes up if you ask what the Exchange is doing to them, or if
you just talk to him again. To get him to accept this Persuade check, you
have to start undermining his camp first. Get Nadaa to sell herself to
slavery (if you try to Persuade him when he talks about Nadaa, it won't
work and you get an extra DSP). Then get Geriel to kill himself. Once those
are done, he'll accept the Persuade and give up to the Overseer (1500 XP,
DSP). This leads to a Disciple interaction. Tell him one of these:
- +INF+ I share your regret, Disciple. But they must accept the reality
of their situation.
- This is the best way. We cannot let our judgment be clouded by pity.
- -INF- Power requires others to be sacrificed.
- -INF- Keep your opinions to yourself.
As in many cases, there is a violent, and non-violent solution. The
violent has you just run over to the Serroco area (reached either through
the ramps at the lower part, or upper part of this area) or through the
lower right cargo container, which tunnels to their side. You can then just
be hostile to the guards, and fight it to the Serroco leader. (500 XP)
Then you go find Saquesh in the Exchange Compound, try to Intimidate him,
which fails, and goes to combat (1000 XP). (You can then free Adana if
you haven't already) That's it, quest over. Violence used.
The non-violent approach has you talking to them. The Serroco can be dealt
with a couple ways. First, you can Force Persuade them to leave the
Refugees alone. You can also Persuade them, if you have the skill.
(2000 XP) You can't do anything else with them, they'll attack if you try.
Get out of the conversation, then find a Security Door and try to open it
this turns everyone hostile, and you can then kill all the Thugs (XP for
each kill) plus the leader (500 XP, same as if you just killed him to
start with).
Whether you kill them or not, you can search their Cargo Containers for
treasures. (But if you open any locked doors, they go hostile, which would
allow you to kill them)
Note: There's actually a bug here. You are actually supposed to be able
to Force Persuade them to attack the Exchange, provided you have
Dominate Mind. But, due to the bug, it always fails.
Then go talk to Geriel to find out that he's sick. Don't cure him. Go to
Saquesh and mention that Geriel is sick, and then Persuade him to lay off
the Refugees. (this leads to the infinite experience bug, see Cheats) Now,
you don't actually have to do anything with Geriel, the quest is over.
(1250 XP, 250 for mentioning Geriel, 1000 for getting the Exchange to lay
off the Refugees)
Note: If you still want to kill him, find out about Nadaa's daughter,
then use Intimidate on him and he'll attack. This way you can then
kill him for 2000 XP. (1000 XP for killing him for Nadaa, 100 XP
for killing him for the refugees) However, if you do this, then
Hussef won't give you a reward. So, go talk to Hussef first, then
return to Saquesh and kill him.
Return to Hussef for a reward, a random Lightsaber. The way to change
a random reward is to reload from before you talked to Hussef. (You have to
actually already have a lightsaber to get random Lightsabers, otherwise
you just get lightsaber parts)
SIDEQUEST: Settle Nadaa's Accounts with the Exchange
If you talk to Nadaa or Saquesh, this quest pops up. You find Nadaa just a
little bit to the "left" (as seen on the map) from the "Refugee Commons."
Nadaa's daughter is being held by the Exchange and will be sold to the
Hutts in a short while.
There are three ways to handle this, two of which give you some Influence
with the Exchange, and another which will really annoy the Exchange. In
purely "I want the best reward possible" terms, it's best to do option 3,
kill him.
Note: If you kill Saquesh, you can't do the infinite experience
bug/cheat. (see the Cheats section)
First, you can go to Saquesh and pay her debt. He'll want a full 1000
credits out of you, but you can Persuade that down to a more reasonable
figure. You can also Force Persuade to get her released for free. (1000 XP,
LSP) Return to Nadaa for a random item. If you pay the debt, rather than
Force Persuade, the Exchange will take note of you. Also, using the line
[Lie] the refugees are planning a rescue, "removes" Nadaa, ends the quest,
and gets you some Exchange attention. (1000 XP as above, DSP)
Second, you can Persuade Nadaa to sell herself into slavery so that she can
help protect her daughter, who will also shortly be a slave. When you first
talk to Nadaa, tell her to pay her tribute, then use the Persuade option
to sell herself as well. If she is persuaded, you get 1000 XP and a DSP.
Then go talk to Saquesh to get a reward, a random item. This makes the
Exchange take note of you.
Note: To get the reward from Saquesh, you can't have gotten the quest
from him, you must have persuaded Nadaa without having talked to
him about it.
Third, you can offer to kill Saquesh to free her daughter. Talk about Nadaa
and then do an [Intimidate], which will always fail. This breaks out combat
(and is one of only TWO ways to fight Saquesh, the other being a second
Intimidate check you get if you try to get him to ease off the refugees).
When he's dead you get 1000 XP. You'll have to fight all the Exchange Thugs
in this area, however. This effectively finishes the Get the Refugees Extra
Space quest regarding the Exchange half. Once he's dead, work your way to
the locked storeroom just below (as seen on the map) Saquesh's room. Talk
to Adana there to free her. (1500 XP) You can also get a random item from
Nadaa after.
SIDEQUEST: Fix the Airspeeder
Airspeeder Navigation Interface - Tienn Tubb's place
Maneuvering Flaps - Pylon 3, Docks Area
Power Cell - Reward from Ithorian in Flophouse
In the Serroco territory of the Refugee sector (either go through one of
the cargo containers, or instead of turning down into the refugee camp,
keep going from the entrance along the ramps; it takes a Force Persuade to
get into their territory without violence), you find the Airspeeder.
Useful thing, allows quick transit from area to area.
Note: If you don't want to fight them just yet, tell the Serroco leader
that you'll "be going now."
[Computer] Install navigation interface.
[Repair] Install maneuvering flaps.
[Demolitions] Install cryogenic power cells.
[Security] Unlock airspeeder's controls.
The Airspeeder is repaired using your skills, however, you can have Bao-Dur
check your work, and even use Atton ("let the expert handle this") to
unlock the security protocols. +INF+ if you let them do that and compliment
them afterwards. (800 XP) Naturally if you insult their skills, before or
after, you lose -INF-.
Infinite Influence Note:
In order to get infinite influence for Atton, you need to install the
Airspeeder Navigation Interface from Tienn Tubb's place and have Atton
handle unlocking the security controls. Then, if it's not too late, you
need to kill Kodin and get his Airspeeder Navigation Interface as well.
Then you attempt to install it again but this time you can do it over
and over again because the game doesn't take it up. It only works if
you installed the Interface from Tienn Tubb's place first, then go get
the other one. (from Andrew Ngo)
SIDEQUEST: Discover Atton's Terrible Secret
While you walk around the "left" side of the Refugee area, you will
overhear a conversation between two Twi'leks about Atton's past. Talk to
them to learn it. They warn you that Atton isn't who he seems to be.
Well, when you feel up to it, talk to Atton about this, and ask him some
questions. There's only one way we care to go. Make sure to use the "Calm
down" option, it gives INFLUENCE. You want to ask about his Past, but that
brings up an Influence check. If you need more Influence with Atton, there
are a few good places in Nar Shaddaa for that, such as the Airspeeder, and
the earlier dialogue with a refugee getting hassled by some Exchange Thugs.
Atton also responds to murdering innocents, if you're going dark side.
Pass the three Influence checks to learn all about his past. The first one
requires that you have gotten +INF+ with him 2 or 3 times. The next takes
at least 2 more +INF+. Once you get through it all, he'll ask to become a
Jedi, you can then train him to become a Jedi Sentinal.
Note: One line in his dialogue LOOKS like a Light option, but actually
gives you a DSP. Bug! "I did a lot I wasn't proud of..." is a Dark
option.
Atton.....................................................................
. A1: All right - what did you want to know? .
. - I met someone on Nar Shaddaa who says he knows you. > A2 .
. A2: Yeah? That's a surprise. Did he say I owed him credits, too? .
. - He says you're not "Atton" at all. That you showed up on Nar .
. Shaddaa during the Jedi Civil War. > another line > A2 .
. - Is there anything you want to tell me? > A3 .
. A3: No, because you're asking about it - if I wanted to tell you ... .
. - +INF+ Calm down, I just wanted to know. No harm meant. > A14 .
. - I think I have a right to know about your past. > A14 .
. - If you've got a problem, let's settle it right now. > A4 .
. - -INF- Perhaps pain will bring the truth out of you. > A4 .
. A4: You know what? I helped you get off Peragus. If I hadn't been ... .
. - [Intelligence] Actually, if I had been trapped on the administration.
. level on Peragus, the Sith still would have arrived through the .
. airlock and tried to capture me. > A6 .
. - Why are you trying to protect me? > A5 .
. A5: I don't know. I'm not sure I understand it half the time. .
. - I want to know where you were before you arrived on Nar Shaddaa. .
. > A7 .
. A6: Yeah, well... I - I still helped you. Sort of. Maybe you shouldn't...
. - You should if a Hutt is giving it to you. > A7 .
. - I want to know where you were before you arrived on Nar Shaddaa. .
. > A7 .
. A7: You know what? Not once have I asked you about the Mandalorian... .
. - If you've got a question, then ask. > A8 .
. - DSP - I did a lot I wasn't proud of - and I am sorry for the lives .
. that were lost, on both sides. > A8 .
. - DSP - My power gives me the right. > A8 .
. A8: How did you even live with yourself after Malachor? Is that why... .
. - It wasn't like that. > line > A9 .
. - Go on, let's hear it all. > A9 .
. A9: But Jedi don't kill do they? At least not their prisoners. Maybe... .
. - LSP - They did not deserve it. Why would you even say that? > A12 .
. - There must be some reason you believe as you do - why? > A12 .
. - You weren't there. You have no idea what happened. > A11 .
. - DSP - If you wish to die, keep talking. > A10 .
. A10: Go ahead and try. I might be a little more than you can handle... .
. - I'd like to know about your past, especially if we're travelling .
. together. > INFLUENCE Check > FAIL, back to questions > SUCCESS, A15.
. A11: Oh yeah? Shows how much you know. Maybe you're wrong about a lot....
. - LSP - No one deserved what happened at Malachor. How can you say .
. those Jedi deserved to die? > A12 .
. - DSP - If you wish to die, keep talking > A10 .
. A12: Because Jedi lie. And they manipulate. And every act of charity... .
. - LSP - The Jedi are guardians of the peace. They are not as you .
. describe. > A13 .
. - What do you mean? > different line > A13 .
. - DSP - And that is why the Sith were right. > A13 .
. - That is why I am no longer a Jedi. > A13 .
. A13: The Jedi... the Sith... you don't get it, do you? To the galaxy... .
. - You are wrong, Atton. That is not the way of the Jedi. > A10 options.
. - DSP - If you wish to die, keep talking. > A10 options .
. - I've heard enough. > A10 options .
. A14: Is this an interrogation? If so, you're terrible at it... .
. - Maybe I will if you won't tell me. > A4 .
. - I wouldn't do that - again. > A4 .
. - > other options from A3 .
. A15: [Influence: Success] Well, don't get too attached to me ... .
. - Why not? > line > A16 .
. - Are you all right? > line > A16 .
. - I don't think we've done one thing you have liked since we left .
. Peragus. > A16 .
. A16: It's because I'm a deserter. It's what I do. .
. - You served in the war? > A17 .
. - Which war are you talking about? > A17 .
. - Did you turn away from the Jedi Civil War or the Mandalorian Wars? .
. > A17 .
. A17: Served in both of them. Against the Mandalorians, before and ... .
. - But why? > A18 .
. - I didn't know you served with the Republic. > A19 .
. - You were Sith? > line > A19 .
. A18: Because I followed orders. .
. - Why did you desert? > line > A19 .
. - > other A17 options .
. A19: Right after that final battle at Malachor, I was right there ... .
. - You took an oath - what you did was a betrayal. > line > A20 .
. - LSP - That was wrong - you answered war with war. > line > A20 .
. - I agree. The Republic did not deserve your loyalty, not any longer. .
. > A20 .
. - DSP - The Republic was weak. You were right to turn from them - and .
. the Jedi. > A20 .
. A20: The Mandalorians were slaughtering us by the millions. The millions.
. - Instead, you all became Sith. > line > A21 .
. - LSP - That is no reason to start another war against the Republic .
. and end more lives. > A21 .
. - You betrayed your oath. > line > A21 .
. - DSP - The Republic deserved to be betrayed - and you knew where .
. your true loyalties lay. > A21 .
. A21: We were loyal to Revan. That was enough. She/He saved us. .
. - What happened then? > INFLUENCE Check > FAIL, back to questions .
. > SUCCESS, A22 .
. - So you followed Revan - like I had. > INFLUENCE Check > FAIL, back .
. to questions > SUCCESS, A22 .
. - Do you want to talk about it? > INFLUENCE Check > FAIL, back to .
. questions > SUCCESS, A22 .
. A22: [Influence: Success] After Malachor, after the Mandalorian Wars... .
. - The idea of you fighting a Jedi is ridiculous. > A23 .
. - How? > A23 .
. - You fought Jedi? > A23 .
. A23: Yeah, it sure is. And that's why I was so good at it... .
. - How could you have killed Jedi? > A24 .
. - You make it sound easy. > A24 .
. - This is a little hard to believe. > A43 .
. A24: I taught myself... techniques. It's hard for Jedi to sense what... .
. - Is that why you act the way you do? > line > A25 .
. - That seems unusual. > A25 .
. - So you force emotions? To block someone reading your mind? > A25 .
. A25: Yeah, I had a talent for it. More like instinct. .
. - What do you mean? > A26 .
. - So this all came down to the Jedi - and the Force. > A26 .
. - She/He was right. And she/he proved it. > A26 .
. A26: Whoever had the most, the strongest Jedi were going to win the ... .
. - Capture Jedi? Not kill them? > A27 .
. - So what happened? > A27 .
. - I still don't believe this. > A27 .
. A27: Yeah, Revan had plans for all Jedi. I think it was important ... .
. - But you're here now. Why? > A28 .
. - So how did you break away? > A28 .
. - That doesn't sound like something one can walk away from. > A28 .
. A28: One day I decided not to do it anymore, so I left. Ended up on ... .
. - LSP - Why are you telling me this? You're telling a Jedi you killed .
. Jedi. > A29 .
. - DSP - You took a risk, thinking I would care that you killed Jedi - .
. I don't. > A29 .
. A29: (line) And maybe I want somebody to know who I was in case a ... .
. - But why did you leave the Sith? > INFLUENCE Check > FAIL, back to .
. questions > SUCCESS, A30 .
. A30: [Influence: Success] Well, there was a woman. A Jedi. She... .
. - Who? > A31 .
. - Were you assigned to kill her? > line > A31 .
. - Was this the last mission? > line > A31 .
. A31: I never knew her name. She sought me out. She said she had come... .
. - Like what? > A32 .
. - Truth about what? > A32 .
. - Are you sure she was lying? Maybe she did want to save you. > line .
. > A32 .
. A32: She said that Revan was doing something terrible to Jedi within... .
. - So what did you do? > A33 .
. - If you didn't believe her, then what happened to her? > A33 .
. - Did you kill her? > A33 .
. A33: I did what I did with all Jedi. I hurt her. I hurt her a lot... .
. - LSP - That is what it means to be a Jedi. > A34 .
. - LSP - Perhaps she felt a greater good would be served with your .
. salvation. > A34 .
. - DSP - Jedi lies. > A34 .
. A34: I killed her for crawling in my head, for showing me that. But... .
. - That is a lot to bear - and it is a lot for me to forgive. > A35 .
. - So what happened to her? > A35 .
. - You were right to kill her. > A35 .
. A35: In the end, she sacrificed herself to keep my secret, to prevent....
. - Then I welcome your help. > A36 .
. - I can't forgive you for what you've done, Atton. > A37 .
. - Then she lied to you, Atton. That is what Jedi do. > A38 .
. A36: I didn't want to tell you any of this. But... I had to. Because... .
. - That is all I ask. > A-FORCE .
. - Then let us stand together against the Sith. > A-FORCE .
. - I welcome your help - and your honesty. > A-FORCE .
. A37: I don't want you to forgive me. That would only make it worse... .
. - > A36 responses + .
. - You owe her nothing - she filled your head with Jedi lies. > A38 .
. - Pay her for what? Using the Force on your mind? > A38 .
. A38: It didn't feel that way, though - it was different. .
. - Yet she caused you to turn from the Sith. > A39 .
. - There was a chance you could have been trained to be something .
. stronger, and you weren't. > A39 .
. - She saw a threat, and she dealt with it. That is all. There was no .
. concern in her actions for you, only for the Jedi. > A40 .
. A39: Yes, but that was my choice. .
. - Was it? She crawled inside your head, changed you. Made you doubt. .
. > A40 .
. - Is that what you believe? Then she truly succeeded. > A40 .
. A40: But what she said... if I had remained, they would have turned ... .
. - The Jedi let Republic soldiers and innocents die against the ... .
. > A41 .
. - You were already a killer, Atton, and you could have been so much .
. more. > A41 .
. - She manipulated you, made you turn away from your calling. > A41 .
. - She already turned you into something else! Look at you! > A41 .
. A41: :: Frowns, silent, thinking :: .
. - Atton, you could feel the Force. You were a threat to the Jedi. You .
. had killed members of their Order - why would they forgive you? .
. > A42 .
. - She made you turn away from Revan to convert you - to fight back .
. against Revan. > A42 .
. - Maybe "saving" you was intended to punish you. > A42 .
. - You admit she crawled in your head. That Jedi have the power to .
. change someone's personality... she changed you from a killer, to a .
. fool. > A42 .
. A42: But why would she die for me? And the feeling... that love... .
. - > continued discussion > A-FORCE .
. A43: Yeah, maybe you'll believe this - that when fighting a Jedi... .
. - DSP - Could be handy if I need to murder any Jedi - go on. > A44 .
. - LSP - Tell me, I need to know how to protect myself, and others .
. around me. > A44 .
. - How could you have killed Jedi? > A24 .
. - You make it sound easy. > A24 .
. - How did you learn how to do this? > A24 .
. A44: If there's no whiny little Padawan, start shooting innocents... .
. - > A23 responses .
. A-FORCE: Once, a Jedi showed me the Force - I heard it, I felt it. .
. - Then I will train you, Atton. > training > END .
. - I cannot train you, Atton. > explanation > END .
.........................................................................
Meeting with the Exchange
-------------------------------------------------------------------------------
When you leave the Refugee Sector, walk forward and you should get a cutscene
of the dock master Quello getting hassled by the Red Eclipse slavers. (This
is a good sign, it means that you have nearly gotten the notice of the
Exchange, as this only triggers once you've done enough to get noticed) You
suddenly get the idea that you need to go back to the Ebon Hawk. On your way
back, just before the final turn to the Ebon Hawk, you'll be attacked by
Trandoshian slavers. They like to use Vibroswords, so either use a Melee
shield, or just charge them with a good DEF character.
Enter your ship.
Two ways to handle the reclamation of your ship, in general. First, you can
fight and kill all the slavers on board, they are in or around all rooms
except the crew quarter rooms. Or, you can skip all that and go straight to
the Security Room (by the cockpit) and meet with the Slaver Leader with or
without fighting any of them. (He killed the guy who said you stole his ship,
the Ebon Hawk) It is neither Light nor Dark to let him live and work for you.
(750 XP) If you choose obedience, you can meet with one of them in the
Cantina and he'll pay you money. Killing him only yields 500 XP (plus what
you get from killing him) and nothing else.
Whichever you choose, you will be (load screen) placed back in your ship.
You can talk to Atton about his past, if you haven't already (see his
dialogue map in the SIDEQUEST: Discover Atton's Terrible Secret above), you
can also try sparring with Handmaiden again, or following any of the
dialogues that you haven't gotten yet. If you've sparred with Handmaiden
three times, you can ask about her Mother to start her Jedi training (see
the Ebon Hawk section above) After that, hit the workbench to make
sure your items are up to date and ready to go. Also, if this is the first
planet you have hit, you might be level 15 by now, and can have Kreia give
you a prestige class. Talk to her with:
Level 15
Clearly Light/Dark side
Visas in party
Then pick a class. You are limited by alignment, so a Dark Sider must take
Sith classes. Other than that, you can mix it. Jedi Sentinals can take Sith
Lord. Jedi Guardians can take Jedi Watchmen. There's no limit.
Also, you don't have to do this, but if you have a Breath Mask equipped on
someone else in your party, you should unequipi it and give it to your
main character. You'll get a Force Power against poison later, but with a
Breath Mask you won't have to renew it.
Exit your ship.
If things are working right, about five seconds after leaving the ship,
Atton will tell you that you got a comm message from Visquis inviting you
(and you alone) to come say "hi" to him at the Jekk'Jekk Tarr. (the poisonous
bar in the Nar Shaddaa Docks area) You have to go alone. You can't change
party members, you can't go back to the ship. All you can really do is
head over to the Jekk'Jekk Tarr.
Note: If this doesn't happen right away, check for any SIDEQUESTS that you
haven't done. Go dance for Vogga. Reorder the freighters. Whatever
you haven't yet gone and done, go and do it. Then as you move around
the areas this should trigger. You also must have visited each area
at least once.
If not, then go see Keelah-Nah, the little bat guy outside the Pazaak
Den and pay him 2000 credits to get the Exchange mad at you. This is
not a guarantee, but almost always works (with time).
Many people have told me that there is a glitch here where the
Visquis message does not arrive. It has never once happened to me,
and I've never needed to pay Keelah-Nah. Your mileage may vary.
Your short trip to the Jekk'Jekk Tarr
Walk through the main area, and up to the Nar Shaddaa docks area. Atton comes
up to wish you good luck before heading over to the Cantina.
The bar we want is in the top right of this area, near Pylon 3. Before you
get there, Mira (Light Side main character) or Hanharr (Dark Side main
character) will stop you. This cuts over to Atton in the Cantina.
Atton's Twin Troubles
Oh, Atton, getting into trouble on your own? Hope you kept Atton's weapons
and armor up to date, upgraded and ready to go. He's got troubles. This is
going to be a 2-on-1 melee fight, which is tough for Atton, even if he's a
Jedi. Using ranged weapons in melee is a bad idea, unless you have both the
Close Combat feats. They will use Energy Shields, anyway, and heal when
damaged. If you stay and fight them (see the Note below on an Exploit you
can use), you will need to use Mandalorian Melee/Power shields, and heal
when damaged. Keep it to melee weapons. When dead, they each drop their Twin
Suns swords, but when this fight ends, you automatically return to
controlling the Exile, so you have to come back later, after Goto's yacht.
Note: This fight is ridiculously easy if you just duck behind the counter,
and stand as far from the path out as possible. Then shoot them. If
you stay back, they just stand there. They can only hit you if you
step close to the counter, so stay back by the wall.
Atton returns to the ship, tells everyone to expect trouble, which shows up
right behind him. Back to the Exile.
The Jekk'Jekk Tarr
Try to enter the Jekk'Jekk Tarr. Regardless of which side you are on, the end
result will be Mira takes an environment suit, and heads to the Jekk'Jekk
Tarr posing as you. This happens even if you are Dark Sided, but don't get
too excited, this will be all you see of Mira. Also, if you're Dark Sided, do
NOT level her up. Waste of time. If you've never been in the Jekk'Jekk Tarr,
you can search its four rooms for Chemicals located in the corner dispensers,
and near the bar. Also, the captain of the Lunar Shadow is inside, and even
though Mira has no idea who that is, she can finish the quest for you. He's
in the room immediately to your left when you enter, in the back left corner.
Visquis is located in the far back room, which is over right once, then up
twice. Mira springs the trap, gets caught herself, and you wake up. You'll
see the Jedi Master here telling you to get over there yourself. Pushy.
You wake up in the flophouse, behind the false door in the last room that
you couldn't open before. Head over to the Jekk'Jekk Tarr, over near Pylon 3
in the upper right of this area. Make sure there is a good set of equipment
for either Hanharr or Mira when you get him/her. Hanharr can't wear armor,
but can use any implant. You won't be coming back for a bit, so when you're
good and ready, go in.
The poison starts to get to you (even if you are wearing a Breath Mask), but
good ol' Kreia sends you a vision and teaches you Force Breath Control. It
only protects from poisons, so you will get poisoned if you let it lapse.
(although since it lasts 200 seconds, you can easily keep it up all the
time, plus it gives you a "grace period" -- you get about 10 seconds after
you see it end before you get poisoned). Use it and enter the bar.
This will be a non-stop battle royale until you reach Visquis's room. You
don't have to, but there is also the room to the "left" to visit. Enemies
everywhere. I typically just sweep the place clean, Flurry on one guy (dead),
use the trigger (pauses) to switch to the next, Flurry the next guy. Repeat.
If your deflect blasters is good enough, they can't shoot you, although when
you reach the Gand room to the right, they mob you and attack with Melee.
You might consider a Mandalorian Melee Shield there, or use the Force Barrier
power.
When you get close, you get a cutscene as Visquis beats a hasty retreat out
of there. Keep going. You just have to get through this last room of Gand to
get to Visquis's room, although he's gone now.
In the last room before the tunnels, get the chemicals from the dispensers,
then talk to one of the Twi'leg attendants. They beg for mercy. You get these
options:
- LSP - Calm down, I mean you no harm. Where is Visquis?
- I'm looking for a Quarren. Have you seen him?
- DSP - Tell me where your master is, or you'll be corpses.
You can then ask for information (if you're Persuasive) about his defenses,
and the guards he has working for him. You can also ask about Mira/Hanharr.
Finish with either line:
- LSP - Get to safety. I'll handle your master.
- DSP - Then get out of here, now, before I kill you.
The exit is in the upper left and leads to the tunnels.
The Maze of Tunnels
o - S - M - M - o o - Empty Room
| | | | | = - no door
X - o - o - M - M = M M - Room with Mine(s)
| | | | E - Entrance
M - o - M - E J - Jekk'Jekk Tar
| | | F - Feraa's Corpse (with 2 mines)
F - M J X - Exit
S - Suyin's Corpse (with 2 mines)
Watch a cutscene that sets up where you are going...
You enter, and your mini-map immediately dies. You are in a maze of doors,
and tunnels. Complicating things, doors will close behind you. Try not to get
turned around. Your goal is to reach the Security Door at the end.
The basic rule of maze survival is to pick a direction and stick to it. In
practical terms, it works by following a wall. It doesn't matter which one,
just pick a wall, left or right, and always go in that direction the wall
goes. However, there are a few treasures to be found on some corpses who
died in the maze. If you feel comfortable wandering the maze, you can find
these things. It's actually a small, easy to read maze, once you get used to
it. The only trick is to not get turned around.
Once you hit the Security Door, you switch characters...
Tip: Before hitting the Security Door, if you have good defensive items,
unequip them now so they become available for Mira/Hanharr. Neither
can wear heavy armor, and Hanharr can't wear any armor. After they use
it and before the game switches back to your character, you can
unequip these items from them.
Visquis's Lair
-------------------------------------------------------------------------------
|---||---|
| || | W - Workbench
----d------d---- V - Ventilation Controls
| __ __ d To The Maze Ex - Escape Tunnel, with Controls
| | __[]__ | | (Goal)
| d d | S - Sparring Room
----| |-d----d-|-d|---- K - Key on a Corpse
| __|__W_V___|__ | d - Doors
| | | |
| d S S d |
|Ex-|--|---dd---|--|---|
| d d d d |
| | | | || |
|---| | | |---|
/ | | \
/ /--dd--\ \
| / \ |
| | Pit | |
/\ \ / /\
\ d/\--dd--/\d /
\/ /K \ \/
------
Hanharr Vs. Mira
Now these two finally get the no-holds-barred grudge match they deserve.
Which character YOU control depends on who you sided with earlier, and that
was based on your Light/Dark Alignment at the time. Dark Siders play as
Hanharr, while Light/Neutral Siders get Mira. It's an easier fight if you
play as Hanharr (especially if you didn't level her up).
Mira has a light step, and won't set off mines, and could just run a circuit
around the place letting Hanharr set off mines behind her. This isn't as
useful as you might think. Mines don't do a lot, and he runs too fast to
get hit by the poisoned mines. You can, however, run to just behind the mine,
shoot at Hanharr, let him get to the mine, then run away again. Repeat.
Note: Although you can level up Hanharr without thinking about it, if you
play as Mira you have to consider that she can become a Jedi later.
Should you level her up now, or wait for her to get those Jedi
levels? I'd just level her up. Saving levels never seems to pay off
like you'd think. Besides, she can be really good with the blaster.
Saving Mira's Levels Strategy...........................................
. For the first Mira battle with HanHarr, I levelled Mira only a couple .
. of times to make her more able to survive the battle. Since my Exile .
. had a high Demolitions skill, I'd retrieved a bunch of the more .
. deadly mines I'd come across earlier, so I had Mira lay down a couple .
. of big ones and encouraged Hanharr to walk right over them. He went .
. down quickly. .
. .
. A single Deadly Sonic caused enough damage that I just finished him .
. off with blasters and another mine or two. The hounds were even .
. easier. .
. .
. Then I levelled Mira up once more and gave her some stealth. Since .
. she has access to your entire inventory, if you've got any left over .
. stealth belts you haven't broken down yet, this is the easiest way to .
. complete this level. Sneak all the way to the controls, and then let .
. the Exile finish off all the bad guys (because if Mira isn't levelled .
. up, these guys can be too tough for her). .
. .
. That way you can choose to save most of her levels till after she's a .
. Jedi. (from David Pidcock) .
.......................................................................
Mira
Scout -- Level 6
Stats Skills Powers
-------------------------------------------------------------------
STR 10 0 Vitality 54 Computer Use 8 none
DEX 16 +3 Force 0 Demolitions 8
CON 12 +1 Defense 19 Awareness 8
INT 14 +2 Fortitude 6 Repair 8
WIS 11 0 Reflex 8 Security 2
CHA 10 0 Will 5 Treat Injury 5
Feats: Caution, Uncanny Dodge I, Dueling, Evasion, Targeting I & II,
Close Combat, Point Guard*, Precise Shot I
Items: Mira's Ballistic Mesh Jacket (+5 DEF, resist melee 5/-), Wrist
Launcher
* When Mira is in the lead, the party cannot set off mines
If you do simply level up Mira right away, put points into Repair and
Computer Use, or any skill your current group lacks. Mira is good at
ranged weapons, and becomes better at higher levels. She gains feats on
the Precise Shot tree for free. Mira becomes a Jedi later, if you get
Influence with her, but there's nothing that says she can't be a Jedi
with blasters. She's good at them.
Hanharr
Scout -- Level 4
Stats Skills Powers
-------------------------------------------------------------------
STR 20 +5 Vitality 60 Demolitions 6
DEX 13 +1 Force 0 Awareness 6
CON 20 +5 Defense 11 Repair 4
INT 10 0 Fortitude 9 Treat Injury 5
WIS 12 +1 Reflex 5
CHA 8 -1 Will 5
Feats: Armor Proficiency (Heavy)*, Improved Power Attack, Weapon Focus:
Melee, Uncanny Dodge I, Wookiee Toughness**, Targeting I, Precise
Shot I, Close Combat, Wookiee Rage***
Items: Rykk Blade (2)
* Despite having proficiency in it, Hanharr cannot wear armor.
** Works like the Marauder/Weapon Master feat, reducing damage taken
*** Works like the Marauder Fury ability, adding to STR and damage, with
a penalty to DEF at the same time. The high level abilities are
supposed to give extra attacks, and like the Marauder, don't. BUG.
Hanharr cannot become a Jedi, so level him up immediately. Take nothing
but STR with him, after an initial point of DEX. Hanharr will take some
hits, but with his sky high CON, he has Vitality to spare. He has many of
the same abilities as a Sith Marauder, the Rage, the Toughness, making
him a wicked melee fighter. Give him the toughness feats to increase
that ability. Hanharr starts with two weapons, but doesn't have any of
the Two Weapon Fighting feats, which should be a priority.
Whoever you are, fight and win the battle. As reward for winning, whoever you
are, Visquis will unleash the Kath Hounds! Now you have to fight off the
monsters.
Recover any unused mines, search all the bodies in the pit, then enter the
Kath hound lair to find the Old Beast Tender Corpse, who has the key out of
this dive. There's another corpse in here with some items for Mira's wrist
rocket, or for Hanharr, things to break down at a workbench.
Now we can leave this pit. When you open the door, you'll see a couple of
Ubese bounty hunters. These guys are annoying, and neither Mira nor Hanharr
are all that great all alone, so fighting them starts to seem rather
difficult. Especially if you see more than two at a time. They are melee
fighters, and Mira has some resistances to that type of damage from her
default armor.
Get the Jedi!
Now, what you need to do is let the Jedi in through the door, however, you
can't open that door by going there, you have to open it elsewhere. And no,
you don't open it from the main security terminal either. You need to find
the Escape Tunnel and use its nearby console to open all escape tunnels,
which lets in the Jedi.
However, if Mira/Hanharr has a better Repair than you, good news! You can use
the workbench to break down items at a better rate! (Normally breaking down
items always uses the Exile's skill, unlike Creating Items which always uses
the skill of whomever used the workbench) You can find the workbench and use
it to great effect.
With some consistency, every room here has 2 or 3 Ubese Bounty Hunters in it.
Most hallways are guarded as well. I'd kill them all, but you don't have to
do it as Mira/Hanharr. If you find battle easier with them, by all means,
clear the place out. If you just want your Lightsaber back, rush over to the
Escape tunnel.
The absolute QUICKEST way out (if you just want your Jedi back) is to go
Forward through the first door out of the Pit, then turn left in the
"Sparring Room" through that door, then the Escape Tunnel will be ahead on
your left. Use the Emergency Tunnel Control, and you switch back to your
main character. (Only do this if you're ready. There are Locked doors and
Lockers here, and Mira starts with Security)
The "Ventilation Controls" are in the same room with the workbench. It's
technically "straight up" (as seen on the map) from the pit, but you have
to go through one of the side rooms to get there. Use it, then Slice it
[0 spikes], then you can access cameras. The two rooms give you the
"Gas Room" option, or "Overload power conduit", either of which will kill
the Ubese inside. Since you had to go through at least one of these rooms
to get to the controls, you only need to do one of them. You get nothing on
its own merit for doing this, but you can easily kill Ubese this way. You
still get XP for killing them. Finally in the System Commands, you can
upload a map (1 spike) or open all security doors (1 spike). (490 XP)
Return of the Jedi
Once your Jedi is back inside (after watching a cutscene you can't use (A) to
cut his lines short), your eventual goal is to head back down to the pit.
However, that avoids clearing this place out. There's nothing else that you
HAVE to do here, but going room by room searching for treasures and killing
Ubese is good practice... and profitable to boot. Every room has treasure, so
go everywhere.
Also, if you're having trouble with the Ubese, perhaps you need to start
working on other strategies for fighting enemies. There are going to be more
times in the game where you don't have backup companions. Also, being able
to do more than one thing is useful. Being dependent on Force Powers can have
consequences with a certain boss later. (But being a straight up Fighter
never really hurts, except at the workbench)
When you're ready, go to the center pit, your Precognition will try to warn
you... go on in. Visquis here is glad that you've arrived. Two general ways
to answer his questions.
Light Path > I'm not looking for trouble - I was hoping for a civilized
discussion. (LSP)
> Because you've all put a bounty on my head.
> I only just arrived on Nar Shaddaa - I couldn't have helped
these people any faster. (LSP)
> Enough - why did you put a bounty on me?
> Leave him alone! (LSP) > END
Dark Path > I'm here to kill you, Visquis. (DSP)
> Because you've all put a bounty on my head.
> I don't care what happens to refugees - only myself.
> Enough - why did you put a bounty on me?
> Go on, kill him - slowly. (DSP)
Then watch how the Exchange takes care of their own... This loads over to a
Mira or Hanharr cutscene, where the Jedi Master arrives a little late.
If you are Light/Neutral you'll see a Hanharr/Kreia cutscene next.
Mira/Hanharr heads over to your companions and puts together a rescue party
for you, you just need to find Goto's ship. Talk to Mira for a bit, until
she reveals that all of Vogga the Hutt's ships are targetted by Goto. This
leads to the basic tactic of getting a blank transponder, and a valid code
from Vogga's warehouse...
Vogga's Warehouse
-------------------------------------------------------------------------------
T3-M4 gets sold to Vogga's warehouse (by the Champ, usually, who probably
won him off Atton, at least Atton says as much later), and has a plan to get
your main character rescued. First, make sure T3 has good equipment, and is
levelled up and ready to go.
Enter the warehouse. To the left is a metal box with treasure, after that
go the other way, then around the boxes. Talk to C6-E3. The conversation
options here are... *beep* *doot* and so on. Keep going. Get the next metal
box, go around again and get the last metal box before talking to C7-E3.
He tells you to go back to the first droid. No, you can't Persuade him.
Go back and talk to C6-E3. He agrees to let you into the next room if you
"disabled" the other droid. Go back, talk to him, then kill him. Your buddy
walks in, and lets you into the next room. (100 XP)
Twist and turn around the boxes here, ignore the communications droid, he
never does anything. Keep going until you find the Metal Box and the Door.
Use the Door Controls. This is a puzzle:
3 E 1 D must become 1 E 7 T
L 7 T 3 3 L 3 D
1. Turn center counterclockwise.
2. Turn left counterclockwise.
3. Turn right clockwise.
You get 500 XP for opening the door this way. Roll into the room, and follow
the dialogue to get the codes and a blank transponder card. (100 XP) Search
the metal box behind him.
You should have gotten a good deal of Droid upgrades, so make sure to equip
them all. You'll be getting into a fight with three HK-50 droids when you
leave here. Roll back to C6-E3 (the guy who let us in) and you are attacked.
Easy battle. Use your Shield, then shoot them. Nothing could be simpler.
Search them to find:
HK Chassis (the FINAL piece)
(and other droid items)
Roll through the warehouse, and out the door. He returns with the codes,
which everyone takes to Tienn Tubb to reprogram your transponder codes of
your ship... Here Mira or Hanharr will "Officially" join you.
Note: It doesn't matter what code you set your ship to, even one from the
Pylons (i.e. the "Silver Zephyr") will work.
Goto's Yacht
-------------------------------------------------------------------------------
To ------\ d - door
Ebon Sh O \ Sh - Shutdown
Hawk---- -| Program
|dd| O - Overload
| | Program
| | C - Containment
| | _ _ _ Codes
|dd|____ | ||T|| | T - Turret Code
|-----| d \-----F--F--F--\ P - Power Codes
\ d | C d______________/ R - Reset Prgrm
\----|--|--. | M - Mine Prgrm
--- |-----| __ |---d\ D - Droid Prgrm
/ d= || = \ Pc - Power Cntrl
--|---\ /---\ / /-- |---d-|| ||-d---' Bc - Bridge Ctrl
/D d | | _ | / / __| | || | | ,---. F - Force Field
/Pc |-- |---| / \ |-- | / \-' | / |------/ \
| | [ M | | | | d d Ex | Ex - Exile (you)
\Bc |-- |---| \_/ |-- | \__ /-. | \ |------\ P /
\ d | | | \ \ | | || | | `---' W - Workbench
--|---/ \---/ \ \-- |---d-|| ||-d---, L - Lab Station
\ d= ||__= /
Bridge --- |-----| |---d/
/----|--||--' |______________
/ d || L d \
|-----| d____/-----F--F--F--/
|dd| | || ||R|
| ||-------| - - -
| d W /
|dd||-----/
------- -|
| /
|-------/
Pick a group and head to Goto's yacht. Treat this like a regular party, and
keep in mind the skills you would need, if you assumed your main character
were in it. You need Skills (Computer, Security, Demolitions, Repair),
Combat (Lightsabers, Blasters) and Force Powers. However, you do have to
survive with just the two sent, which may or may not be easy. Here's who I'd
send:
Mira/Hanharr - good offensive skills, plus Mira has the ability to not set
off mines
Bao-Dur or T3 (if your main character doesn't have skills)
Visas (if your main character does have skills)
Your ship takes off, and in short order is intercepted by Goto's yacht,
which puts you in its docking bay. Now we have him exactly where we want him.
Goto then asks your main character some questions. The answers don't matter.
His whole deal, and the reason for the bounty was to get a Jedi to help him
save the Republic. Sounds great. None of the dialogue options have any
Light/Dark options. The proximity alarm goes off, our signal that we get
control of our party! Yay! (2800 XP)
Find the Exile
Go forward, and search the Utility Droid to get the Shutdown Program. We'll
be finding 4 total of these programs, throughout this ship. However, we only
NEED this one, the others just come in handy. There's also a plasteel
container by the droid.
Go over to the Security Console and use it. If you want to save a Spike, the
"Count" is: 2. Or just use the Spike. This gives you the defense summary for
four different rooms, the Audience Chamber, Interrogation Chamber, Exterior
Defense and Interior Defense. You can also look at cameras for each. You can
overload the power conduit in Interrogation Room, but it does nothing, no
one is in that room. Make sure to download the program Overload before you
log out. (500 XP)
Open the next door. It's full of floating mines. Take them out at range. If
you brought Visas, or someone with Force Lighting, you can take them all out
with a single shot. Once they're gone, go through the hall.
A droid here rushes you, and may be followed by more droids from other rooms.
This can get back quickly. Take out the Maintenance Droids first, when you
see them, they repair the other droids. If they all start piling out of the
doors at once, you'll be in trouble, pull back, use energy shields and try to
keep up the attack. Pause often to re-up your shields and use Medpacs. If
you get three of the droids attacking one target, they're toast, especially
if you brought Bao-Dur along, he has no Defense until he's a Jedi. Search
their remains for Access Codes - Containment Cells.
Go ahead and into the room to the right to find a Plasteel cylinder with
goodies. Back out, then use the Command Console. First, go to Program Library
and upload your programs. This adds Overload and Shutdown. We have the
Containment Cell program, so Unlock system, Containment Cell. Now go to
System Control, Containment Cells. And select Shutdown. (250 XP)
Now through the other door here. Go straight, open the locked door. These
are the containment cells we just shut down. Enter the second cell and
search the droid for the Turret Defense Access Codes. Go back to the Console,
Unlock System, and Unlock the Turret System. Go to the system commands.
You can't actually eliminate the turrets, however... select Shutdown (not
Overload, that gives the Turrets shields) and the turrets will start
targeting everything. (500 XP)
Go near the side Security Door. You'll hear sounds of battle, and see the
occasional XP appear on the screen as things are destroyed. However, the
turrets aren't in this next room.
More guard droids here. Annoying buggers. In the tip of this room is a
plasteel container. If you still hear sounds of battle, it's the turrets and
guard droids fighting. Like waiting for popcorn, wait for the sounds to stop.
Now, go through the lower door. This leads to a T section, open the Security
Door. This room is full of defense turrets, but hopefully nothing else. No
problem taking out enemies that can't move to follow you. Search for remains,
and go through to recover the Exile. Yay, it's a party again.
Get to the Bridge
We're not done with the audience room, however. Go over and use the
Auxiliary Console. Use it to acquire the Power Supply Access Codes. Now
Access Primary Power supply system. Switch both of these over to Secondary
systems. Log out.
The two Sentry Droids here can be scavenged for components with a [Repair],
that always succeeds. You can also use [Computer] to reprogram the defense
protocol to defend you, however, the droids won't follow you, so don't
bother.
Our goal is to get off this ship, but to do that we have to get to the
Bridge of the ship and cripple it to let the Ebon Hawk get free. And to
cripple it we will be turning off the cloaking device and letting the ship
take enemy fire, but that can only be done on the bridge.
Back to the previous room, and use the console. Unlock the Power System.
Nothing else we can do.
Go through the "lower" doorway. In this room, just open the bottom door and
go through. This is the interrogation room. There's a lab station here.
Turn left and open the door ("right" on the map) go down to the third cell
and get the Reset Program from the Utility Droid there. When next you see a
command console, go to systems and upload this program.
Back to the last room, and straight ahead from the cells to the next door.
This is a small room with a door to your left, and another one just ahead.
Unlock the left door ("down" on the map) and go through. Going down again
will lead to the other docking bay, which has a container with items. The
other door here is the Maintenance bay, which has some containers and a
workbench. Back out and up. Then take the door to your left (and "left" on
the map as well). Get the three containers full of items, 2 are locked.
Back out 3 rooms so that you are just below the T junction. Go through the
next door there ("left" on the map). This room has a Security Console (skip
it) and a gas mine in the center. Go through, but be ready for blaster fire
from more Turrets. Now, however, you have a Jedi and can Deflect blaster
fire, as well as use your Lightsabers to great effect. Kill the droids then
search for remains. Almost there.
Go through either of the doors and into the next room. Take out any defenses
in there. When you get close to the next door, Goto activates the mines.
This is a handy place to bring Mira. Also, if you don't want the XP, you can
use "Stun/Destroy Droid" on mines to destroy them. If you have Mira, put her
in the lead (cycle BLACK until she's front).
Open the door, if you are Mira, run forward and fight the droids, otherwise
fire on the droids to pull them to you, then fade back, destroy them, and
finally recover the mines. One of the droids here has the Access Code for the
Mines. Not useful on this minefield, but there is another big one up ahead
that you might consider using it for.
Up through the next door. You can see a HUGE group of droids up ahead, and
what's that? Yes, they're hiding behind the largest Minefield in the game.
It's densely layered too. Keep Mira in the lead (if possible) and charge
them. That or get close, used ranged weapons to attack them, then pull back
to safe range and switch to melee. (Grenades also work to get their
attention)
Once they've been dispatched, Recover the minefield. Ahead there are two
entrances to the bridge, both mined. Go and Recover both minefields. Enter
the bridge. At the top of the bridge (as seen on the map) is a locked
plasteel container, with the Droid Controller and other shinies.
Getting Off of Goto's Yacht
If you didn't use the power system in the room where you got the Exile, use
the Power System Console on your right. If you don't have the Codes, those
were acquired back in the "Audience" room, where you recovered your main
character. Access primary power systems and switch them all over to
secondary. Then use the Bridge Command Console. Use System Control,
Minefield, Shutdown (500 XP). Then use it again, System Control, Power,
Shutdown. (1000 XP)
You are told that some ships are intercepting Goto's vessel. That's to be
expected now that it's helpless. Time to get back to the Ebon Hawk. Along the
way you'll be attacked by the Bounty Hunters of Nar Shaddaa. There will be
Duros in the Wishbone section just off the bridge. Just past that you'll find
the Twin Suns, whom Atton failed to kill. Well, time to fix that mistake. Be
sure to search them for the Twi'lek Spinning Blades.
Your ship is docked at the very top of the map, which requires you to take
the top exit from this room, then over, up and over. You'll be fighting
through wave after wave of Gands to make it there. (There aren't any in
any other sections of the ship, it's almost as if they just wanted to get in
your way)
Head out! There goes Goto's ship...
Nar Shaddaa Finale
-------------------------------------------------------------------------------
All that and you didn't find any Jedi Masters, now did you? Mira/Hanharr
knows where he can be found. Then G0-T0 appears and joins your party. Great.
Goto made a droid named G0-T0. You can ask him about the droid, but it's not
a big deal.
Mira/Hanharr quickly find the Jedi for you, and you can talk to him for
answers, or just get some revenge. Ask him all the questions you can, he'll
answer them whether you plan on killing him or just asking him to go to
Dantooine. If you want to fight him, just say "time to die" at any time.
(DSP) Otherwise just ask "what happens now" and follow that to its end. When
he asks if you wish to do battle, tell him to reconsider and he teaches you
a Lightsaber form. After that he's off to Dantooine.
If you're killing him, you just have to get him halfway to learn the form
from a telepathic Kreia. When he dies, you absorb part of his life force to
get +25 Maximum Force Points.
There were a couple quests that couldn't be completed before getting rid of
Goto's ship: Vogga's Fuel, Odis the Pilot and Kahranna's Family getting
passage. You can handle the last two by talking to Fassa. Also, the
Airspeeder is sabotaged, and will never work again. If you didn't repair it
before going to Goto's yacht, you never will.
Assuming you don't have anything left to do here, that's it for Nar Shaddaa.
The only reason to come back later is for your Slaver money (if applicable)
and to upgrade Geeda's shop.
|
|
|