Guide part 9

<tbody> </tbody>

When you return to the ship there will be a group of thugs waiting for you known as the Red Eclipse. The entire walkway to your craft is lined with these enemies so prepare yourself for a long battle. Boarding the Ebon Hawk is the only way to advance the story line. Many more members of the Red Eclipse are on the ship waiting to do battle. Many of them carry sonic rifles. Slash through the ranks until you encounter the leader of the group who will speak to you. Tell him that you could kill the Red Eclipse easily and then take control of their slave trade. This is not only a choice dark side move, but it will net you profits in the future. You can control the slave trade from the cantina on Nar Shaddaa in the future. After dealing with the Red Eclipse you will be approached by a woman member of the Sith who will attack you. Switch to the Contention battle stance which works well against Jedi. In order to win this battle you only need to bring her down to half health, so use lightning attacks to finish the fight quickly. Afterwards she will appear in the medical where you can speak to her. Atton's Past Catches Up Leave the Ebon Hawk again and Atton will stop you and tell you that he has just received a transmission that the group should hear. Return to the ship to receive an invitation to a private room in the Jekk'Jekk Tarr Bar You have to travel alone so walk towards the entrance to the docks and Atton will see you off and give you some medical supplies. <tbody> </tbody>

The game's perspective will switch to Atton who has decided to cool off in the bar. Here you will be attacked by the Twin Suns, the Twi'lek bounty hunters. This battle can be won easily with a couple of cheap methods. First off, you can cover the floor of the cantina with mines earlier in the game. Or, you can hide behind objects like the doorway to force the Twin Suns to fight from a distance. Their blaster shots are not nearly as powerful as their melee attacks so you can damage them from afar with grenades. Mira Next, you will take control of Mira and walk into the private lounge of the Jekk'Jekk bar. Watch the cut scenes that follow and you will again take control of the main character in a hideout in the flop house. Return to the Jekk'Jekk bar. <tbody> </tbody>

Tartunnels.jpg

This will permit you access into a room where a droid will provide T3 with Vogga's launch codes. Take this info and wheel towards the exit of the warehouse. You are stopped short by HK assassin droids. Fry these enemies with regular laser blasts and the shock arm if needed. Don't forget to search the remains of the droids to find another piece that is necessary to activate the HK-47 droid on the Ebon Hawk. Goto's Ship You enter Goto's ship with two characters from your team. The room you start in contains a utility droid. Download the program "shutdown" from this droid and move into the next room which is filled with mines droids. There are many consoles throughout Goto's ship. In order to access many consoles you will either need numerous computer spikes or enter the "count". This number corresponds to the transmission broadcasts from destroyed droids. These broadcasts appear on the screen before the droids explode. The count table is as follows: Zero Zero Zero: 0 Zero Zero One: 1 Zero One Zero: 2 Zero One One: 3 One Zero Zero: 4 One Zero One: 5 One One Zero: 6 One One One: 7 There are also programs that can be downloaded from maintenance droids scattered throughout the ship. Once you find a program, be sure to upload it to a console and run it through "system control" on any unlocked console. This will take down Goto's defense systems completely. In between the two sets of cells on the eastern section of the ship there is an audience chamber where you can release the main character to form a full party. Both cell blocks contain maintenance droids with helpful codes. The console in the audience chamber also has a code to access power distribution. When you enter the area of the ship near the torture chamber there is a work bench and a lab table to make use of. There is also a scene showing Goto activating the mine fields on the ship. <tbody> </tbody>

While traveling through the ship be sure to:

  • Shut down the power distribution
  • Reset the turrets to cancel their advanced targeting systems
  • Shut down the mine fields

When you reach the bridge, check the small plasteel container on the right side to find the Droid controller codes. Enter these into the main console and shut down the droids on the ship. After you have disabled the secondary power, the cloaking system on Goto's craft will be shut down and bounty hunters will board. Check the map and head back towards the Ebon Hawk to. There are groups of bounty hunters on the way including a second battle with the Twin Suns. Back on Nar Shadaa You appear back in the Flop House district in Zez-Kai Ell's chambers. Light side followers will have the chance to recruit this Jedi. Darker players can either battle him, or learn from him and send him away. Next you should return to Vogga the Hut's chambers to complete his quest to destroy Goto. Collect your reward and return to the Ebon hawk.

On to Walkthrough Part 6 ...

Up Next: Introduction

Top guide sections.

  • Introduction
  • Basics and Experience
  • Characters and Influence

Was this guide helpful?

In this guide.

Star Wars Knights of the Old Republic II: The Sith Lords

goto yacht count

  • Browse All RPGs
  • Top Rated RPGs
  • News Archive

goto yacht count

Banshee Network

Walkthrough

Introduction & faq.

  • Introduction & Advice
  • Walkthrough FAQ
  • Ebon Hawk Adrift

Peragus Mining Facility

  • Administration Level
  • Mining Tunnels
  • Asteroid Exterior
  • Dormitories
  • Command Deck
  • Crew Quarters
  • Engine Deck
  • The Ebon Hawk
  • Residential 082 East
  • Entertainment 081
  • Dock Module
  • Czerka Offices
  • Residential 082 West
  • Bumani Exchange
  • Restoration Zone
  • Czerka Site
  • Underground Base
  • Polar Plateau
  • Secret Academy
  • Jungle Landing
  • Mandalorian Ruins
  • Iziz Spaceport
  • Merchant Quarter
  • Western Square
  • Iziz Cantina

Nar Shaddaa

  • Refugee Landing Pad
  • Entertainment Prom.
  • Refugee Quad
  • Jekk'Jekk Tarr
  • Jekk'Jekk Tunnels
  • Goto's Yacht
  • Khoonda Plains
  • Crystal Cave
  • Jedi Courtyard
  • Enclave Sublevel
  • Valley of Dark Lords
  • Sith Academy
  • Shyrack Cave
  • Secret Tomb
  • Ruined Merchant Qtr.
  • Jungle Tomb
  • Royal Palace
  • Rebuilt Jedi Enclave
  • Res 082 West Redux
  • Res 082 East Redux
  • Ent 081 Redux
  • Ravager Cmd. Deck
  • Ravager Bridge
  • Trayus Academy
  • Trayus Crescent
  • Trayus Proving Gnds.
  • Trayus Core

Copyright © 2000-2021, GameBanshee.com

  • Lexicon Gaming
  • GameBanshee Home
  • Privacy Policy

Gamer Walkthroughs

Gaming Walkthroughs and Reviews

Walkthrough

  • Prologue (Ebon Hawk Adrift)
  • Peragus II Mining Facility
  • The Harbinger
  • Citadel Station

Nar Shaddaa

  • Master of the Palace
  • Dantooine & Citadel Station Redux
  • Trayus Academy

Most Popular Games

Ori and the Blind Forest

Please Don’t Touch Anything

Knights of the Old Republic 2

Hollow Knight

The Curse of Monkey Island

The Witcher

Monkey Island 2

Machinarium

New Walkthroughs

The Talos Principle

Heroes Chronicles

Axiom Verge

Cat Quest 2

Death’s Door

System Shock

Ender Lilies

Refugee Landing Pad

1) Landing Pad – You’ll touch down on one of the landing pads in the Refugee sector. Unfortunately this pad has been claimed. Once you step out Quello will demand payment. You can threaten him or pay him. Either way there will be trouble later on once the Red Eclipse gang arrive.

Head down the corridor to the east. As you turn around the corner you’ll bump into some Exchange thugs. You can take them out or let them taunt the guy for LS or DS points. There’s also a couple of refugees here who will ask for credits. If you help them Kreia will talk to you. Agree with her for more influence over her.

2) Workbench – There is a workbench here, but more importantly in a nearby container you’ll find the Airspeeder Navigation Interface . One of the items you need to repair a broken airspeeder belonging to the Serroco gang.

3) Tienn Tubb and TT-32 – You’ll first meet the droid TT-32 who asks you to help retrieve a droid that was sold to the droid parts merchant, Kodin at #9. If you do you’ll get a Renewable Droid Shield .

Tienn Tubb will help you later on once you have a Blank Transponder Card for the Ebon Hawk.

4) Ex Bounty Hunter, Vossk – Talk to Vossk and he’ll tell you about the different factions and some of the bounty hunters on Nar Shaddaa.

5) The Ebon Hawk Owner? – Yes, that’s right. A man by the name of Ratrin Vhek will claim to be the owner of the Ebon Hawk. He doesn’t have any actual proof of ownership except that he knows where the hidden compartments are located. Agree to hand over the Ebon Hawk for LS points or kill him for DS points. If you give him the ship or tell him to go away he’ll end up trying to steal the Ebon Hawk back anyway and he’ll get killed by the Red Eclipse gang.

6) Oondar the Bad Merchant – Oondar is in competition with Geeda on the other side of this area #8. They will ask you to get rid of the other merchant. You can tell either of them to leave, either Oondar or Geeda but you’ll no longer have access to their inventory.

7) Exchange Boss – A deal with an Exchange Boss has gone wrong. Once you enter the room they’ll turn on you. Killing them will give you notoriety with the Exchange.

8) Geeda the Good Merchant – Geeda will sell you some regular items for sale. If you come back to her later in the game she’ll have much better items for sale.

9) Kodin, Droid Parts Merchant – If you’ve been to see TT-32 at #3 then you’ll be able to buy the IT-31 droid for 500 credits which you may be able to Persuade down to 150 credits. Threaten Kodin for DS points and get the droid for free.

Once you’ve purchased IT-31 talk with it and send it back to TT-32. Follow the droid back and speak with TT-32 for your reward.

10) Swoop Racing – This room and the next room are the swoop racing area. Lupo has been cheating the swoop racers by using an unbeatable droid, C9-T9, to race against them.

Speak with Borna Lys and she’ll have a way to sabotage the droid, making the swoop racing fairer for everyone else. Persuade her for the Access Codes and then use Repair or Computer on the terminal next to the C9-T9 droid. You’ll be able to check it for oddities and sabotage it one way or another.

Talk to Lupo and convince him to sell the Swoop Racing to Borna. Head back to Borna and she’ll give you a reward. You can now take part in the Swoop Racing with a good chance of winning.

Once you’ve cleared this area head through one of the exits to one of the other three areas.

11) Exit to Entertainment Promenade

12) Exit to Docks

13) Exit to Refugee Quad

Entertainment Promenade

1) Exit to Refugee Landing Pad

2) Twik’gar and Kallah-Nah – As you enter the Entertainment Promenade there will be a couple of thugs on the left, Twik’gar and his friend. They’re asking about a Pazaak player called Geredi. You can convince Geredi to come out or just leave the thugs waiting. Geredi is one of three Pazaak players you need to beat in order to meet the Champion so this is one way to get rid of him if you don’t want to play him properly.

On the other side of the door is a little character called Kallah-Nar . If you speak with him after talking to the Pazaak Den guard you’ll be able to find out the password to enter the Pazaak Den. Secondly, you can find your current stading with the exchange. You need a certain amount of notoriety with the Exchange in order to be given a meeting with Visquis, the local Exchange boss. You can also pay Kallah-Nar 2,000 credits to improve your stading with the Exchange but if you do the other quests this shouldn’t be necessary.

3) Pazaak Den Door Guard – The guard won’t let you in unless you utter the password. Speak with Kallah-Nar at #2 to find out the password.

4) Pazaak Den – There are three Pazaak players in here that you need to beat in order to meet the Pazaak Champion. You will either need to win against them 3 times before they give up and admit you are better or use guile and tactics.

S4-C8 – This droid loves playing Pazaak. You can have a few games with it and try to beat it or convine the droid to let you take a look at its programming. Alter the programming so that it’s no longer addicted to Pazaak and you’ll have one less opponent to beat.

Dahnis – This pretty girl is just Atton’s type. If Atton is in your party she’ll let him win in order to flirt with him. That’s two down, one to go.

Geredi – If you’re sticking to the Light Side then you’ll have to beat him legitimately three times. Otherwise tell him his “friends” are waiting for him outside.

The Champion – Once all three players have been beaten or are no longer playing the Champion will arrive. If you really like playing Pazaak then try and beat him three times. Otherwise convince him that winning all the time isn’t fun. He’ll agree and give you one of the best Pazaak cards, the “Tiebreaker +/- 1” .

5) Bar – You’ll meet a few characters here including the bartender, some thugs and a dancing trainer. This is an optional area but you’ll need to come here if you want to get access to Vogga Hutt’s hoard (A quest given at the Docks).

Once you’ve been to the Docks and discovered how to get into Vogga’s hoard you can buy the Juma Juice from the bartender here. The Juice will put Vogga’s Kath Hounds to sleep.

Domo, the dancing trainer will complain about not having enough dancers. You can dance yourself, or the Handmaiden will dance as well if she is in your party. This is not necessary as the thugs in this room let you know how to speak with Vogga.

If you put your stealth field on and go near to Vogga’s thugs, in the southern partition, you’ll overhear them talking about how no-one can see Vogga unless they have something to say about Goto.

Refugee Quad

1) Exit to Refugee Landing Pad – As you step into this area you’ll be confronted by a couple of Exchange Thugs. You can intimidate them to let you through or kill them. Killing them will allow some of the Refugees in this area to escape once you find them later.

2) Geriel – This man is sick, showing symptoms of the plague but you can heal him if you have sufficient Treat Injury skill for Light Side points. Convincing him to kill himself will give you Dark Side points.

3) Refugee Center – this large area is where most of the Refugees hang out. The Exchange hold the area on the western side of the map and the Serroco gang own the eastern side of the map.

Hussef – Speak with Hussef to learn about the refugees and how they are hemmed in on either side by the Exchange and the Serroco gang. You can help them out by dealing with either or both of these groups. If you are going for DS points persuade Hussef that they are doomed and the Exchange boss, Saquesh, will give you a good reward.

Aaida – She is looking for her partner Lootra. If you have been to the docks you’ll know that he’s still alive. You’ll need to have killed the Exchange thugs guarding the exit to allow her to escape. If you have intimidated the thugs the only way to start a fight with them again is to kill their boss, Saquesh.

Naddaa – The Exchange has taken her daughter captive #4. For LS points try to help her out. Later you’ll be able to arrange for her to be freed. Once you’ve rescued Adara go back to Naddaa for LS points.

Kaul – If you give him 20 credits he’ll give you a tip to go into Stealth mode when looting containers so the guards won’t notice you.

Kahranna – She’s looking for a passage off this moon. You can pretend to by the pilot she’s looking for and collect the credits for DS points or tell her you’ll help find someone. You’ll find help for her at the Docks.

Odis – Is looking for work as a pilot but has no Freighter. You can speak with Fassa at the Docks to organize a Freighter for him or the Lunar Shadow Crewmen.

Twi’leks – These two will give you a mysterious message that Atton is not all he appears to be. You can try to talk to Atton about it but you’ll probably not get any information out of him until you have high influence over him.

4) Adana – This is the daughter of Naddaa. Kill the guards and tell her she to wait here. Later you can negotiate with Saquesh #5 and have her released. Go back to her and tell her she’s free to go. Follow her back to her mother, Naddaa, and speak to her for LS points.

5) Saquesh – The local Exchange representative. You can intimidate him and try to get him to release his grip on the refugees. This will result in a fight with him and all of his thugs. Once you kill him though you’ll receive LS points. You can negotiate with him to ease up on the refugees or if you follow the Dark Side agree to remove the refugees by convincing Hussef that they are all doomed.

6) Serroco Gang – This area belongs to the Serroco. To gain entrance into this area you’ll need to Persuade the guards posted at the entrances to let you in or begin a fight and kill them.

Speak with the Serroco gang leader and try to get him to ease up on the refugees. This won’t work and a fight will begin. It’s a fairly tough battle so get ready with your shields and force powers.

Once you’ve cleared the area you’ll be able to explore this section and pick up all the loot. There’s an Airspeeder here that is currently not operational. Once you find all the parts you’ll be able to fast travel between different locations on Nar Shaddaa.

The Airspeeder requires three items. The Maneuvering Flaps are found in a container in Pylon 3 at the Docks. The Airspeeder Navigation Interface is found in a container just outside of Tienn Tubb’s store at the Refugee Landing Pad. Lastly, the Cryogenic Power Cells are found at the Docks. Lassavou gives them to you as a reward. Speak to Fassa about releasing his debt. Perform the job that Fassa asks you to do and then ask him to release Lassavou’s debt. Go back to Lassavou and you’ll receive the Cryogenic Power Cells.

7) Serroco Storage Area – Lost of good loot here.

1) Exit to Refugee Landing Pad – After entering the Docks you’ll see a cutscene betwenn Vogga Hutt and Hanharr. Head towards Fassa (#2).

2) Fassa the Dock Manager – Fassa is quite an important character and will be able to help you solve two quests from the Refugee Quad as well as give you one himself.

Fassa’s Freighters – After speaking with Fassa he’ll put you to work identifying the freighters that are coming into the Docks. He wants you to organize the priority of the freighters. You can take the long path and divert the power to each Pylon while running to each one to see the ID of each freighter. The faster route is to fix the power to all Pylons. You can then go to any one of the consoles to see all IDs. Here’s the solution: Silver Zephyr, Alakandor and lastly, Toorna’s Profits. Return to Fassa for your reward.

Lassavou’s Debt – After speaking with Lassavou in one of the containers near to #3 and after completing the Fassa’s Freighters quest you can ask Fassa to let Lassavou’s debt go. Let Lassavou know and you’ll get another piece for the Airspeeder in the Refugee Quad.

Kahranna’s Transport – Speak with Kahranna in the Refugee Quad first and agree to help her find passage off Nar Shaddaa. Once you’ve been to Goto’s Yacht come back to Fassa and he’ll agree to let Kahranna find boarding on one of his freighters.

Odis’ Pilot Work – In the Refugee Quad you’ll also find Odis who is looking for work as a Freighter Pilot. Speak with Fassa about it once you have been to Goto’s Yacht to complete this quest.

3) Vogga’s Horde – There’s a number of people you’ll meet here and I haven’t marked exactly where you’ll find them in each container. Open each one and see who’s inside.

Aqualish Thugs – If you try to approach them they’ll tell you to get lost. Get into Stealth mode and walk close to them. You’ll find out how to break into Vogga’s hoard by dancing for Vogga and then using Juma Juice to sedate the Kath Hounds. Juma Juice can be purchased from the bartender in the Entertainment Promenade.

Lunar Shadow Crewman – These guys are looking for a new pilot. You can tell them about Odis in the Refugee Quad for Light Side points or find the pilot in the Jekk’Jekk Tarr area and convince him to return. You’ll need to use a character with a gas mask, not your main character, and go in there to find him.

Bith Scientist – The scientist wants you to return with an item from Pylon 3 and he gives you 500 credits to buy it. Heading over to the Pylon 3 (#4) you’ll find the seller is dead. Read the Datapad and then kill the “cleaning droid” that attacks you. Return to the Bith to find him missing. He’s left a Datapad behind and you get to keep the 500 credits.

Lassavou – Speak with Fassa (#2) to complete this quest for the Cryogenic Power Cell which is part of the Airspeeder. For Dark Side points tell him you’ve come to cellect the debt. You’ll get 200 credits by no Cryogenic Power Cell.

Lootra – He’s Aida’s husband who you spoke with in the Refugee Quad. To connect them together you’ll need to kill the Exchange Thugs guarding the entrance and then let Aida know the path is clear to go. If you threaten the thugs you won’t be able to attack them again unless you kill the Exchange boss first.

4) Pylon 3 – Head here for the Bith Scientists quest (#3). Search the container here for the Maneuvering Flaps, another piece of the Airspeeder.

5) Vogga the Hutt – You can get to see Vogga by either agreeing to dance with him by visiting the Entertainment Promenade or telling him that you want to talk about Goto. If you dance for him he’ll fall asleep. Put the Juma Juice in the water bowl to put the Kath Hounds to sleep. You’ll now get access to Vogga’s Horde through the door to the north for some pretty cool items including a Lightsaber.

You can also talk to Vogga about the Fuel situation on Telos and negotiate a deal for the Telosians after dealing with Goto on the Yacht. Once you have the deal set up you’ll need to talk to Lt. Grenn in the Entertainment 081 area of the Telos Station.

6) Vogga’s Storage – You’ll come here with the T3-M4 droid after visiting the Jekk’Jekk Tarr. We’ll come back to this in the walkthrough below.

7) Exit to the Jekk’Jekk Tarr – When you have been invited to visit the Jekk’Jekk Tarr Mira (or Hanharr if you are a Dark Side character) will intercept you and go in herself.

Jekk’Jekk Tarr

Mira will be the one who actually enters Jekk’Jekk Tarr regardless of whether she or Hanharr intercepted you. You’re goal is to meet with Visquis. You’ll need to pass through two green colored bars through the door to the right of where you enter. The yellow colored bar through the door to the left is where the Luna Shadow Captain is hiding out. You can convince him to go back to his crew or offer the job to Odis in the Refugee Quad. Mira is unprepared for this encounter and will be captured once she meets Visquis.

Your main character will now awaken. Bring him/her to the Jekk’Jekk Tarr to confront Visquis. You’ll learn Breath Control as you enter so you can breathe in a toxic environment. You’ll need to keep casting it as it runs out or you’ll be poisoned.

You’ll be attacked by a LOT of Gand so slice your way through them or use group effect force powers. Make your way to the room Visquis was in and speak with the attendant to find the exit which is in the northern part of the room.

Jekk’Jekk Tarr Tunnels

1) Entrance  – When you first arrive here as your main character you’ll need to work your way through the tunnels to the sealed door at #2. You’re map won’t be working so an easy way to make it there is to hug the left wall, taking every turn to the left until you reach the sealed door.

2) Sealed Door

3) Mira vs Hanharr in the Battle Room – Once your main character reaches the sealed door you’ll take control of either Mira or Hanharr in a battle to the death. As Mira use ranged weapons and run away to keep your distance. Hanharr will run over the mines and make your job easier. As Hanharr just close the distance and swipe away. His expert melee skills will finish Mira quickly.

Once the battle is finished Visquis will release the Kath Hounds. Defeat them and then head to #4  for the Keycard.

4) Old Beast Tender Corpse – Search the corpse for the Keycard to get out of here. Open the door in the north and get ready to take on the Ubese Bounty Hunters.

5) Emergency Tunnel Control – You can explore the whole area with Mira or your main character. To get your main character back proceed to the console here to access all the available escape routes.

6) Workbench

With your main character head back to the battle arena where you’ll be captured by Goto and taken to his Yacht.

Back to the Ebon Hawk

After a cut-scene you’ll be back with T3-M4 in the Docks. Fight your way past the HK units and you’ll meet up with Mira and Atton. You’ll have a few challenging battles with Zhug Brothers and Gand to get back to the Ebon Hawk. It’s not that they’re tough but there are so many of them. Once you reach the Ebon Hawk you’ll fly off to rescue your main character in Goto’s Yacht.

Goto’s Yacht

You’ll enter Goto’s Yacht from the hatch in the north. You’ll have plenty of droids to fight here so make sure you have weapons suitable for taking down droids.

There are a number of consoles around the ship that will give you access to various functions. You’ll need to find the codes for each function before you have full access to that funcion. In order to make changes to a function you’ll also need the proper function, such as the Shut Down program or Overload program.

You have two main objectives here. The first is to free your main character by making it to the Audience Chamber. And the second is to get to the bridge, with access to Power Distribution and shut down the power so you can get back to the Ebon Hawk.

1) Hatch to Ebon Hawk  – You won’t be able to return to the Ebon Hawk until you’ve shut down the Power Distribution from the Bridge.

2) Console & Utility Droid – Make sure you have someone with the computer skill and slice into the console. From here you can download the “overload” program. If you don’t you’ll need to kill the Goto Guard Droids and listen to their last transmission. It’s binary code. Select the correct count to get the program. Here are the answers.

zero zero zero = 0 zero zero one = 1 zero one zero = 2 zero one one = 3 one zero zero = 4 one zero one = 5 one one zero = 6 one one one = 7

Either that or slice the control to get the program which is much easier. The Utility Droid next to the console will have the “shut down” program.

3) Goto Starboard Commander – Kill the droid and search it for the access code to the Containment Cells. Use the console here to upload the two programs you’ve received “overload” and “shut down”. Unlock the containment cells and run the “shut down” program on it to remove the shields. You’ll now have access to these cells.

4) Damaged Droid – This little droid isn’t going anywhere. Search it for the Turret Defense access code. Use a console and unlock the Turret Defense System. Once again run the “shut down” program on the Turret Defense System.

5) Turrets – Hopefully you’ve shut these Turrets down but if not you can use some shields on all of your characters and take the down. There are droids here as well just to make things more difficult.

6) Main Character & Power Distribution Access Code – Head to this room to rescue your main character. Make sure you use the console here as it’s the only place where you can acquire the Power Distribution access code. Use a console to unlock the Power Distribution but you can only shut it down from the Bridge.

7) Damaged Droid – This little droid will have the “reset” program.

8) Lab Station

9) Workbench

10) Defense Turrets – This room is lined with Defense Turrets but they’re not too difficult to take down with the flurry. On the way back from the bridge this is also where you’ll run into the Twin Suns bounty hunters.

Continue towards the east and you’ll come across some mines and a Goto Central Commander. Kill the droid and search the remains to find the Minefield access code.

11) Command Console – Use the console here to unlock the Minefield system. Either use the “overload” or “shut down” program. If they’re in overload they will still work but will explode when the droids at #12 run over them.

12) Mines and Droids – There is a corridor of mines with droids beyond them. Either shoot at the droids in solo mode and let them run over the mines towards you. Once the droids are dealt with you’ll be able to disable the mines and get to the bridge.

13) Bridge – Check the cylinder on the right as you enter for some nice items and the Droid Controller access code. It’s a bit late now that all the droids are dead!

Use the Central Command Console and and run the “shut down” program on the Power Distribution system. You get the access code for it at #6. You’ll now be able to open the hatch to get back to the Ebon Hawk.

On the way back you’ll come across thugs and bounty hunters. Most notably the Twin Suns who will attack you at #10. Continue back to the Ebon Hawk and you’ll return to the Nar Shaddaa Docks to meet Zez-Kai Ell.

After taking out the Hk-50 droids speak with Fassa and complete any missions you need to complete. Such as find a job for the pilot from the Refugee Quad. Head up to the north and speak with Vogga the Hutt. He’ll give you 500 credits to go back to the Telos Station and organise a deal with Lt. Dol Grenn at the TSF office in the Entertainment 081 area.

Fly back to the Telos Station now to complete the deal or continue to the next planet. I choose Onderon but you’ll end up having to escape to the Onderon moon, Dxun when you get there.

Back: Knights of the Old Republic 2 Walkthrough

Recent Posts

  • Star Wars: Dark Forces Remaster Released
  • Banishers: Ghosts of New Eden PC Release
  • Ghostrunner 2 Released for PC, Playstation 5 and XBox
  • Shadow Gambit: The Cursed Crew Released by Mimimi Games
  • System Shock Remake Released for PC, PS5, Xbox One

DSOGaming

Star Wars: KOTOR 2 – The Sith Lords Restored Content Mod Released

Now that’s why we love modders. zbyl2, darthstoney, hassat hunter & varsitypuppet released an amazing mod for star wars: kotor 2. the sith lords restored content mod intents to restore much of the cut content to the sith  lords, that was lost to the main game due to a rush to release the game. the modders restored plot elements, decisions, and dialogs. in other words, this is a must-have mod for all kotor fans. you can find a download link and the (huge) changelog after the jump. enjoy, those interested can download the mod from here ..

goto yacht count

Major additions in TSLRCM 1.8:

* Newly restored cut content * Fixed many issues with the loot-system. * Fixes the 1.7 gamebreaking bug with the Ravager, and the vanilla gamebreaking bug with Visquis inventation. * Fixes the crash with Mandalore’s battle on Dantooine. * Tweaked the workings of the HK-Factory. * Improved how saving teammates works on Malachor, making it (hopefully) less jarring. * Many MANY bugfixes. 4. Full CHANGELOG from v 1.7 ———- Global Fixes * Incorporated Kreia Green Robe Fix by VarsityPuppet ** Fixes green tint on Kreia’s hood * Incorporated Peragus Sion Arrival In-game Cutscene by Zbyl2. ** Looks better and fixes incorrect bodies around Sion * Incorporated Weapon finesse icon fix by Mrmarb ** So melee no longer looks like a blaster and lightsaber like melee. * Incorporated Lightsaber parts icon fix by DrGhent ** Fixes 2 icons for Lightsaber parts being switched around * Incorporates Bao-Dur shader fix by Darth_shan ** Fixes the shader for Bao-Dur’s arm * Uses Telos Shuttle Modder resource by Darth Insidious and Jcarter426 ** Used to add cutscenes with cut Atton lines when crashing both times on Telos * Uses Goto’s Yacht Window Fix by Darth Insidious ** Treading the fine line between a bugfix and added content, this is enough of a fix (since we doubt OE would want such low-res textures so prominently displayed) to be in our philospy of staying true to Obsidians vision… All mod’s used with permission… (see section 8 for further details) * Dialog.tlk file; a whole lot of miss spellings and VO mismatch errors corrected (too much to list). * Modified random loot system. This fixes the issue with robes, droid headgear, “rare” loot on higher levels and some others. Also randomised the color of a lightsaber (crystal) drop, instead of having it based on level. * Most droids throughout the game (excluding Peragus for balancing reasons) now drop droid-specific items. * (English version of TSLRCM only) Fixes mine descriptions to match actually values used in the game (most were incorrect). * Fixed Zabrak Vibroblade issue. * Fixed Bao-Dur’s “do I have all lightsaber parts” quest requirement. * Adds the missing 000_T3_Astro_Fix to the globalcat.2da file. * Made some fixes to HK-47’s dialogue; Added a missing LS/DS, and allowed the player to hear more additional versions of dialogue about the HK-50’s (some previously inaccessible). * Fixed the background music re-appearing at the end of the Visas Introduction, now it stays gone during the entire scene. * Hanharr was lacking VO in his “random good” responses. * One of Hanharr’s -INF was given to Disciple instead. Fixed. * Disciple; Changed gt to bet 1/4 for Disciple to mention “my turning away from the force” lines (since with 5 he’s Jedi again). Added a few small XP rewards (250XP) for flags set named “XP”… * Visas; Restored a line, allowed people who fail an influence check the inf option after it, when they have proper influence, and fixed a few broken requirements. * T3M4; Fixed a few broken re-directs, which made getting an influence, DS/LS point hard to get (or impossible with a female Revan). Now all lines properly lead there. * Added a few missing loading screens. * Disciple; Added several female Revan lines scavenged from 610 disc_enc. * Several other gender conflicting Revan/exile lines fixed thanks to VO splits by Sith Holocron and HK-47. * Applied a fix to Disciple so the option “I want to use your medical skills” does not disappear when asking ‘what do you do again’. * Goto: Fixed 000_Goto_Confront = 5 causing automatic success due to a typo on the influence check. Now it needs 40- or 60+ INF too. Fixed wrong order about Vogga after confrontation. Added “There is nothing more to be done. Events will now take their course.” when appropriate. * Mira; Removed influence gain from E267, because you could gain it for being an ass, and get 4 inf-gains in a row for being nice (which is now 3 thus). Added roll eyes animation where it says {Rolls eyes}. Added 500XP to the set 000_Mira_Malachor_XP flags. Removed lower than 15 wisdom check from LS option, since DS option has no such additional checks either. Now all 3 question opening lines have all options. 2 were missing 3 in the past. Fixed break when asking about Goto’s shackles again with the global on 3, now it can properly continue on… Replaced “No, you’re just business. Look, forget I said anything.” with “No, it’s just business. It’s just that if you change much more, I won’t be able to collect on you, since no one will recognize your face.” * Fixed getting LS upgrades instead of Lightsabers upon death for a few individuals. * Remote now has VO when talked to outside the Ebon Hawk. * Corrected proper Main Menu with easter eggs enabled (instead of Sion). * Added a few reminders to visit Geeda (with XP-awards!), that were missing from vanilla TSL. * Fixed many issues with Kreia’s first “evil” response. * Playing as your teammates never wields XP for the player. Added a few XP-bonusses to post-NPC sequences. * Fixed off-set camera point for Sion. * Fixed collar issues with many robes, most of which didn’t even drop in vanilla, but do now. * Orange and Bronze lightsaber color look different now. * Fixed random wanderers on various maps. * Fixed wrong icon being used for influence and force powers Peragus / Harbinger * Added the missing 1.7 files for Peragus (which includes T3 in the fuel line). * Fixed a double XP issue with the medical supply door (101PER). * Restored a missing hololog from the maintenance officer. * Fixed an issue with the background music still playing during the Sion in Kolto tank scene * Shooting the Sith with the turret now gives more XP (the same value indoor Sith used previously). Killing Sith on the Hawk gives a little less XP than it used to do (but still more than the outdoor Sith in the past). * Unified XP for all Sith Assassins throughout the Harbinger (some modules gave more than the rest). * Fixed 3C being in T3’s way in Prologue end scene. * Supressed background sound when Harbinger docks. * Added some missing tutorial popups to the start of Peragus. Ebon Hawk * Fixed Kreia’s skill lesson to match written text. * Updated Atton, Mira’s, Visas’ and Bao-Dur’s training stuff after becoming a Jedi. * Fixed infinite DS-exploit concerning fighting with Handmaiden. * Fixes a convo-break with T3. * Restored proper requirement of Kreia’s Hanharr lesson. * Fixed all lines in Visas lightsaber training lasting a bit too long. Now they flow a lot better, organic. * Added “Zez, Kai, what-ever it is” to the Post-Goto Yacht dialogue with Mira. * “{Gameplay Programmer: Hanharr looks at Kreia, who nods.}” now actually happens. * Disabled background music when the Red Eclipse board the Ebon Hawk. * Some improvements to the boarding scene so it looks better. * Disallowed skipping parts of the boarding cutscene (the camera move at the start). * Fixed issue with [awareness] line and Kreia responses during first Disciple cutscene. * Restored post-Peragus Atton talk about the galaxy map. * Added Dxun repair-cutscene * Added pre-Malachor cutscene * Fixed issue with Goto/Bao-Dur cutscene #3 not appearing in most cases * After playing Pazaak with Atton and T3 cutscenes now progress. Second Atton-T3 pazaak cutscene requires HK-47 now. * Visas; After the battle on the Hawk it now fades in and out to simulate the passing of time, instead of Visas suddenly appearing in the second living quarters. * Visas no longer remains hurt after the lightsaber training is over. * Restored some lines in the cutscene where Atton and Mira overlook Disciple and the player meditating. * Talking to Atton, he will now turn around to face the player. * Bao-Remote training tweak. * Fixed getting stuck in the Telos Academy when running Handmaiden’s :: Betrayal :: cutscene. * Fixed an issue where Handmaiden was not trained as a Jedi, yet the Betrayal cutscene does play… (which leads to an infinite black screen when you do train her as Jedi). Fixed an infinite Lightside/Darkside exploit with Handmaiden’s Jedi Training (both from vanilla) * Added gameplay designer requested actions to first Atton-Disciple cutscene Telos * Restored “Taris Traveler” * Added unused Telos Shuttle module and have restored cutscenes in them pre-Telos surface and Telos Academy * TSF will now try to intervene if the Sullustan is assaulted. * Fixes an issue where Cede’s appearance was left blank from Jinger’s Battle of Telos mod * Fixes camera angle when Bao/Atton speak their lines about the minefield. * Added floating mines when HK50’s say “prepare the mines”. * Mebla; Fixed a faulty reward condition (should be three wins in a row); Also reward didn’t trigger automatically, but required restarting the conversation. * Fixes a few minor issues with the Handmaiden sister dialogue. * Handmaiden now responds differently to the PC depending whether or not she killed her sisters after the Atris confrontation. * Re-added Atris theme to her introduction, without the music-clashing of 1.4 though. * Fixed subtitle disappearing too soon in geno.dlg (weapon exchange). * Added missing Kreia warning when approaching the door for the weapon exchange. * Fixed an incorrect camera when being female and Revan DS (Cede) when escaping Citadel to the surface. * Military Complex Czerka Twi’lek now runs to exit before vanishing. Also to compensate for his crappy pathfinding escorting not only wields LS points but also an LS influence. * Fixed a line being skipped when assaulting the Twi’lek. * Fixed force fields not displaying their Bao-Dur line, since it appeared only without Bao-Dur in your party (and he’s forced there). * Fixes skipping the Droid Merc’s lines it would still display blanks till the VO was done (due to animations). Although all animations didn’t work or were not required, besides a point animation which remained (and didn’t cause the issue mentioned anyways). * Now Bao does turn a few times to the console when required. Also fixed a few annoying ‘skips’ when Atton/Kreia were to speak and they weren’t around. * Atris.dlg adjustments. Fixed loops and a few oddities (that’s my lightsaber! twice etc.), fixed a broken line or 2 (I wish I destroy that pile of rocks), made it take not so long to fade out at the end. * Janet Lorso not wearing a Czerka officer uniform.(thanks MrPhil for catching this) * Fixed wrongly applied dialog for Onderon Soldier (onddoor instead of ondsold). * Fixed line-order for Handmaiden, so she no longer starts all the time with “you are the exile!” and fixed Kreia being able to interject from jail for a few lines. * Allowed the player to persuade the Ithorian for the smuggling quest if Czerka’s path was chosen without visiting Lorso (as previously it would be impossible to get in with that condition). * Fixed quest-entry error for fuel saving quest if Vaklu’s side was chosen on Onderon. * Restored second sentry Bao-Dur (and Atton if available) comment. * Fixed Dendis giving the wrong conversation (Samhan-less when Samhan was there), and fixed his stock not being properly activated. He’s a much better storekeeper now! * Replaced checks in plant.dlg and ithplant.dlg with planttheft.ncs checks, which also turns false if Samhan is arrested. * Shortened silence delay on Opo Chano dialogue with B4 from 4 sec to 2 sec (equal to the silence of Weequay in the JJT). * People in 203 and 204 will no longer stop moving after you have talked to them… * Small modifications to T1 scene. No longer does T1 appear to have said the guards stuff in the log, and guards now use lipsynch. * Fixed Bao-Dur being hurt when leaving the Telos Academy. * Fixed getting double attack on Telos movies when going to the HK Factory * Modifications to the HK-Factory. * Removed exchange door spawning when returning after being to the surface, since the door wasn’t solid (so you could just go straight through it, loading the map beyond) and was causing frame-rate issues. * Removed Czerka Mainframe closing code in 203TEL, since you have to go through here to enter Czerka, and then it wouldn’t happen there since the boolean was already unset. * The first sister you invite to fight gets removed (implying she’s the “dojo sister”) so there are no more than the maximum of sisters in the Telos Academy. For safety reasons (cutscenes) she gets re-added when the Hawk is entered. * Fixed “standing” sitting NPC’s in the cantina. * You can no longer start the attack in the Czerka compound by loading a savegame. * The Masked Attacker is now, infact, masked. * Fixed error with female TSF officer line, which can now be heard. * Fixed many issues in the High stakes side-quest. * Restored Batono lines. * Luxa now drops an unique item; Luxa’s Disruptor. * You can no longer skip the 220TEL battle, the door to the entertainment module will only open once all Sith are dead. Nar Shaddaa * You can no longer switch your team after the Red Eclipse board you ship, until you rescued your team members from the Ebon Hawk. * Refugee Woes no longer closes after you convince the Serroco to attack the Exchange (what with the Exchange still being alive and all). * Fixed team members seeing thugs jumping down as LS act. It’s now seen properly as DS-act. Other ways of saving are still seen as LS obviously. * Fixed facing of HK50’s that attack after Goto’s yacht. * Added a couple of canisters and droids to the “new” area in the docks. * Fixed if Lassavou and Fassa made a deal that gives Fassa a power cell the “power shortage” quest was not able to be closed. Also fixed not getting the “power shortage” quest XP if it finished this way. * Asking Tienn about the ID transponder code was obsolete after Goto’s yacht. Removed it. Also fixed subtitle and duration issues with Bao-Dur’s restored lines. * If you freed Adana without killing Sasquesh she wouldn’t appear next to Nadaa, now she does. * Removed some obsolete dialog lines after Goto’s Yacht. * Made some Visquis’ lines skippable after Mira’s/Hanharr’s attempt at escape. * Added “a_peace_serroco” to Force Persuasion option of Serocco leader. * Added Exchange option to a few convo options lacking it. * Serocco can no longer attack the Exchange if the leadership is dead or the refugees sold themselves to slavery. * Fixes a convo-break with T3 and lacking VO (repairing speederbike). * Fixes several timing, clairvoyance and wrong use of :: :: issues with Kreia’s listen to Nar Shaddaa conversation. * Sasquesh; Fixed a delay issue when getting a reward for forcing Nadaa into slavery. * Fixed Refugee Woes re-opening if the Refugees surrendered themselves. * Fixed issue with a_random_talk.ncs script, which would if the global was 3 and the script set 3 again return 4, which made it impossible for Exchange thugs to talk anymore. Now in that case it returns 1 instead. * Fixed Lootra dialogue and Kathranna dialogue sharing a local with Sasquash. They have a unique one now each. * Fixed saving Adanna for 700 or 800 credits being seen as Dark Side Act by your team members, unlike 600, 1000 or Force Persuade. * Fixed not being able to get Sasquesh’ reward for Nadaa getting into slavery if you ever asked about why he held Adana. * The “1000? Thought it was 600” was missing the check to see if the PC knew this, the 800 already had it correctly. Now they both have. * Made a section of hanend.dlg unskippable to prevent odd camera stances and people teleporting about for the next scene. Also fixes the “2 Kreia’s” issue. * Fixed typo’d check for Atton to tell the Twi’leks about how much he hates the exile. Now all that convo can actually appear ingame! Also fixed fade-in/fade-out issue with added line (previous to 1.8) and added another additional line for Influence > 80 (“I think you’re another problem my friend doesn’t need”). Finally, fixed a few camera points. * Geredi has a voiced blank line. Fixed now.. * Vogga; Fixes the camera position for a few added lines. * Visquis in Arena: Fixed the Dark Side option being unavailable. * JJT; Fixed the line “I grow weary of these subtleties.” being skipped for female PC’s, and the shot showing the jjt’s inhabitants cut short for everyone. * Goto’s Yacht: Fixed some restored dialogs, now it continues immediately, no more “pause” between individual lines. * Console01/01b; Fixed all issues with “Droid command” * Mira to Jedi cutscene; Fixed a skipped line, some turned around checks (non-conditional before conditional), a_givedark not having a P1 and added “sleep” animation to :: Closes her eyes :: since it’s pretty weird to read that and see her eyes wide open. * Pazaak playing droid; Fixed convo break, and lacking option of allowing Bao/T3 to take a look if Atton was not in the team. Now they can appear without him. * Fixed “skip” and added gameplay designer comment submission attack to Kreia-Hanharr scene. * Zhug brothers no longer give away their healing packs during the teammate to docks scene. * Fixed HK-50 being “passive”, they now attack aggressively. * Goto Yacht Droid Control; G0T0 lines (about 3) never ran since Goto isn’t present causing the sudden end in the convo. * Goto’s Yacht count has VO lines, attached now. * The Rodian patrons in the JJT can now talk (their lines were placed in the wrong module!). * Fixed Visquis call gamebreaking bug by disallowing you to enter the Ebon Hawk when all its conditions are met… * Vossk now uses .tlk entries again, restoring his ‘Jeedai’ * c9t9; Removed exchange hate when blowing up the droid, since it only happened in one of six distinct paths (you still get it if you check the droid for oddities). Increased repair skill check from 0 to 5. * Borna fixes; No more “lower then” checks, which was making between 10 and 14 fail while 7 till 9 works. Fixed not getting keycode with computer’s second choice (7 skill+). * Removes dancers during Zhug cutscenes if you talked to the domo. Removes the domo too if you completed his quest. * Restored a few questions about the Lunar Shadow captain in the JJT. * Modified 304NAR to move Lunar Shadow captain, added 8-ball Weequay. * 8-ball; Fixed small issue with wrong locals being checked for question 3 and 4 (used the value of #2). Also fixed line without alien VO. * Added 351NAR_Zhug_Enc set to 1 at start of Zhug-convo on Goto’s Yacht (unused in vanilla TSL). * No more Wookiee growl or kath hound growl when loading near Vogga (for example when send to dance there) * Fixed crash issues if you bought everything from Kodin or Tienn, due to a false duplicate item. * Restored Keh’ven/Bao-Dur content. * You can no longer swap out party members from the Hawk after the Red Eclipse take over until you re-capture your ship. * Made the 303 droid warehouse maintenance droids not rotate on clicking to reflect them ignoring you completely… * When showing off the dancer uniform the dancer’s head is no longer partially clipped off. * Added proper journal entry for “The Champ” selling T3 instead of Kodin. * Reuniting Lootra and Aaida now gives LS random influence even without Kreia in the party. * Restored missing Adana dialogue. * Improved Hanharr in Mira’s hideout scene per gameplay designers notes. Dantooine * Fixes the random militia dialog to cycle through all responses (unless you have a lightsaber equipped) and eliminates the line about the Disciple once he is found. * Fixes the issue with Disciple appearing in Khoonda even if you haven’t spoken with him yet. Now you “must” speak with him to have him show up in Khoonda. * Changed Kaevee’s Jrnl entry number so it will no longer override the lower entries. * Changed merc_capt dialog to properly set jrnl entries for “lost shadows” quest. * Moved back Disciple’s joining, so Atton’s jealousy (-INF with Atton) or a Mira line that should have been after it can play. * You can no longer ask Pato to join militia after the battle. * Olddroid; Fixed ‘skip’ issues. * The mechanic will now move back to his old location if convinced you’re no Jedi with Force Persuasion. * Fixed the mechanic suddenly looking at ‘invisible’ instead of the player. * If Handmaiden convinced you not to kill the mechanic he runs away and start the “redemption” quest, but it was lacking it’s questlog update. Added. * Mechanic; Fixed Handmaiden/destroy you ‘skip’ issue (the other (Atton/Kreia influence), sadly, I cannot :(). * Fixed an Atton influence line that could never be triggered. * ‘you’d better not’ still results in him telling about you as Jedi. Now adds proper quest entry too. (like olddroid) * Fixed various issues with the random dialogue breaking. 602 now uses the unused 602DAN_Rumor_Militi instead of 601DAN_Rumor_Militia to fix several issues. * Akkere & a_akkextort.ncs; Fixes a blank VO’ed line issue. * Fixed fighting Vrook giving 2 lightsabers. * Sublevel: After camera is done you get new options for camera, no 4 second wait anymore. * Jorran no longer gives a lightsaber (part). It’s now 2 upgrade + color crystal. Jorran was giving a much higher level upgrade in camp, now it’s the same inside and outside the sublevel. * Fixed Kaevee dropping an upgrade part instead of lightsaber upon death. * Added a ‘check for any of the 3 droids’ script in Akkeres dlg, giving an alternative line if true. * The bug where teammates you had when joining Azkul still stand at the cave entrance is fixed. * Fixed being able to leave during the Interior Battle through the back door. And meet Zherron again! * If Akkere dies during the Battle for Khoonda (being recruited) he dropped 99 Khoonda Militia Armors. * Fixes a crash in Mandalore battle if it was just the Exile and Mandalore in party. * Rebuild Enclave; Bao-Dur lines not appearing properly (LS path). Also DS and LS dead camera where switched. You no longer get Mira’s speech if you have Hanharr. Also, all 4 possible mindread options can now appear whether you’re LS or DS, if you meet the requirements that is of course, not 2/2. * Daraala now re-appears after having turned in the bodies, but without all the issues that gave in vanilla. * Moved Saedhe from his regular position to Khoonda back door (where he should be in that case) if the militia won. * You once again have to do battle with the Jedi Masters in the rebuild enclave if one or two are dead. * Added turret cutscenes (ingame) to the khoonda battle. * Esok is slightly harder for Mandalore to beat. * Added overlay to an unmodified goto line that was shipped with vanilla (and sounded very off). * Fixed akkere’s shop. It now has the proper array of items. * Fixed Thief Hunting error with Jorran. * Fixed the exploit where you can give the bodies to Daraala AND zherron if you give the bodies to Zherron before ever having talked to Daraala, then handing them over in Daraala’s first conversation. That’s no longer possible. * Spawned civilian (male and female), receptionist and staff after militia-win to fawn on the player and Jedi in general…. Dxun * It’s no longer possible to use mines to cheat in battle circle; all Mandalorians you have to fight got a feat so mines don’t affect them. * Changed reward in battle circle to match dialog; meaning you no longer get an item, only XP. * Added Repair Ebon Hawk cutscene (updated version compared to the 1.7 unofficial patch). * Allowed the player to ask Mandalore about the scout-ship even if they gained enough Honor to go to Onderon. * Fixed skipping issue in planning the assault on the tomb, and you can say “later” to check out the camp, with most Mandalorians having unique lines only heard then. * Gateguard & Kex; Added content with Mandalore in party. * Gateguard; Added automatic quest-completion (with new lines!) if Davrel and you hunted the Zakkeg. * Added Zuka line if you fixed everything for him and did Kelborn’s quest (before revisiting!). * Tomb outside; Demolition check for perimeter sensor now needs 7 skill, and actually works. Fixed “press 1 to contine” or break (contact dev!, not sure which of the 2 it would have caused) if xarga talks about the sensor and you do not have Bao-Dur, HK-47, Mira, Hanharr but DO have Handmaiden. * Meeting for the Tomb; Some teammates were not spawned in and added Bao-Dur can now be selected as “leader”. * Restored 2 missing items in Freedon Nadd’s Tomb. * Modified “killed family” requirements from depending on Zez’s fate (which has nothing to do with the Zhugs) to the earlier mentioned 351NAR_Zhug_Enc flag. * Added missing Cannok to exploding situation quest. * Prevented double influence from HK-47 or Hanharr for killing Kumus. * Fixed issue with Kelborn and repair quest detection when revisiting for the assault. * Fixed text display issues and infinite LS exploit with Dark Side pools in Freedon Nadd’s tomb. Onderon * Fixed Hanharr having no VO for his lines during the cutscene just after starting Onderon. * Various influence gain/loss additions to the Cantina fight dialogue, and fixes (Atton gave for Mira, Goto for Bao-Dur). * Fixes a few of Kavar’s lines lasting longer than their VO due to no “has VO” tag. * Fixed Kavar returning to his console, and doing his computer use animation when clicked in the Throne Room. * Fixed “standing” sitting NPC’s in the cantina, and the dancing holo’s no longer dancing after interacting and a module load. * Restored 2 lines for the waitress and 1 for Nikko. * Tame.dlg from 501OND copied to 502OND too, which should give the beasts something when clicking on them in this module. * The inhabitants of 512OND now use globals instead of locals to see what line to use, meaning talking to another NPC of the same type will give the next line, instead of him starting at the start again. * Restored missing line of Mandalore when encountering Ghent’s office for the first time. * Restored post-investigation Gelesi line (“You proved it wasn’t that doctor”)… * Riiken; fixed him standing still after talking, he will now continue his patrol. * Fixed Gelesi respawn issue (after he’s been removed). * Fixed Kiph turning around. If you start talking to him, he will not use the console any longer. * Vaklu and Talia will continue fighting each other while talking to Kavar (dark side). Korriban * Minor dialogue issues with Vash and the door also only takes one thorium charge when opening door. * Added quest entry for second vision. If losing to Revan, Kreia will now say “search the tomb you are in for exit” line. Ravager / Malachor V * Ravager; Fixed on_enter script so fires continue raging on when loading the map from a save or 852NIH. * Improved Tobin vs. Nihilus cutscene * Switched around Tobins high HP and Nihilus low HP… * Improved the Kreia vs. the Party cutscene. * Added line for Mira’s cutscene. * Added ‘what to do’ lines from sensor.dlg (which is never triggered at all) to the end of the Bao-Dur convo with Remote. * 906MAL; Changed the “save your Party” to add Mandalore and some lines (hopefully looks a little better now than just having your party run away) * 902MAL; Fixed the requirement check for Goto to take control of HK47 (if no HK51’s come to help) * Moved around the Atton/Disciple cutscene to make more sense. * Kreia should no longer predict the future of dead teammates. * Improved Atton/Sion fight; some camera fixes and no longer goes to Atton for a small while before returning to the player. * Improved Atton/Disciple cutscene. * Taris citizens no longer pose as Mauraders or Lords.

John Papadopoulos

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.” Contact: Email

PC Games News, Screenshots, Trailers & More

Light

  • PlayStation 3
  • PlayStation 4
  • PlayStation 5
  • Xbox Series
  • More Systems
  • Stuck on Goto's Yacht
  • Star Wars: Knights of the Old Republic II - The Sith Lords

Xbox Android iOS (iPhone/iPad) Linux Macintosh Nintendo Switch PC

  • Topic Archived

More Topics from this Board

  • Completely Stuck on Peragus (Maybe Bug?) Xbox 5 posts, 12/29 11:43AM
  • Am I understanding Kreia's lore about Revan correctly? 6 posts, 10/3 3:53PM
  • The canceled DLC has a class action lawsuit now. 1 post, 9/29 6:56AM
  • StormSinger/VoxAngel Gamesaves Help 1 post, 2/17/2023

GameFAQs Q&A

  • Where can I get my lightsaber? Side Quest 4 Answers
  • Where can I find the real Batu Rem? Side Quest 4 Answers
  • Which is better KoToR or KoToR ll? Main Quest 4 Answers
  • Is it possible to see the sith holocron on korriban? Side Quest 4 Answers
  • Where can I find the proton core? Side Quest 3 Answers

Star Wars Knights of the Old Republic II: The Sith Lords/G0-T0

Table of Contents

  • Difficulty Classes
  • Force powers
  • Prestige classes
  • Achievements
  • Autobalance
  • Military Base Sub-Level
  • HK Manufacturing Plant
  • Administration Level
  • Mining Tunnels
  • Rescue T3-M4
  • Asteroid Exterior
  • Dormitories
  • Command Deck
  • Crew Quarters
  • Engine Deck
  • Residential 082 East
  • Entertainment
  • Czerka Offices
  • Residential 082 West
  • Dock Module
  • Bumani Exchange Corp.
  • Restoration Zone
  • Czerka Site
  • Underground Base
  • Polar Plateau
  • Secret Academy
  • Turret encounters
  • Swoop racing
  • Refugee Landing Pad
  • Entertainment Promenade
  • Refugee Quad
  • Landing Rights
  • Jekk'Jekk Tarr
  • Jekk'Jekk Tarr Tunnels
  • Droid Warehouse
  • Goto's Yacht
  • Jungle Landing
  • Mandalorian Ruins
  • Battle Circle
  • Iziz Spaceport
  • Merchant Quarter
  • Western Square
  • Iziz Cantina
  • Khoonda Plains
  • Enclave Courtyard
  • Enclave Sublevel
  • Crystal Cave
  • Defense of Khoonda
  • Jungle Tomb
  • Royal Palace
  • Valley of Dark Lords
  • Sith Academy
  • Shyrack Cave
  • Secret Tomb
  • Rebuilt Jedi Enclave
  • Suburban (082 West)
  • Suburban (082 East)
  • Entertainment Module 081
  • Ravager - Command Deck
  • Trayus Academy
  • Trayus Crescent
  • Trayus Proving Grounds
  • Trayus Academy (Top)
  • Trayus Core
  • Light armor
  • Medium armor
  • Heavy armor
  • Blaster pistols
  • Blaster rifles
  • Lightsabers
  • Special weapons
  • Upgrade items, armor
  • Upgrade items, ranged
  • Upgrade items, melee
  • Upgrade items, lightsaber

Star Wars Knights of the Old Republic II: The Sith Lords logo

  • 1 Questions
  • 2 Nar Shaddaa

After leaving Nar Shaddaa, the G0-T0 droid can be found aboard the Ebon Hawk, on the northwest side of the main hold.

Aboard the Ebon Hawk:

You can gain or lose sufficient influence to allow you to deduce G0-T0's identity (< 30 Influence > 70) simply by speaking to him:

Questions [ edit ]

Otherwise, you can receive credits after moving closer to the dark side of the Force:

After resolving the situation on Dantooine:

After stabilizing Onderon:

Nar Shaddaa [ edit ]

If you can make at least three of those responses, then you can ask the following:

This ends the dialog. Otherwise:

You ARE the droid I'm looking for

In any case:

You can now ask him more questions , or receive different answers:

Navigation menu

IMAGES

  1. Star Wars: Knights of the Old Republic II

    goto yacht count

  2. Star Wars: Knights of the Old Republic II Ambient Music

    goto yacht count

  3. Star Wars KOTOR 2 Walkthrough (Dark Side) 92: Goto's Yacht Part2 [HD]

    goto yacht count

  4. Star Wars Knights of the Old Republic II: Sith Lords

    goto yacht count

  5. ️ Goto's Yacht

    goto yacht count

  6. Knights of the Old Republic 2

    goto yacht count

COMMENTS

  1. Guide part 9

    Normal attacks will quickly kill Mira. After the battle you are betrayed, and a pack of Kath hounds are released into the pen. Kill the hounds, then pick up the mines and remains of the other pit ...

  2. Gotos security console

    As soon as you see that message, go to the security console, and enter in the regular number. The last digit is whether you add 2^0, or 1, to it. Thus 001 = 1. The second digit is whether you add 2^1, or 2, to it. Thus, 010 = 2. The first digit is whether you add 2^2, or 4, to it. Thus 100 = 4. Just as an example:

  3. Star Wars Knights of the Old Republic II: The Sith Lords/Goto's Yacht

    The Ebon Hawk has docked with Goto's yacht on its starboard side: the Map screen shows that this is the top left side of the map, and that the Audience Chamber, ... You can brute force the correct count in this way (there's no way of knowing that it starts at two) or you can destroy Goto guard droids, which can communicate the current count ...

  4. GameBanshee

    Just past the rows of deadly mines are the droids, waiting to get at you. In Stealth mode you can disable or recover them before having at the droids, or use the console at #12 to take down the mines, or shoot the droids from afar using one of your characters in Solo mode. The possibilities are many.

  5. Nar Shaddaa

    From here you can download the "overload" program. If you don't you'll need to kill the Goto Guard Droids and listen to their last transmission. It's binary code. Select the correct count to get the program. Here are the answers. zero zero zero = 0 zero zero one = 1 zero one zero = 2 zero one one = 3 one zero zero = 4 one zero one = 5

  6. Star Wars: KotOR 2 (Modded)

    "GOTO'S YACHT"Star Wars: Knights Of The Old Republic 2Let's Play - Part 25With CommentaryPC Gameplay1080p 60 FPSSUBSCRIBE to DanQ8000 ⊳ http://bit.ly/Sub2Dan...

  7. Star Wars: KOTOR II

    - Playlist for Knights Of The Old Republic II -http://bit.ly/2bk8UCUKreia and Mira wander from death-trap to death-trap inside Goto's Yacht, searching aimles...

  8. Goto's Yacht : r/kotor

    Force Lightning would help against other organics. Someone with Computer Use, Security, Demolitions, Repair. This is usually T3-M4 with the Class skill: Demolitions feat, or Bao-Dur, or Mira (if light sided, but no Security). Use the Energy Resistance force power to cut the energy damage inflicted.

  9. Star Wars KOTOR 2 Walkthrough (Dark Side) 91: Goto's Yacht ...

    Hanharr & T3-M4 successfully enter Goto's Yacht to rescue the Exile. The ship is filled with Goto's toys, aka droids - not only that, they get busy fiddling...

  10. Which party members to board Goto's yacht? : r/kotor

    Two key requirements. Someone with anti droid force powers.At least Disable droid (preferred) or Force Lightning. Having Force Powers in crowd control is also helpful in the 2nd half of the yacht, especially in Restored Content. That would be Kreia (preferred for EXP bonus) or Visas.. Someone with Computer Use, Repair, Security, and Demolitions (and the corresponding Awareness to detect the ...

  11. The Sith Lords Restored Content Mod Released

    * Goto Yacht Droid Control; G0T0 lines (about 3) never ran since Goto isn't present causing the sudden end in the convo. * Goto's Yacht count has VO lines, attached now.

  12. How the heck do I get past this on the Yacht in KOTOR II?

    You have to switch the systems over to the secondary/auxiliary power distribution first and then shutdown on bridge, which I think you do on a console in the room you have the convoy with Goto hologram/find your main char in again.. .. I may be wrong; many walkthroughs online if I am. Reply.

  13. Kotor 2 TSLRCM 1.8.1 Walkthrough part 20

    Goto, the greatest leader of all the Exchange, finally meets the Last of the Jedi, who has broken his ties to the Order a long time ago.After a small chat ab...

  14. Stuck on Goto's Yacht

    This place sux the programers doing stuff in binary, no quest logs etc. Auxilary Comp in Audience chamber has no options just says access full at top and then "Log off" as my only option. I've looted the droids in the cells, uploading the overload stuff and reset too. I'm just stuck and perhaps glitched out.

  15. Star Wars Knights of the Old Republic II: The Sith Lords/G0-T0

    G0-T0: The destruction of my yacht and of all my activities on Nar Shaddaa carry a cost that would take you several lifetimes to pay back. But perhaps the offer of credits will spur you to act quicker, more decisively. ... G0-T0: So I constructed this human hologram, Goto, through which my actions can be carried out. G0-T0 Hologram: "Hello. I ...

  16. Kotor 2 Goto Yacht companions? : r/kotor

    Combined skills to clear the yacht or maximise unlocks .ust have Computer Use, Demolitions, Repair, and Security. T3-M4 and HK-47 can get +1 DEX by slicing the terminal and downloading the upgrade at the start of the yacht. So a template will be: Kreia with Disable Droid or Force Lightning against the droids

  17. KOTOR2 (LS) 88: Goto's Yacht Part 3

    As T3-M4 continues recovering Mines (*Note), we reach the Droid Control Center, which controls thousands of droids on Nar Shaddaa and elsewhere.At the Bridge...

  18. GOTO's bullshit security : r/kotor

    GOTO's bullshit security. Seriously how the hell are you supposed to enter the code when EVERY NUMBER I enter causes it to get locked out?! I mean I kill the droid, run straight to the console and enter in the number and it always locks me out. I realize now, playing this game 17 years later, I had a very rose-colored view of the fuckery in ...

  19. Getting off GOTO's Yacht

    3. Posted August 6, 2006. Hello--. I've been playing KOTOR II for the PC for a while now, and I cannot get off of GOTO's yacht. Here's what I've tried: * Shutting down power on Secondary Power, moving docking hatch to Secondary Power. * Moving Hatch to secondary power, shutting down power. * shutting down power.

  20. [KOTOR 2] Stuck on Goto's yacht : r/kotor

    MembersOnline. •. saiyanjedi127. [KOTOR 2] Stuck on Goto's yacht. My characters are Kreia and Bao-Dur and I keep getting killed by the droids. I spam shock and heal with Kreia as much as I can (and equip both characters with shields), but I always get overwhelmed. I also can't change my characters because I saved my game after Goto talks ...

  21. HELP!! KOTOR 2 GOTO YACHT : r/kotor

    KOTOR 2 GOTO YACHT : r/kotor. HELP!! KOTOR 2 GOTO YACHT. Hey! So I'm on the yacht and on the bridge. I can't remember what to do on the console. I go to power distribution, overload and it says failure: power supply systems running at...blah blah blah. I hit reset and it says: failure: safety protocols in place, blah blah blah.