STAR WARS: KNIGHTS OF THE OLD REPUBLIC II – TSLRCM WALKTHROUGH
(THE SITH LORDS RESTORED CONTENT MOD FOR PC)

COPYRIGHT DOUG SIMPKINS

This guide may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this guide on
any other web site or as a part of any public display is strictly prohibited,
and a violation of copyright laws.

TABLE OF CONTENTS

1. INTRO
2. PERAGUS
- 2A. Character creation
- 2B. Tutorial
- 2C. Peragus beginning
- 2D. T3-M4
- 2E. The mining tunnels
- 2F. The fuel depot
- 2G. Peragus exterior
- 2H. The dormitories
- 2I. Regroup with your party
- 2J. Aboard The Harbinger
- 2K. Crew quarters/med bay
- 2L. Engine deck
- 2M. The fuel depot redux
- 2N. The hangar bay
- 2O. The escape
3. TELOS
- 3A. Telos
- 3B. The Ithorians, Czerka, and the Exchange
- 3C. Dealing with the Exchange
- 3D. Dealing with Czerka
- 3E. Telos side quests
- 3F. The restoration zones
- 3G. Czerka mercenary base
- 3H. Underground military base
- 3I. The polar region
- 3J. The Telosian Academy
4. MINI-MANAGEMENT
- 4A. Management
- 4B. Constructing your lightsaber
- 4C. Turn Bao-Dur into a Jedi
- 4D. Modding your lightsaber
- 4E. Turning Atton into a Jedi
- 4F. Crafting
- 4G. Other tips
5. DANTOOINE
- 5A. Dantooine
- 5B. The enclave sub-level
- 5C. Khoonda
- 5D. Confronting the mercenaries
- 5E. Khoonda preparation
6. NAR SHADDAA
- 6A. Side quests
- 6B. A message from Visquis
- 6C. The bounty hunter wars
- 6D. The Jekk’Jekk Tarr
- 6E. Jekk’Jekk Tarr tunnels
- 6F. Mira versus Hanharr
- 6G. Visquis’ stronghold
- 6H. The bounty hunter wars II
- 6I. Confronting Visquis
- 6J. The droid warehouse
- 6K. The bounty hunter wars III
- 6L. The rescue
- 6M. Aftermath
7. DXUN/ONDERON
- 7A. Dxun
- 7B. The Mandalorian Outpost
- 7C. Iziz Starport
- 7D. Iziz merchant quarter
- 7E. Dhagon Ghent
- 7F. Bakkel’s gang
- 7G. Master Kavar
- 7H. Return to Dxun
8. DANTOOINE REVISITED
- 8A. Dantooine
- 8B. Prepare for war
9. ONDERONIAN CIVIL WAR
- 9A. Team Dxun
- 9B. Freedon Nadd’s Tomb
- 9C. The Battle of Iziz
- 9D. The Royal Palace
10. KORRIBAN
- 10A. Valley of the Sith Lords
- 10B. The shyrak cave
- 10C. Ludo Kressh’s Tomb
- 10D. Sith Academy
- 10E. M4-78
11. DANTOOINE FINALE/TELOS REVISITED
- 11A. Dantooine preparations
- 11B. Dantooine Enclave
- 11C. Confronting Atris
12. HK-50 BASE
- 12A. HK-50 factory
- 12B. HK-50 factory main floor
13. TELOS/THE RAVAGER
- 13A. Telos Finale
- 13B. The Ravager
- 13C. Ravager bridge
- 13D. Aftermath
14. MALACHOR V
- 14A. Malachor surface
- 14B. Malachor depths
- 14C. Bao-Dur’s remote
- 14D. The Trayus Academy
- 14E. Trayus Crescent
- 14F. Trayus proving grounds
- 14G. Darth Sion
- 14H. Darth Traya
15. INFLUENCE GUIDE
- 15A. Peragus
- 15B. Telos
- 15C. Dantooine
- 15D. Nar Shaddaa
- 15E. Dxun/Onderon
- 15F. Korriban
- 15G. Telos/Ravager
- 15H. Kill list
16. RESTORED CONTENT LIST
- 16A. Peragus
- 16B. Telos
- 16C. Dantooine
- 16D. Nar Shaddaa
- 16E. Dxun/Onderon
- 16F. Korriban
- 16G. Dantooine/Telos/The Ravager
- 16H. Malachor V
- 16I. Aboard the Ebon Hawk


1. INTRO

Let’s get right into it folks. It’s 2019, most people that will have played
KOTOR2 have already played it. I’m therefore writing this for the n00bawan
that is discovering this great game many years later, and using the restored
content mod. Most FAQs on gamefaqs are written with the vanilla version in mind.
I’d like to write this FAQ with the mod, as it adds quite a lot of content.
The way it was meant to be played.

Suffice to say, KOTOR2, upon release in December 2004, was unfinished and
broken. LucasArts, in all their greedy glory, ordered the developer, Obsidian,
to release it in time for Christmas 2004. Many KOTOR fans were upset about the
lackluster product, and it was not until later that we learned Obsidian had been
rushed into releasing the product, despite it needing another 6-12 months to be
finished. Therefore, we old fans don’t blame Obsidian. When LucasArts closed
its doors in 2013 after being acquired by Disney, karma had come at long last.
Good riddance.

Some things to cover before I get into the FAQ itself. First and foremost are
gameplay features that are new to KOTOR2, that were lacking in the first KOTOR.
For starters, are the inclusion of prestige classes. While in KOTOR you started
off as a base class and then moved to Jedi classes (with a level cap of 20),
KOTOR2 starts the player off as a Jedi class, before offering Sith/Jedi prestige
classes at lvl 15 (with a level cap of 50, which is impossible to reach without
exploiting glitches). Another great feature is the crafting system, allowing
players to create weapons, weapon mods, medkits, etc.

Another major feature is character-specific abilities. For example, Kreia (a
beginning party member) is force bonded to the PC, meaning during combat any
force abilities she deploys (such as buffs) will affect you. Atton (also a
beginning character) will revive himself when he falls in combat. A later
character, Mira, has the ability to walk over land mines without setting them
off, while Bao-Dur can overload enemy shields with his bionic-powered arm (all
other party members have unique abilities too, which the game will explain when
you acquire those characters). Additionally, there are new force powers too,
such as battle meditation (combat buff), redirect (allowing for Jedi to redirect
blaster bolts without a lightsaber – IE remember Darth Vader in Empire Strikes
Back blocking Han Solo’s blaster shot?), among several others.

Another major addition is the influence system. While it is not necessary for
success to influence your party, it’s hugely beneficial. By influencing your
party members, you can turn some into Jedi, unlock their personal history, or
otherwise improve the PC by learning new skills and even earn permanent stat
bonuses. Throughout the faq, I will reference these influence events (as INF),
as well as other key Restored Content moments (noted as RCM) to benefit the PC
and his/her party.

This is my first faq, so if you’ve made it this far, thanks for reading. I
intend to write this faq in such a way to help you at crucial decisions, not
necessarily to hold your hand the whole way through. Gamers are best trying new
games on their own, with little help. That being said, I will still offer advice
at certain times in areas where I f***ed up, and where I can save you time and
energy. I guide you when with specifics when necessary, and be general when
it’s time for the player to grow into the game. If you need to find a specific
section of the faq, use your keyboard’s search function (ctrl+F) and then type
in the chapter and section (IE, ’20B’). Additionally, when I’m referring
to the player, I will use the terms ‘PC’ (player-character), ‘you,’ and
‘Exile’ interchangeably. When referring to character alignment, ‘DS’
means ‘dark side’ and ‘LS’ means ‘light side.’

Lastly, I want you to know I write this with years of playing behind me. I
played the game numerous times since it came out in December 2004, and I’ve
streamlined a playthrough experience that works solidly. I don’t write this
with some idiot hipster fan-theory playthrough idea that’s haphazard and full
of bulls***. I write this with loads of experience, starting with KOTOR2 on the
original Xbox before moving to the restored content mod on PC in 2014. I’ve
played every class, I’ve made every mistake possible, I’ve seen every
outcome, every consequence, and now I take those experiences, grind them down,
and rehash them into a complete playthrough that, I think, works for veteran
players as well as new. Enjoy the guide, I hope it helps you on your playthrough
of one of the best games ever made.

"It does not matter where we go. It is not the destination that matters. It is
the journey." – Kreia


2. Peragus

Your first planet encountered is Peragus, following character creation and the
in-game tutorial. The tutorial is optional but highly recommended, both for
gameplay as well as story purposes.

2A. Character creation

You start off by creating your character. Choose from either male or female, and
one of three base Jedi classes. If you’ve ever played any run of the mill
medieval RPG or even Dungeons & Dragons, the concept is the same. Jedi Guardians
are warriors, Jedi Sentinels are rogues, and Jedi Consulars are mages. Though to
be fair, as a Jedi you will be able to wield a lightsaber, so even consulars
will be getting into melee. It’s all about class abilities and skills. If this
is your first time playing, it’s best to go with a Sentinel or Guardian. While
Sentinels rack up more skill points (just like rogues) and Guardians acquire
more feats (like warriors), it’s all in how you want to play. Consulars, of
course, acquire more force powers and are the “casters” of the party.
Biggest difference visually and combat wise are Guardians are able to “force
jump” once they acquire a lightsaber, leaping into a combat with a powerful
lightsaber strike.

Regardless, let’s talk numbers. Character attributes – such as strength and
dexterity – are quite important. You have enough points to distribute evenly
enough to raise each attribute to 12. Every even number, your character will
earn a bonus modifier for that attribute based on the skill they’re using.
Wisdom and charisma are helpful for force powers, strength is for melee attacks,
dexterity is for ranged attack and defense, intelligence grants more skill
points per level, while constitution is hit points. Suffice to say they’re all
important, but for the purposes of creating a hardy beginning character, raising
str/dex/con to 14 would be recommended. A nice new feature too is that higher
attribute scores (such as wisdom and charisma) grant additional dialogue options
too.

Skills are equally important. While it’s true you can use your NPCs for
certain skill based tasks (such as unlocking containers or defusing mines), it
should be noted that your character will be solo for various sections of the
game, so granting them points in major skills would be a good idea. For
starters, I highly recommend security, demolitions, awareness, and treat injury.
Persuade, repair, stealth and computer use are important but for the first
section of the game, survival skills are key. You’ll notice that some skills
are “cross-class.” This means they don’t come as default to your
particular Jedi class. Not to worry, you can still drop points into those skills
but it will cost double to do so.

Finally, however you want to name your character is up to you. There’s a name
generator built into the game, or you can create your own. Additionally, your
character’s face is also up to you. The developers did a good job of creating
a batch of pre-made faces for you to choose from. As this game came out in 2004
and character creation was not as widespread as it is today, there are only
pre-made faces to choose from.

2B. Tutorial

After the classic Star Wars intro, you’re brought onboard the freighter Ebon
Hawk, adrift in space after a terrible battle. The Ebon Hawk, your own version
of The Millennium Falcon, is brought back from KOTOR1. Your character is
unconscious, and the only way to save him/her is with the utility droid T3-M4,
also from KOTOR1. While it’s recommended to play the intro, it is optional. I
recommend doing it, just to get a feel for how the game plays. As you guide T3
through the ship, you’ll be able to learn how to interact in a party, operate
on droids and computers with skills, disable mines, and traverse the
environment. Once finished, the game will show the Ebon Hawk on its way to the
asteroid mining facility of Peragus.

2C. Peragus Beginning

You awaken in the medical bay, having been rescued and placed in a kolto tank.
You find the miners dead, somehow. Move down the hallway. On your right is a
morgue, on the left is a control room. Go into the control room. Access the
computer there, and familiarize yourself with how computer consoles in the game
work. You can access user logs, and give commands to open doors and such. Play
with the computer to be able to open the morgue, as well as check the medical
storage behind you. Open the containers and find some supplies. The lab bench
next to you (which you will find more of throughout the game) will allow you to
create medpacs. Once you’re done there, head to the morgue.

Inside the morgue, check the bodies. Upon looting the corpse, the old woman in
the brown robe awakens, apparently not dead. Note this is your first interaction
in the game with another character. This is also your first opportunity to earn
light side or dark side points, depending on how you speak to Kreia. Though she
doesn’t say it, she was also a Jedi, and will give you advice from here on
out. Congratulations, you’ve met your first party member.

After finishing speaking with Kreia, equip your torch and head to the locked
door. Attack it, and it will open. In the next room are broken droids. Loot one
to find a sword. Continue on down the hall, killing droids along the way.
You’ll make your way to the security office with lockers and a computer, and
corpses too. Check the computer for logs and recent history. Use your security
skill to unlock the locker nearby.

A quick note on security, and demolitions too for that matter – it may not
seem like a big deal to bash open locked containers or lockers, it’s just
broken items right? Well, besides losing those items (which could be a valuable
loot item such as a powerful weapon or piece of armor), I’ll tell you this:
you gain exp points from unlocking locked containers, AND even more from
recovering mines! Additionally, the more difficult the locker/mine, the more xp
is to be had from unlocking/recovering them. The amount of xp gained from any
locker or mine, depending on the difficulty, ranges anywhere from roughly 25xp
to 250xp. And considering the number of lockers/mines throughout the game,
that’s at least ONE WHOLE LEVEL. Now, I don’t know about you, but I like
maxing out my RPG characters as much as possible, and that means knocking out
every quest and unlockable possible. Fortunately, KOTOR2 has plenty of both, and
they’re easy to finish. In any case you get my point. Don’t take lockers and
mines for granted – loot, xp, and more mines to be had. There are a few times
throughout the game where you can ambush enemies, and having those mines are
handy.

Moving on. After looting the locker and scouring the computer for logs, continue
down the hallway. Kreia will stop you and warn you of three droids in the next
area. No matter. For safety’s sake, save anyway. Open the door and lob an ion
grenade at the middle droid, which will kill all three. Kreia will contact you
again. Congratulations, you’ve reached level 2.

Recommended feats: Dueling. This will increase your attack with one handed
weapons, including melee weapons, pistols and rifles. Unless you plan on dual
wielding pistols or using a lightsaber staff or even two lightsabers later on,
I’d recommend dueling. Toughness is also handy for extra HP. Force powers,
I’d recommend shock for now (which can be upgraded to force lightning – very
handy for large crowds later on, especially at Nar Shaddaa) just to deal with
pesky repair drones.

The next room is the communications blister of the administration level. There
are droids throughout, so explore the whole area, clear it of droids before
accessing the computer. Fiddle around with the computer, and you’ll find
there’s a survivor in the prison cells nearby. Kreia will give you a warning
again, but no matter. Head to the small detention room, save your game, and go
inside to speak with your next party member – Atton.

If you’re playing a female, you’ll get some amusing commentary from Atton.
In any case, you can speak to Atton about the mining facility, and even about
the Jedi/Sith Lord Revan. This is a CRITICAL POINT of the game. How you talk to
Atton about Revan will change the fate of Revan and his/her companions from the
first game. Suffice to say, if you talk about Revan like he/she went to the dark
side, certain party members from the first game won’t appear (because it’s
assumed Revan killed them) throughout the game. If you go canon and talk about
Revan being a Jedi and saving the galaxy, those aforementioned characters from
the first game WILL appear throughout the game. If you’re like me and like to
see them make their cameo appearances, then tell Atton that Revan was a Jedi
Knight. Revan’s gender, male or female, doesn’t matter. Suffice to say, this
was a clever method by Obsidian to determine the events of KOTOR1, in lieu of
importing a save file.

After breaking Atton out of prison, you head to the computer again. After he
fiddles around with it, you’ll get your chance on it again. You discover your
droid, T3-M4, is operational.

2D. T3-M4

You take control of T3 again within a large storage room. Loot the containers
around you, then head to the hangar door. After opening it, you’re given a
nice view of the Ebon Hawk, which since landing at Peragus is looking noticeably
different. It’s been repaired! Head up to the console and fiddle around with
it. You’ll need more spikes/repair parts to continue on, so head back into the
storage room. There’s a hallway leading down to the hangar sub-station, and
supplies. Equip T3 with a mining laser. Save.

There will be a handful of mining droids along the path, so be sure to use your
droid special weapons too, including T3-M4’s shock arm, which in many cases
lands one hit kills on enemy droids. Get to the bottom and clear out the
sub-station. As always, loot everything, equip T3 with any new gear you find,
and head back up to the hangar control. Save.

There will be a short cutscene of two mining droids deploying energy shields.
Use T3’s shock arm to bite through their shields to finish them off. Note that
the shock arm has infinite uses, while the other generic droid special weapons
run out eventually. Those are still handy, however.

Access the hangar console again, and unlock the door to the fuel depot. Head on
down and fight through a few more droids. You’ll reach a turbolift. Head
inside. Exiting, you’ll enter the fuel depot proper. Head down and turn left
to the fuel depot console. Use it to unlock the turbolift to the fuel depot from
the administration level, and exit the computer. Shortly thereafter, poor little
T3 is KO’d again.

2E. The mining tunnels

Back at the administration level, you and Atton have a short conversation.
You’re to head into the mining tunnels, while Atton will guide you through.
Head back towards the med bay, and notice the now open turbolift doors. Go
inside the lift and head down.

Go inside and you’ll receive comm chatter from Atton. If this is your first
time playing, consider letting him assist you instead of telling him to bugger
off. In any case in the next room there’s a container with some gear. Loot it
and equip what you find. Again, playing as a female exile, you’ll get some
pretty funny remarks from Atton.

Moving on you’ll encounter plenty of hostile mining droids and sonic mines.
Recover the mines for xp, destroy repair drones first with mining lasers (or
shock – either way, when they die they blow up causing damage to other
droids), and you’ll even encounter a disabled mining droid you can repair to
fight for you too. Equipping energy shields is very handy – they can absorb
damage that would otherwise take down your HP. Why waste medpacs when you can
use shields? The game gives you tons of them.

If you’re finding you’re unable to recover the mines, pause your game and
check the quest menu. Go to message logs, and you’ll see various sub menus,
including feedback and combat. In the feedback tab, you can check the game’s
internal “rolls” dealing with both combat and non-combat tasks. ‘DC’
means difficulty class, so if you’re failing to unlock containers or recover
mines (such as a DC30 and you’re rolling a 28), your skill isn’t high
enough. By ‘rolling,’ I mean a dice roll. The combat system of the KOTOR
games is based off of Dungeons & Dragons, which is inherently based on
player’s dice rolls, such as a d6 (six sided dice) or d20 (twenty sided dice).
Neat, right?

In any case, traversing the mine tunnel, you’ll eventually come to the main
control cluster, situated in the middle of a large mining shaft. Ignore the
droids and head to the computer in the middle. Loot the container for
spikes/parts. Save and access the computer. Start off by lowering the force
fields in the corners of the shaft. From there you have a couple options of
dealing with the droids. You can either render them immobile – which will stop
them from attacking you, but you won’t gain any xp from killing them. You can
also enable them to unlock the security doors, but considering you can do that
yourself, what’s the point in wasting spikes? Alternatively, you can reset
their mining protocols, which will trigger them to attack each other, helping
you out by clearing their numbers. I like choosing the latter just for having
more xp to level up, but it’s up to you.

Quick note on XP. I’ve mentioned several times the importance of XP, which is
obviously to level up. It may not seem like a big deal, but unlike KOTOR1, there
IS NO LEVEL CAP. While KOTOR1 capped out at level 20, KOTOR2 is seemingly
infinite. Technically, the game caps you at 50, but it’s impossible to reach.
Dedicated players reach at least level 30, and the highest I’ve gotten is
lvl33. Suffice to say, you want to max out your xp as much as possible, because
unlike KOTOR1, KOTOR2 will not hold your hand to ensure you get as high as
possible. It’s up to you to ‘epic level’ your party. The more levels the
better.

Moving on. Regardless of what you choose, loot the area and explore the shaft
around you. More mines, along with droids and such. Eventually you’ll finally
reach a turbolift to the fuel depot. Once you’re done in the mining tunnels
(don’t worry about the comm from Atton – there is no time limit), head into
the lift down to the fuel depot.

2F. The fuel depot

You’ll see a quick scene with the Exile combat rolling out of the turbolift,
as the hot fuel gases explode behind you. The Exile finds the body of the
maintenance officer. Inspecting it, a “protocol droid” approaches you. Speak
with him at length to learn of recent events. Something is fishy about the
droid, but it shrugs off your suggestions. Loot the room on the other side of
the hallway, and you’ll find a sonic imprint sensor. Go back to the protocol
droid and ask him about the maintenance officer’s last dying moments, in order
to gather the first of three voice logs needed to unlock the door to the
exterior of the facility. In order to unlock the hatch to head onto the surface,
you need to use the sonic imprint sensor code from the maintenance officer. Two
ways to go about this: quick and easy way is talking the HK droid into giving
you the code. If that doesn’t work, you’ll have to piece together the code
(more on that below).

You’ll also notice a workbench in the nearby room too, but since you don’t
have any gear you can upgrade yet, it’s of no use. No matter. You have to head
back to the administration level to gather two more voice logs of the
maintenance officer, so head through the fuel depot to the turbolift. You’ll
encounter more droids, including repair drones, so be sure to save and make use
of your energy shields.

Just beside the turbolift to the administration level is the maintenance
console. Access it for the 2nd part of the sonic imprint sensor. Check any logs
too, and exit the computer. DON’T DESTROY THE CONSOLE. You’ll need it to
unlock the door to the exterior of the facility with the sonic sensor. Head up
to the turbolift back to the administration level.

You’ll exit back into the communications blister. Speak to Atton if you want
but it’s not necessary. The third and final part of the voice code is in the
security console, so head back down the hallway to the security office’s
computer you accessed. Go to the computer, and use it to find the voice log.
After getting the 3rd part, head back to the turbolift for the fuel depot.

Go back to the maintenance console, and input the code. The maintenance
officer’s posthumous voice will sound off with “R1-B5,” unlocking the door
to the exterior access. Head over and fight off several floating explosive
drones. Loot the rooms nearby, head to the door, and check the locker for a
space suit. That’s right, the-little-Jedi-that-could is going to be walking
through space to reach the dormitory levels.

2G. Peragus exterior

Outside in space, you’re now rigged up in a space suit. Take a walk on the
catwalk, and you’ll get a comm from Atton again. After a conversation with
him, he’ll be shocked to find something more strange than you walking in space
– an unknown ship is sending a docking code.

Cue a cutscene, showing the long lost Republic cruiser, The Harbinger, blast out
of hyperspace. Onboard is a gruesome site – the crew slaughtered, and a creepy
looking Sith Lord meditating on the ship’s bridge. You’ll then see the ship
dock with Peragus.

RCM – You get your first bit of restored content here. After the ship docks,
you’ll get a quick cutaway of Kreia speaking to the PC through the Force,
saying “He has come.” Suffice to say, that creepy Sith Lord onboard is not a
friend, to you or Kreia.

Continue on down the catwalk to the dormitory.

2H. The dormitories

Heading inside, you’ll reach a lobby with a few droids. Dispose of them, loot
away, and head through the door. Go left to find a storage room, along with a
workbench. Loot away. You don’t have anything to modify yet, but you will soon
so you’ll come back here before leaving the dorms.

Head forward to the rest of the dorms. You’ll find a large room with two
automated fire extinguisher systems. Switch to a blaster to dispose of them
both. Head inside and loot away. In the next room you’re greeted with more
mining droids, and a computer. Dispose of the droids. The computer will open the
dorms to your left – don’t go in just yet. Instead, head through to the rest
of the area. You’ll encounter more droids and another room with two automated
fire extinguishers. Again, finish them off with a ranged weapon. Going into
melee will be a headache, and you’ll get frozen every five seconds. The room
just ahead is another storage room. Loot it.

Head to the chow hall on your left. Dispose of any droids you find and loot the
place. You’ll find tons of chemicals (which you can use to create much needed
medpacs – wait for now though, you’ll regroup with your party, some of whom
can be assigned healer duties and who can create advanced medpacs). Loot one of
the human corpses to find the datapad of a miner who had hid valuable contraband
away in his bunk.

Past the chow hall is the room with a turbolift going back to the administration
level. Don’t go in yet though. Head back to the dorms to check on the miners,
and discover their fate. After unlocking the door to the dorms (along with
deactivating the ventilation fumes) via the computer, head to the dormitory wing
on the right first. There will be one droid guarding. Dispose of it and move
inside.

You’re greeted to a terrible sight. The miners all lay dead. There’s nothing
you can do to save them. They’ve been dead for hours, long before you awoke.
The only thing you can do now is loot what you can find, including corpses and
containers.

After finishing that dorm, head to the next one. Again, a single droid guarding
the way. Finish it and loot the other dormitory wing. Along the way you’ll
find datapad logs of familiar faces. Insert the logs into one of the working
computer consoles in the dorms to see the miners last living moments before
their terrible deaths.

After looting the dorms, you may have found some half decent weapons or armor.
Now is the time to head back to the workbench you first found entering the
dormitory level. Modify your gear as needed and head back to the chow hall.
Remember that small room I said not to go to yet? Go in there.

You’ll find three bodies, one of whom is the infamous Coorta. Loot their
bodies and access the console. View the logs to find out how Coorta and his gang
met their grisly demise. You’ll find the only way to unlock the turbolift is
with a code. If your character has a high enough INT score, they’ll figure it
out on their own. If you don’t, that’s alright, because I’ve got the code
right here for you: 7, 5, 13, 17, 3.

With the turbolift unlocked, it’s time to regroup with Kreia and Atton, and
get the hell out of this station.

2I. Regroup with your party

Up top you’ll find Kreia has come to find you. She warns you that the enemy
has found you and is now hot on your tail. Regardless, level up Kreia and outfit
her with your old miner’s uniform (if you found armor to replace it, that is)
and a blaster. Remember how I described each of the Jedi classes? Kreia, as a
Jedi Consular, is your dedicated caster. Level her up with points in wisdom and
charisma, treat injury, and light side force powers designed to buff you during
combat (battle meditation is especially useful). The most useful dark side power
is the three tiered fear/horror/insanity power. With it, you can effectively
stun a large group of enemies, and kill them at will while they’re
defenseless. This is handy now, as you will be dealing with human opponents.
Once you get to Telos too and are confronted with more heavily armed enemies,
horror/insanity works wonders. Analyze the force powers she can put points into
carefully – you’ve got plenty of time, regardless of what she says about
hurrying.

One of Kreia’s abilities is her force bond with you – whatever Force power
buff she enacts, even if it’s just for the caster, will affect you too. That
being said, skills like force aura and battle meditation are incredibly useful,
especially using low level characters.

On your H.U.D., check out the lower left box. One of the tabs, you can switch up
a character’s battle priority. For Kreia, switch her to Jedi support. With
this option, she will attack with her equipped weapon, as well as more freely
use force powers for the party.

Once you’re done leveling up Kreia and equipping her, run back to the
communications blister to get Atton. On the way you’ll get a quick scene of
two Sith Assassins following you. Regroup with Atton. After you get him, the
three of you will attempt to escape, but will be stopped by the “protocol
droid” from before. Talk with him as much as you want, then prepare yourself
for battle. Equip Atton too before fighting HK-50. As with all your party
members, Atton has a special ability too – his is ‘heroic resolve,’
allowing him to get back up after getting KO’d, so long as there’s at least
one other party member still standing. As Kreia is your caster, Atton is your
gunslinger/ranged support. He’s also your rogue, so leveling him up with
points in stealth/security/demolitions is wise. For play purposes, I give him
one blaster for now, but level him up to master two-weapon fighting so he can
dual wield pistols (and later lightsabers) effectively.

HK-50 will deploy several of the exploding drones you dealt with earlier.
Regardless, don’t forget to deploy an energy shield to absorb blaster fire.
Eventually you’ll get him down to super low health. Once he starts counting
down, RUN away from him. It’s a self-destruct countdown. After he’s
destroyed, loot him, and you’ll find a valuable piece of the REAL assassin
droid HK-50 was cloned from – HK-47 (returning from KOTOR1, just like T3-M4).
Once you’re done here, head upstairs to get into the Harbinger.

2J. Aboard The Harbinger

Immediately inside the ship, your party starts to argue. This is where the game
will teach you about influence – now that you have a party, certain actions
performed, or things you say, can raise or lower your influence with particular
party members.

While we’re here, I’ll explain influence. What’s the point of it? With
influence, you’re able to unlock additional conversation options with party
members, so you can learn about them and their backstories, or important lessons
they have to tell you. Some convo options can yield passive bonuses to the PC,
such as stat bonuses (force points, attribute increases, as well as xp). If
you’ve ever played Bioware’s Dragon Age Origins, it’s quite a lot like
that. It’s how you talk to your party. You can even gain INF with your droid
party members, which, like others, will yield backstory and in some cases, stat
bonuses too. Finally, the major factor in gaining INF with certain party members
is being able to turn them into Jedi/Dark Jedi. That being said, as those
particular party members (Atton, Bao-Dur, Mira, Handmaiden, Disciple) start off
as base non-Jedi classes, it’s good to hold off leveling them unless
absolutely necessary. Throughout all of my playthroughs on those characters, I
allow them to lvl 10 with their base class, until I’m able to turn them into
Jedi. It can be difficult in certain combat situations holding them back, but
it’s only for a short while and you’ll be thankful later.

Atton suggests heading to the ship’s bridge to download the drift charts.
After Kreia becomes impatient, you’re given your first opportunity to gain
influence with a party member. INF with Kreia can always be earned later – for
the purposes of turning Atton into a Jedi Sentinel later on, go with the
“Atton’s idea is a good one” convo option to gain INF with him. There will
be a plethora of INF gain situations throughout the game, and I will denote
these, like RCM, with INF.

Head right to go to the bridge. If it’s a familiar scene, it’s because this
is where the Sith Lord was meditating before. No matter. Go to the bridge
computer and download the charts. Turn around and head right – you’ll go
back the way you came after, but the rooms down to the right yield loot as well
as xp.

As you traverse down, looting containers, eventually you’ll be attacked by
stealth camouflaged enemies – the Sith Assassins. Fortunately they’re not
too dangerous, but don’t be surprised if they take Atton down a few times. By
this point, it’s probable that you only have one melee weapon still – the
vibrocutter you got at the very beginning, or a vibroblade. No matter, Kreia and
Atton are sufficient for the time being with blasters. The last room you’ll
find here is filled with escape pods. Loot everything, and head back to the
other side of the ship where you came in from.

As you go down the hallways, you’ll encounter more assassins. Dispose of them,
and eventually you’ll reach a briefing room. Remember how in the first convo
with Atton, you could tell the game whether Revan was a Jedi or Sith, and
his/her gender? Well, this is where it pays off. Check the briefing room logs.
If you went with the canon (light side, male/female) option, the Harbinger
captain will have spoken with a familiar face from KOTOR1 – Carth Onasi, now
Admiral Onasi.

Loot away, and head back down to the hallway to head to the next section of the
ship.

2K. Crew quarters/med bay

You enter a long hallway, with crew quarters on each side. Open/unlock the doors
to loot containers inside. Moving on there will be a short scene where the PC
approaches a room, and reveals those were his/her quarters when they were aboard
the ship. Go in to loot the container, and you’ll find a unique item for the
PC. After looting the crew quarters, keep moving down and you’ll reach the
medbay.

There will be containers hidden away in the corners and sides, so check those
and then the computer. The logs reveal the Sith Lord and how he got onboard the
ship. Keep moving through the medbay, looting away, and you’ll find a medical
droid. Repair it and it will follow you, healing the party during battle. At the
end of the medbay is a lab bench. If you’ve gotten Kreia to a high treat
injury by now (10 pts), you’ll be able to create advanced medpacs. Remember
all the chemicals you procured in the chow hall? You can use those here. If you
need more chemicals, you can break down items you don’t need. I suggest
breaking down the sonic mines – in the few instances in the game where you can
ambush enemies, you’re better off with fragmentation mines anyway.

In the hallways surrounding the medbay, you’ll encounter more assassins.
Dispose of them for xp, then check the adjacent rooms. There will be a droid
storage room, along with a normal storage room for loot. Once you’re done on
this level, head into the turbolift to head down to the engine.

2L. Engine deck

INF - The engine deck is completely abandoned – no assassins. Atton will
mention the classic line (“I’ve got a bad feeling about this”). For an
easy INF gain, ask him about it then reply with the ‘let’s be careful but
keep moving’ line.

As you move on, the party will stop. Behind you, the Sith Lord – Sion –
appears. He will have different dialogue, depending on whether the PC is male or
female. At this point, Kreia will send you forward so she can stall Sion. Keep
moving ahead.

There will be two more storage rooms in the hallway ahead, along with a
workbench. Loot away and modify your gear as needed. You’ll be heading back
into Peragus soon to get to the Ebon Hawk, which means more droids, so if you
have any ion weapons/mods, equip them as necessary.

Run down the hallway to head into the engines/fuel lines. As you reach the exit,
you’ll see a scene between Sion and Kreia fighting. Sion relinquishes Kreia of
her left hand, and due to the bond between Kreia and the PC, the PC will
collapse in pain. After getting back up, head through the fuel lines to get back
to Peragus.

2M. The fuel depot redux

INF- Inside the fuel line, you’ll find T3-M4, having been stashed there after
being KO’d by HK-50. For an easy INF gain, be nice to T3 and tell him he did a
good job.

Loot the metal box on the ground to find the hangar conduit, then recover the
mine just ahead. There will be several sonic mines ahead, so be prepared to bait
droids to you, or recover them without being noticed. Level up and equip T3 as
needed, then move into the fuel depot.

You’ll be greeted to blaster fire as mining droids spot you. Destroy them and
loot away, making sure to take aim for the repair drones first. Eventually
you’ll reach a walkway leading up. Before going up that, check ahead on the
ground floor for more droids, mines, and loot.

Head upstairs, and access the computer to deactivate the force fields. Continue
up to encounter more droids. If this area looks familiar, it’s because this is
where T3 went before on his solo mission. Head down the walkway to go to the
turbolift leading up to the Hangar bay.

2N. The hangar bay

Head out down the hallway. You’ll find more droids. Dispose of them and
you’ll reach a dead end. There’s a door in the middle of the hallway leading
to a walkway leading down to the ground floor of the hangar. There are more
sonic mines on the straightaways, so if necessary, use Atton’s stealth
abilities (equip him with a stealth belt) to recover the mines without alerting
hostile droids.

Once down at the bottom, you’ll come to a locked door. On the other side is a
rocky tunnel leading to the hangar, but it’s vented with poison gas. Use T3 on
the computer to disable the vents, and unlock the door.

Move through the tunnel and finally reach the hangar. There’s one final
hostile droid to destroy, along with containers spread throughout the hangar to
loot. Once you’re done, head to the Ebon Hawk. SAVE BEFORE GETTING ONBOARD.

2O. The escape

Once you get onboard the Hawk, a company of Sith troopers will attack you. You
have two options here – use the Ebon Hawk’s turret to kill them before they
get onboard (yielding no xp), OR let them board. I always choose the latter for
more xp. If you choose that, there will be 25 Sith troops to dispose of.

Suffice to say, you’ll be taking a lot of blaster fire. Equip T3 and Atton
with regular (non-ion, which you might have used to deal with the droids)
blasters, and deploy energy shields as needed. The troops will be scattered
throughout the Hawk. As you take them down, a counter will appear on the H.U.D.
telling you how many are left. A good tactic for disposing of them is using
T3’s weapon attachments – specifically, flamethrowers. One shot of the
flamethrower takes down roughly 75-90% of an enemy’s health instantly, leaving
the enemy to be finished by the PC or Atton.

Once they’re finished, Kreia will appear, wounded but alive. Atton will pilot
the ship out of the facility, but the Harbinger, piloted by the Sith, will be
hot on your tail.

You have two options – cover your escape to hyperspace by blasting the
asteroids causing a massive chain reaction destroying the system, or evade the
Harbinger’s fire as much as possible.

Either way you’ll survive and blast to hyperspace for Telos, but Peragus will
be destroyed for good this time.

Once you’re in hyperspace, you’ll have a chance to talk with your party.
Atton recommends first speaking with Kreia. Do so and head to the crew quarters
to find her. While INF can be gained or lost with Kreia with certain actions,
you can also gain and lose INF with her in private conversation with her. For
that reason, always save before talking to her.

Talk with her to learn about recent events, including the Mandalorian Wars and
the Jedi Civil War. At the end she’ll advise you about Atton. Agreeing with
her or disagreeing with her can yield INF gains or losses. After speaking with
her, head back to Atton. Speak with T3 on the way too, and compliment him more
for easy light side/INF gains too.

Speak to Atton, and he’ll ask about your lightsaber. This is a minor critical
moment but important nonetheless. How you answer will inevitably determine a log
you’ll see later of how the PC was exiled by the Jedi Council. Suffice to say
it’ll determine the color and style of lightsaber the Exile had in the log,
but that’s it.

In the storage room of the Hawk, you’ll find a familiar looking droid –
HK-47, returning from KOTOR1. Unfortunately he’s in disrepair and is
inoperable at the moment. Fortunately though you have a part (provided you
looted it) from the HK-50 droid. Install it. For now, HK-47 is still inoperable.
You need more parts from destroyed HK-50 droids. No worries, this isn’t the
last you’ll see of the HK-50 droids.

Once you’re done speaking with Atton, all you can do now is plot a course for
the only planet downloaded from the Harbinger’s charts – Telos.

3A. Telos

Congratulations, you finished your first planet of the game and made your way to
Telos. Once you land however you’re greeted to a not-so-friendly welcoming
party. The TSF thinks you’re responsible for Peragus’ destruction, whether
you shot on the asteroids or not. For the time being you’re put in jail. Atton
isn’t happy.

While in jail, a curious character accosts your party. Disguised as a TSF
officer is a bounty hunter, looking to collect the bounty on Jedi. He lowers the
force cages, but the three of you are able to overpower him. The TSF come back
in to see what happened. Fortunately, you get out of jail but you’re under
house arrest in ResMod 082.

Though you try and sleep, you’re bugged with calls from various figures on
Citadel Station. Whether you like it or not, you and your party will become
involved in major politics of Telos. There are two competing factions on Telos,
both of whom want to restore the planet, but through different ways. The
Ithorians, using the Force as well as natural wildlife and fauna, want to
restore Telos to its original beauty. Czerka (returning from KOTOR1) intends to
make Telos an industrial world, one of machines and factories.

Because I think Czerka are a bunch of corporate tools (they displayed unethical
business acts in KOTOR1), I always side with the Ithorians. Going with the
latter also gives the PC extra force points, even if playing a DS Exile. For the
purposes of writing this guide, I will side with the Ithorians. The Czerka
plotline is just as straightforward and follows a similar plotline (recover a
droid, deal with the Exchange, etc etc), and can be done without much
assistance.

In any case, eventually you’ll be freed. It’s time to head to the TSF office
and get your gear and ship back.

Heading out into the resmod, you’ll spot a computer sitting in the middle.
Access it to download the area map. These consoles are in every zone of Citadel
Station, allowing you to quick-travel to and fro. Since you don’t have the
area map for entertainment module 081 however, you’ll have to hoof it. Head on
over.

As you pass by the cantina, you’ll spot a Sullustan being harassed by Czerka
mercs. For light side points, assist the Sullustan and decline his reward. For
dark side points, kill the mercs then kill the Sullustan. Remember that bit
about INF I was talking about? Well in situations like these it plays out. If
you murdered the Sullustan, you’ll lose INF with Kreia (but then regain it by
accepting her criticism, yielding neither a loss or gain in INF), but get some
with Atton. Atton is one of a handful of party members (including HK-47, Visas,
Mandalore, G0-T0 and Hanharr) who you can gain INF with by murdering random
NPCs. Other party members will chastise you for it and result in INF loss.

Personally, I kill the Sullustan regardless, even as a LS Exile. Why? Because
I’ve often had INF problems with Atton when trying to turn him into a Jedi.
This is a one-time opportunity to gain INF with Atton, and not have to fret
about losing that NPC. When you help the Sullustan, he runs away anyway. Why
lose a perfectly good opportunity to boost Atton’s INF? If it’s not your
thing, that’s okay. You’ll come around.

In any case, head past the cantina to the TSF station on the right. A droid
assistant will be there to greet you. Bad news though – the Ebon Hawk was
stolen. Remember that quick scene you saw earlier after you landed? It was
security cam footage of a woman in white entering your ship. Something strange
is going on. Regardless, you can get your gear back at least. Go to the wall
lockers behind you and check every one of them. Once you’re done in there,
head into the next room to speak with Lt. Grenn again. He’ll offer you several
side quests, including bounties and a finder’s fee for supplying fuel for
Telos. The latter quest can be fulfilled much later on in the game, while the
bounties can all be done here on Telos.

For now though, head to meet the Ithorians. On a computer outside of the cantina
door, you can download the area map, as well as fast travel. Before doing that
though, head to the Duros merchants. They have a shop just nearby the cantina.
In their shop is a workbench, so you can modify your gear as necessary. Speaking
with the Duros merchants yields entertaining commentary from them, as they’re
two brothers who don’t get along whatsoever. By now you’ve probably picked
up enough credits to buy some decent gear from them, so check out their wares.
It varies every playthrough (along with every merchant’s inventory in the
game, along with 95% of the loot throughout the game) so everything will be
different each time you play.

Once you’re done there, head to meet the Ithorians. They’re in resmod 082
west, so you’ll have to do a bit of running to head there.

3B. The Ithorians, Czerka, and the Exchange

You’ll meet Chodo Habat all the way in the back of the Ithorian compound.
He’ll explain to you his problem with Czerka, and offers to ‘heal’ you in
exchange for your help. He gives you the next main story quest – head to dock
module 126 to escort a droid back to the Ithorians.

Before you leave, access the computer in 082 west for the area map, and then
fast travel to 081. Head up to the docks, opposite the TSF station, and take the
shuttle.

Once you exit the shuttle at 126, you’ll be accosted by Czerka employees, who
give you a chance at working for Czerka instead. Tell them no thanks and head
inside. Access the computer besides the Ithorian to download the area map, then
speak with the Ithorian at the desk. He’ll let you inside the hangar.

Inside there will be a TSF officer, the droid and an Ithorian. Unfortunately,
armed thugs come to attack you. Did you think an escort would be so simple?
Dispose of them, and after the convo you’re given control again. Loot the
bodies and then talk to the droid. From there, the game will auto-travel you
back to the Ithorians.

Chodo Habat is happy to have the droid back but realizes that Czerka has hired
the Exchange (a criminal organization returning from KOTOR1) to do their dirty
work. Chodo implores you to speak with the Exchange boss here, Loppak Slusk, at
resmod 082 east. Head there now.

Outside, the Rodian guard won’t let you in, and tells you to speak with
Loppak’s top woman, Luxa, at the cantina. For easy dark side points and xp,
kill the Rodian. Leave the area and come back to find another Rodian to kill.
Rinse and repeat for more DS points, and xp.

As a quick aside, let’s talk about leveling. The PC is getting stronger, along
with Kreia and Atton. Keep giving Kreia force buffs so she can cast more powers,
but remember to keep Atton at lvl 10, so he can have more Jedi levels later. Why
level 10? To me, 10 is a good, solid level of the base class that looks neat and
tidy on the in-game character sheet. It also ensures they can still be strong
enough to fight enemies before they get their Jedi classes. As for your PC, more
powers and feats will become available to level up as you get higher. For feats,
toughness, dueling (or two weapon fighting), mobility, flurry, and regen
vitality are solid. Force powers, light side buffs are good, both tiers of force
persuade are solid investments (don’t invest in force deflect/redirect though,
which allows you to deflect blaster bolts back with your hand – you’ll get a
lightsaber soon after leaving Telos so don’t waste a point on it) but
DEFINITELY unlock the next level of force shock/lightning. I mentioned before
it’s handy on Nar Shaddaa later on.

Why? In the final segment of Nar Shaddaa, the PC goes into an enemy compound
alone, and is surrounded by hordes of enemies. Unless you want to cut down each
enemy one by one (which, when I first started in 2004, I DID and it was a slog</pre><pre id="faqspan-2">
fest. I also didn’t have a lightsaber then either...I speak and offer advice
from experience), investing in all 3 tiers of lightning will allow you to have
an effective crowd control measure. It will also help in other later sections of
the game where there are large crowds, but because you’ll head to Nar Shaddaa
mid-game while the PC is still relatively weak, IT’S VERY USEFUL TO HAVE. JUST
SAYIN.

Anyway, moving on. Fast travel to 081 and head inside to the cantina. Luxa is
the pink-skinned redhead (she’s a member of an alien species not often seen in
Star Wars stories, the Zeltron) at the bar, surrounded by two Gamorrean guards.
Speak with her and the two of you will plot to get rid of her boss, Loppak
Slusk. If you walk by the black guy (named Benok) at the bar, he’ll get into a
war of words with you and then Luxa, and then leave. That’s not the last
you’ll see of him.

Leave the cantina, make sure you’re properly armed, then fast travel to 082
east.

3C. Dealing with the Exchange

Head to the Exchange offices, talk to the Rodian, and go inside. Speak with the
secretary in front. Depending on how you deal with her will change how smoothly
you reach Slusk. If you Force Persuade her (or successfully use regular
persuade), you’ll get to Slusk’s lair without a hitch. If she sees you’re
not “on the list,” she’ll let you in but you’ll have to hack through
several Gamorreans. Leave the secretary alive (don’t tell her to leave) and
head inside.

In Slusk’s back rooms, you’ll happen upon Slusk, Benok, and their hired
thugs. Slusk flees to his office, leaving you to finish off Benok and his crew.
Loot their bodies. There’s a lab bench in the room too, if you want to create
medpacs. Save before going inside.

RCM: In the vanilla game, Benok’s two guys – who in the cantina are an
Aqualish and a Rodian – will be two Rodians in the Exchange base. The mod
changed it for obvious continuity reasons, so now you’ll fight an Aqualish and
Rodian instead of two Rodians.

SAVE, then go into the next room. Talk with the Gamorreans and they’ll trick
Slusk, who sends out two battle droids. Dispose of them and the game will shift
into Slusk’s office.

Here is where you can make your life easy or hard, real quick. Luxa and her
Gamorreans will show up. If you want to make your life hard, tell Slusk
“I’ll kill you and Luxa too,” OR you can make your life easy by telling
Slusk you’re there to oust him for Luxa. Alternatively, you can ally with
Slusk to defeat Luxa together. BUT you lose xp by not killing Slusk. Every
little bit counts!

Play it so that you, Luxa, and your crew will take out Slusk together. After the
fight, save. Speak to Luxa. Not surprisingly, she duped you, and just wanted to
take over the joint while also picking you up for the bounty on your head. With
Slusk and his turrets out, dealing with Luxa is much easier than fighting both
at the same time. Loot away, then head back to meet Chodo Habat.

3D. Dealing with Czerka

Meet back with Chodo and tell him of your findings. He’ll offer you a
lightsaber piece – ACCEPT it (come on now don’t be modest), it’s one of
several pieces you’ll need to build a lightsaber right after Telos.

Your next quest is to deal with Czerka, and that means finding dirt on them.
Chodo sends you to the cantina to meet with one of their employees. Fast travel
to 081 and go inside to the cantina.

Meet with Corrun Falt, a human employee by the stage. Get him to talk about
B-4D4, Czerka’s front desk droid. With the droid you’ll be able to sneak
into the Czerka mainframe. To get the droid though you’ll need its
credentials. Head back to 082 west to meet Opo Chano, a Duros technician in one
of the apartment buildings, B2.

Head to 082 west, apartment B2, and meet with Chano. You’ll have a rather
amusing conversation with him. He’ll tell you he can’t give you his
credentials due to his financial problems with the Exchange. If you really want
to play goody-two-shoes light side Jedi, offer to deal with his loan of 2500
credits. OR, suffer a few dark side points and threaten him for the credentials.
No matter what, I always choose the latter. You never know when you need good
hard credits!

Once you have the credentials, head to the Czerka office down the way. Just
inside is B-4D4 at his desk. Present to him your credentials, then the game will
auto-travel you back to the Ithorians.

Back at the Ithorian compound, you’ll take control of the droid. Speak with
Chodo Habat and head back to the Czerka offices. Inside (if you spoke to Lt.
Grenn about the bounties), you’ll see the Rodian and Devaronian fugitives
speaking with Czerka director Jana Lorso. Your bounty quest for them will be
updated. No matter, speak to Lorso and she’ll allow you into the mainframe.
Head inside.

In one of the most hilarious bits of the game, B-4D4 and the Czerka utility
droid T1-N1 have an amusing conversation, resulting in T1 going nuts, firing on
Czerka guards, and escaping. Access the mainframe, download the data, and just
for kicks, delete B-4D4’s profile with Czerka. Leave the Czerka office (talk
with Jana Lorso again and she’ll order you to check on T1’s maintenance
history, bwahahaha) and head back to the Ithorian compound.

Chodo Habat will allow B-4D4 to go on his own, much to Atton’s chagrin.
You’ll take control of the PC again, and Habat will grant you access to a
Czerka held restoration zone to find Bao-Dur, who can help you find the Ebon
Hawk. Chodo Habat will also give you 5 extra force points. Time to head out.

Of course, as the FAQ writer, I wouldn’t send you to the next story mission
without finishing important side quests! But for the sake of finishing the
Ithorian storyline, head into 082 west and walk for a ways. The Ithorians will
call you again, telling you Czerka sent their mercenaries to attack the
Ithorians! Rush back to the Ithorians and enter their compound. There will be a
company of mercenaries murdering the Ithorians. Wade through them, clearing out
the compound of mercenaries. Reach the Ithorian’s Vivarium to find Moza. Get
the passkey from him to get to Chodo Habat’s room. Head off to save Chodo. He
will be under attack by the merc leader and his goons. Dispatch them and save
Chodo Habat.

3E. Telos side quests

- High Stakes: Go to apartment A1 and speak with a Czerka Twi’lek named Harra.
He lost his woman in a gambling game gone wrong. Head to the cantina and speak
with Doton Het. SAVE before talking to him just so you don’t screw anything
up. You can acquire the girl back from Doton in one of two ways: buy her back
from Doton, OR play pazaak to win her back. Pazaak (returning from KOTOR1) is
much like real world blackjack, in that you want to play a succession of cards
in order to reach 20. If you go over 20, you automatically lose. How to win?
Reach 20, OR stay with a high value (say 18 or 19) and hope your opponent
doesn’t get just 1 or 2 higher. Win 3 rounds and you win. Suffice to say, save
before playing Doton. If you’re like me and hate losing credits for no good
reason, keep playing until you win. Once you beat Doton, you get the girl. You
have two options – make her your slave (for dark side points, and to get
credits later), or give her back to Harra. She’s disgusted with him, of
course, so at which point you have a few more options, all of which are pretty
obvious light side or dark side options. In any case, 1,000 credits is a lot so
you can always do this one later.

- Suspicious goods: Remember that illegally modified blaster you recovered from
the Exchange thugs in the Ithorian hangar? Time to find someone who knows about
it. Take it to Lt. Grenn first, and talk to him about it. The quest will update.
Remember the Duros merchant brothers who quarrel? Samhan (the one on the right
closest to the workbench) is the guy to talk to. RCM: Leaving the TSF station en
route to the merchants, you’ll encounter a creepy looking Duros thug. He’ll
attack you (he wasn’t in the vanilla version). Dispose of him and speak with
Samhan. Show him the blaster and you’ll have two options: fetch all three
smuggled items he needs (dark side option), or keep it simple (I hate
‘fetching’ quests) and reveal to Lt. Grenn that Samhan is the black market
supplier on Telos. Afterwards either questline is pretty straightforward.

- Bounties: You can’t do anything yet about the escaped criminals, but you can
help Lt. Grenn with the other two. Head to the dock module and go to the Czerka
hangar. The two employees out front can help you. The Duros can tell you about
“Batu Rem” for 25 credits, and the Twi’lek will, after tricking him with
word play, reveal that Batono works for Czerka. Fast travel to 082 east and go
to the Czerka offices. Speak with Jana Lorso, and she’ll reveal Batono had
sympathy for the Ithorians. Go speak with Chodo Habat and he’ll reveal Batono
is at apartment C1. Head there and find him. You now have two options –
obvious dark side option is kill him and return to Lorso for a reward, or light
side option, convince him to come with you. Once you leave the apartment, two
Czerka mercenaries will attack you. After you deal with them, you’ll
auto-travel to the TSF station. Talk to Grenn for the reward for Batono, then
talk with him after and tell him about the assassin Batu Rem for your other
bounty.

With that, those are your side quests on Telos. Once you take the Ithorian
shuttle to the restoration zones, you won’t be able to come back to Citadel
Station for a while, not till you’ve finished the Telos main quest. That being
said, once you hit the RZ you’ll acquire Bao-Dur as a party member, who will
be with you permanently for the remainder of the Telos main quest (you can’t
switch him out of your active party), so be sure to have some decent gear ready
for him (armor, implant, etc). Do what you need to do, then head to the Ithorian
hangar and GTFO.

One last thing. By now you’ve probably gotten enough dark or light side points
to trigger a cutscene showing one of the most powerful Sith Lords, Darth
Nihlius, speak with his apprentice, a female Miraluka. Her name is Visas, and
she’s taken it as her mission to locate the PC and assassinate him/her. Not to
worry, you won’t deal with her until after Telos.

3F. The restoration zone

After boarding the shuttle, you’ll get a scene of Lt. Grenn and Admiral Onasi
having a conversation. It seems you escaping Citadel Station is not as bad as
Lt. Grenn thought it was. In any case, there’s another cutscene of your
shuttle taking AA fire. RCM: There will be two quick snippets inside the
shuttle, showing Atton doing his best to avoid AA fire, and then preparing for a
crash landing.

Once you awaken, you meet Bao-Dur. His special ability is using his power arm to
disable enemy shields, and even force fields. Suffice to say he’s best with
unarmed combat just for disrupting enemy shields. Alternatively you can make him
ranged support. As a tech expert, drop skill pts for him into demolitions and
computer use. As Bao-Dur is stuck with you permanently for the rest of Telos,
you have one open party spot. Keep Kreia with you – as your dedicated caster,
she’s invaluable for the first half of the game, until the PC can stand in
combat on their own two feet.

In the immediate area, there are wild animals, mercs, and sentry droids. Next to
the crashed shuttle is a weapons cache surrounded by mines. Bao-Dur, being your
tech guy, should be used to disable them. If your party members get in the way
while recovering mines, just go into solo mode (one of the options on the lower
right of your H.U.D.). Loot the caches and move on. There will be a merc team
next to two speeder bikes. Eliminate them and head down the path.

There will be another sentry droid. Eliminate it and save. Around the path will
be the two escaped criminals Lt. Grenn asked you to find – go into solo mode
and approach them. After the convo, flee back up the hill, bringing your party
with you. Once you’re out of combat, switch out Kreia for Atton, and use his
stealth skill to approach the mines undetected. Recover the mines, flee back up
the hill, swap back out for Kreia, leave solo mode, then go back and finish the
thugs.

Up ahead will be a beach. Scour the beach shore for loot, and kill any cannoks
you find along the way. You Bao-Dur and Kreia will have a short convo.
Regardless of what you say in the convo, continue along the shore, finishing
cannoks along the way. At the end of the beach will be a speeder bike and a dead
Ithorian. Loot it and save.

The mercs up ahead are formidable, and despite Bao-Dur’s power arm, you’ll
want to keep him at range, preferably with a disruptor pistol. Disruptor weapons
ignore enemy shields, and the merc team leader ahead will deploy a shield. Keep
Kreia and Bao-Dur at range and provide support from afar so they can stay alive,
with the mercenaries’ attention on you. Deploy energy shields as necessary so
you don’t lose hit points needlessly. If you notice, leveling up automatically
refills your health bar, so keep that in mind too.

Once they’re clear, scour the remainder of this area. Up to the right is the
second hidden cache. Clear the mines, loot, and continue along the backside of
the zone. There will be more cannoks, and loot next to a few trees. To exit the
zone continue ahead. Bao-Dur will mention the minefield ahead, guarded with two
turrets. It will take time, but swap Kreia for Atton, go to stealth mode, and
recover the mines. Take your time, no point in needlessly getting KO’d.

3G. Czerka mercenary base

Continuing up the path you’ll encounter another sentry droid. Destroy it and
confront a female Twi’lek, guarded by war droids and mines. You know what that
means. Flee back, swap out Kreia for Atton, and stealth recover the mines. Get
Kreia back, and attack with your party. The war droids are no trouble but
she’ll be a pain. In addition to dropping an energy shield (equip Bao-Dur or
Kreia with disruptor weapons), she has a relatively high defense of 28, so while
it’s not a tough battle it’ll be a long one. She’s armed with a stun knife
(which does only small damage but will annoyingly disable you for a time) and
throws sonic grenades. Once you finish her off, head up the path to get a view
of the mercenary base. It’s quite extensive, and there’s several squads of
mercs ahead. SAVE.

This can easily turn into a clusterf*ck no matter what you do, even while
manually controlling Bao-Dur or Kreia. But once you switch back, your party
members will inevitably become distracted and jump from one group of enemies to
another. Your best bet is to keep Kreia and Bao-Dur at range as usual. Despite
Bao-Dur’s shield breaking abilities, he’ll get slaughtered in melee. Equip
them with disruptor weapons (sonic weapons are handy too), and approach the
mercs. The merc leader will deploy a shield. Keep at him with your sword, and
deploy energy shields as necessary. The last thing you want is for your HP to be
whittled down, and you spending a combat round using a medpac or Kreia using her
force powers to heal you. She needs to keep casting combat buffs and de-buffs
(horror/insanity) on the enemy. Additionally, Kreia and Bao-Dur will take
blaster fire and frag grenades too, so equip them with energy shields and
redeploy them as they run out.

Once the first group is taken care of, you can be easily overwhelmed if you get
separated. If you want to play it safe, retreat back to a safe area and save.
There are a handful of mercs on the left, a few on the landing pad (including
turrets), and a team on the right. Deal with the team on the right first, then
the landing pad, then the other team.

On the landing pad is a computer. Have Bao-Dur access it, and he’ll tell you
your ship is in the polar regions of Telos, but not to worry, there’s a
shuttle inside the underground military base ahead. Unfortunately, Czerka teams
that went inside haven’t reported back. Suffice to say, prepare to deal with
droids again. Loot away, careful of the mines leading to the base, then head
inside.

3H. Underground military base

You make your way inside to a quiet room. You’ll notice the floors have vents
coming up, which will emit poison gas when stepped on. Equip gas masks and other
poison immunity items as necessary, and use Bao-Dur to disable the force field
ahead.

Up ahead through the next couple hallways and rooms, you’ll be greeted to
hostile droids and automated turrets. Some of the enemies will be shielded so
use disruptor weapons as needed. Loot everything you find of course. Eventually
you’ll reach a room with a work bench and lab bench. Before leaving the base,
come back here to modify your gear as necessary.

Just past that room is the hangar with the shuttle. You can’t leave yet, so
head left and check the two rooms nearby. One room has the hangar controls,
while the other will have loot and a computer you can use to disable those pesky
gas vents.

Before you continue, remember how I said there’s only a few times where you
can really effectively ambush enemies with mines? Now is one of those times.
Just to the right of the shuttle (from where you first entered the hangar) is a
massive door you can’t open. Set a bunch of frag mines down (you did recover
them while in the RZ, right?). There’s a mini-boss the game will throw at you
before you can leave.

Once you’re done, continue on through the military base. You need to start the
reactor in order to power up the hangar bay doors to open them. As usual, more
droids and turrets along the way. You’ll encounter a Czerka survivor (sadly no
light side points for rescuing him), and a disabled HK-50 droid. Ignore the
droid – it won’t be able to fight for you, and will instead enact its
self-destruct protocols.

You’ll reach a charging station for droids. You can use the console nearby to
overload and destroy them, but you can’t get to the storage room in the back
just yet. Continue on to the reactor. After you turn on the reactor, the turrets
in the previous room will become active, and the ‘mini’ boss – a massive
droid behemoth – will be released from the hangar storage. Remember how I
talked about deploying mines in the hangar? If you placed them right they’ll
do the trick.

Head back to the charging station and check the storage room. The ignition codes
will be in a container. Head back to the hangar. Once you’re in view of the
hangar, save. Just in case the mines didn’t finish off the droid, it’ll be
up to your party to finish it off.

Once the behemoth droid is done, check the storage room where it came from for
loot. You’ll have to go into the hangar control to unlock the doors for the
hangar, but before doing so equip Atton and Kreia for a major fight. A trio of
HK-50 assassin droids await you at the polar region, so equip Atton and Kreia
with ion weapons. Use the workbench in the room adjacent to the hangar if need
be, in order to modify armor and weapons. Once you’re ready, SAVE, unlock the
hangar, get in the shuttle, and GTFO.

3I. The polar region

You’ll get a cutscene of the shuttle escaping the RZ. Once you flee, there’s
another scene of HK-50 droids inspecting the hangar control. Quite suspicious
all the droids here at the Telos military base, especially the HK-50 droids
being there, no? The HK-50s will discover you went to the polar region, and will
dispatch a team to get you.

RCM: There’s more quick snippets of your party inside the shuttle, one with
Bao-Dur and Atton piloting the shuttle, another one with Atton yelling “It’s
not my fault!” after taking a hit from the HK-50’s AA rifle.

Once you land, you’ll be attacked by the droids. Dispatch them, deploy shields
as necessary, then loot them for more droid gear, as well as another part for
reconstructing HK-47. Off in the distance you’ll spot an entrance to get
inside the mesa. Bao-Dur, for the time being, is out cold. Go to the mesa
entrance. Save. A critical moment of character development for the PC
approaches.

3J. The Telosian Academy

Once you go inside, there’s a quick scene. Remember the woman in white who
stole your ship on Citadel Station? There’s more of them, and they approach
Bao-Dur as he lays unconscious.

Once inside, you’re accosted by the women. Agree to surrender, and you’ll
continue on. Kreia, Atton, and Bao-Dur are jailed for the time being. Kreia and
Atton have an interesting conversation. Atton is clearly more than he lets on.
Once you have the PC again, you meet with Jedi Master Atris, who has a charming
personality rivaling that of a shrill porcupine. This is where your own
character development comes into play. What are the PC’s motives, what’s
their personality like? After you’re done speaking with Atris, she tells you
to leave. Fine.

Once you have the PC again, speak with one of the Echani sisters. Ask her about
your friends, and she’ll mention that Atton has had some Echani training.
Remember that for now. For some good xp, challenge the Echani sister to a fight.
You’ll engage her in melee combat one-on-one. Save. Challenge her again for
more Echani duels, and eventually you’ll engage the five of them.

If you want to hold off on fighting them for now, go get your party back from
the force cages. There are some good INF gains to be had here.

INF – Rescue your party from the force cages. Tell Bao-Dur it isn’t his
fault/you did nothing wrong for an easy INF gain. For now, take Kreia and Atton.
Save. Talk to Atton, and ask him about the Echani training the sisters
mentioned. He’ll deny it. Ask him again, DO NOT USE PERSUADE, just tell him it
could be a useful asset for easy INF.

Scour the academy for loot. Challenge the sisters to combat if you haven’t
already, and loot their quarters at the dueling room. Once you’re finished
there head off to the hangar.

INF - T3-M4 is just outside the hangar, in his own droid prison cell. Show
compassion on the little guy and be nice to him for an easy INF gain. Loot any
containers you find, head into the Ebon Hawk, and GTFO.

4A. Management

The next part of the game is as much about creating your lightsaber as it is
about doing a little mini-management of your party before getting into serious
questing. But we’ll take it one step at a time. Once aboard the Hawk T3 will
reveal a holorecord of the day the Exile was put on trial and exiled. Remember
the early convo you had with Atton about your old lightsaber, its color and
style? That comes into play here.

T3 also shows a list of all the Jedi still living in the galaxy – all of whom
were there at your trial and exiled you. Kreia comments on the holorecord (did
you catch the reference to A New Hope?). Finally, after faffing about on Peragus
half-naked and bumming around Telos like a hobo for a while, your quest and main
goal is upon you – seek out the old Jedi Council, track them down, and
discover why they exiled you and what happened to you.

If playing as a male Exile, the last of the Handmaidens will appear on your
ship, having stowed away before you left. Whether Atris ordered her there [RCM
– if playing as a LS male exile, a cutscene or two shows Atris ordering her to
accompany you] or she sought you out on her own is anyone’s guess, but you now
have a new party member. Handmaiden comes to you as a soldier, and is a solid
tank, well adapt at unarmed combat or with a melee weapon. Like some of your
other party, she too can be turned into a Jedi. As I advised before, keep her at
lvl 10 until you turn her into a Jedi Guardian, at which point she’ll be a
beast on the battlefield. How do you turn her into a Jedi? While there are
moments in the game world you can gain INF with her, the only real way to turn
her into a Jedi is through dueling her in Echani battle rituals aboard the Hawk.
Challenge her to one-on-one duels, and after three fights, she’ll submit she
wishes to be a Jedi.

This is not as simple as it sounds. You can only fight her periodically, and
while I haven’t discovered the formula yet, it’s best to check in with her
after each time the PC levels up, just to be safe. I can’t stress enough how
important it is to check in with her every time you level up. She’s like a
secret weapon you can hold back for a time, before unleashing her on enemies and
watching as she slices them to pieces with a double-bladed lightsaber. In any
case, by leveling up on Dantooine, I already have Handmaiden ready to go as a
Jedi Guardian by the time I reach Nar Shaddaa, ensuring she’ll be ready to lay
waste to your foes (or even participate in the rescue mission, which we’ll get
to later).

I should add too, that for male Exiles, Handmaiden and Visas are both romance
options. Suffice to say, Handmaiden will become incredibly jealous and irate if
you gain more INF with Visas over her, ending any chance to turning her into a
Jedi. While it might seem appealing to have Visas in your active party (as
she’s already a Jedi Sentinel when she joins you), I HIGHLY RECOMMEND not
using Visas until the game forces her into your active party late-game. One time
while playing vanilla on the old xbox many years ago, Handmaiden stopped talking
to me after I had gained too much INF with Visas, and after I had Visas quest
with me on Nar Shaddaa. So if I can save you that pain, I will.

Female Exiles, while unable to acquire the Handmaiden, will instead get Disciple
on Dantooine. He’s also a soldier, but can be turned into a Jedi Consular
instead. He’s relatively easy to turn into a Jedi…so long as you’re light
side. Suffice to say, turning him into a Jedi while playing a DS female Exile
requires lots of mini-management. To do so, play through as a light side Jedi.
You don’t need to go full light side (check your character sheet on the
alignment scale), just a bit over the ‘gray.’ After getting him on
Dantooine, talk to him aboard the Hawk. Obvious light side convo options gain
INF with him to turn him into a Jedi. Once you do so…go to the dark side.

A note on NPC alignment, your party members. Their alignments (so long as you
have strong INF with them) will mirror yours, which is a good thing. When you
have full light side OR dark side, your PC and your Jedi/Dark Jedi party members
will gain stat bonuses based on their class. Alternatively, if you have low or
negative INF with them, their alignment will oppose yours. Simply put, keep them
in your party when you intend to gain INF with them, then swap them out for
other party members when you intend to do DS or LS acts.

Almost immediately after that group convo, you’re greeted to a few quirky
scenes between Bao-Dur, Atton, and T3 (the scenes with T3 and Atton playing
pazaak are RCM, by the way). Get used to these funny little scenes – almost
every time you get onboard the Hawk, your party will interact with each other.
Bao-Dur will repair droids, Atton will argue with T3 or whoever, etc etc. More
scenes develop as you gather a larger party. This is an evolution of the party
dialogue from KOTOR1, wherein while adventuring in the game world, your two
party members would start talking with each other. Since that got a little
strange (“we’re on a serious mission here why are you two chatting”),
Obsidian decided to limit party dialogue to when they were onboard the Ebon
Hawk. If you haven’t played KOTOR1…do it. One of the greatest games ever
made. Just sayin!

While you’re still here, stop back in at Citadel Station to cash in on that
bounty on the escaped criminals. When you leave the hangar there will be another
trio of HK-50 droids to greet you, so prepare for a battle at the docks. RCM
note: In the vanilla game, you only fought the droids in three key locations:
Peragus, Telos’ polar mesa, and towards the end of Nar Shaddaa, which made
putting HK-47 back together again a long arduous process. Fortunately, teams of
HK-50s will attack you on every planet (even the desert wastes of Korriban, the
plains of Dantooine, and the jungles of Dxun), ensuring you’ll be able to
reconstruct HK-47 early in the game rather than later.

Anyway, after dealing with the droids, head up to see Lt. Grenn in the TSF
station. You can talk to him about your leaving Telos and how it all worked out
anyway. Tell him you killed the escaped criminals in the RZ and you’ll get
your bounty. Head back to the ship and fly to Nar Shaddaa. It’s time to make
your lightsaber.

4B. Constructing your lightsaber

Your first stop for constructing a lightsaber is Nar Shaddaa. Don’t worry,
it’s a quick venture. Combat is minimal. Once you get to Nar Shaddaa, Atton
will brief you and the crew aboard the Hawk. Once planet side, in a scene
magically redone from Empire Strikes Back, a cadre of bounty hunters aboard
G0-T0’s yacht are briefed by the Exchange chief about the Exile, and warned
not to attack you. But the bounty hunters are sly creatures and know your
companions are open territory. No matter, you’ll deal with them later.

After landing on the landing pad, Atton tells you and the team about the refugee
sector. Before you head out, a Toydarian comes by to tell you to leave. If
you’ve seen The Phantom Menace you’ll know Jedi mind tricks don’t work on
their kind so using persuade/lie options will work instead. Still, you’re not
here for trouble, so get going.

RCM – If you have Kreia in your party, she’ll stop and mention there will be
trouble, just not yet.

For now, your active party doesn’t matter. Your only fight during this little
errand is around the corner. Two Exchange thugs are harassing a human there. For
light side options, tell him you were happy to help. For obvious dark side
options, tell the thugs they’re corpses and then kill the guy.

INF - Up ahead is another refugee asking for help. You can opt to give him 5
credits or tell him to GTFO. Whatever you choose, Kreia will lecture you about
your choices and how they have consequences. Tell her you’ll think about that
(one of the lower options on the list) for INF gain with her.

INF – Swap out your whole party for Bao-Dur. Once in the main square of the
refugee sector, head left to the docks. SAVE. There will be more thugs harassing
a guy. Using either force persuade or persuade (not resulting in their deaths,
but just leaving) will send the thugs away. Talk to the guy afterwards and be
nice to him, even though he calls you crazy. Bao-Dur will say you did a good
thing, tell him however you can help people you will for an easy INF gain. There
are only two more opportunities you need to turn Bao-Dur into a Jedi, but that
will be a little later.

With that taken care of, now we can get back to the main task. If you’re a
male Exile, just bring Handmaiden and Atton with you. If you’re a female
Exile, just stick with Atton and Kreia. Head to the docks.

There will be a quick scene between the Wookie bounty hunter Hanharr and his
employer Vogga the Hutt. It seems Hanharr’s true target, rather than the Jedi,
is actually G0-T0. Very interesting. That’s no concern now though. Head in and
check out the flophouse alley besides the docked freighters. There will be a
Gran and Aqualish duo in the first room you find. Use Atton to sneak in and
listen to their conversation. They’ll talk about trying to break in to
Vogga’s treasure chamber.

Once you’re done listening to them, head back to the refugee square. See that
big flashy sign on the left? That’s the entrance to the cantina and pazaak
den. Head there now. Just before you get there, Kreia will give you a lesson on
“healing through manipulation.” As you enter, the two female Twi’lek
bounty hunters will stalk you from afar. No matter, you’ll deal with them
later.

Once inside head right to the main cantina. RCM – There will be a Gran thug
making moves on a female Twi’lek right as you enter. Deal with the situation
as you see fit.

Go to the bartender, and buy juma juice from him. You’ll need it. Next, speak
to the male Twi’lek nearby. He needs dancers for Vogga. With Handmaiden in the
party, ask her to do it. If you’re a female Exile, the PC will do it.

He’ll take you to Vogga, and soon enough, the Hutt will fall asleep from
watching the dancer. After getting paid to dance, now it’s time for the second
piece of your lightsaber. Notice the watering urn for Vogga’s kath hounds –
pour the juma juice into it. They’ll drink it and pass out. Now’s your
chance to break into Vogga’s vault. Loot the containers, and DON’T BASH THE
LOCKED ONE. Unlock it with security. You’ll get the second piece of your
lightsaber.

Now here’s the final challenge. The 3rd piece. Remember that cutscene between
Darth Nihlius and his female apprentice? Well, she’s found you. Head back to
your ship and prepare for a major fight with his Dark Jedi apprentice. SAVE
BEFORE GETTING ONBOARD.

Visas is tough, she’ll carve you up with her lightsaber no matter what so keep
dropping advanced medpacs every turn. Once you beat her, she’ll yield to you.
RCM – In the vanilla game, the initial scene simply showed the Exile looking
around and then going to the crew quarters to fight Visas. With the mod though
now you get a quick vision of your crew unconscious in the cargo hold, Visas
apparently having KO’d them.

You and Atton will talk in the medbay. For an INF gain with your new companion,
don’t mention wanting to kill her or anything like that. Visas Marr comes to
you as a Jedi Sentinel. For INF, just be nice to her. Ironically, you can also
gain INF with her by murdering random people. Mind what I said about playing as
a male Exile – too much INF with Visas and the Handmaiden will stop talking to
you.

In any case, you picked up the final piece of your lightsaber from her. Talk to
Bao-Dur, and ask him if you have everything. He’ll say yes. You then can
either build a single hilt saber or a double-bladed one (like Darth Maul’s or
Exar Kun’s lightsaber). If you don’t have any color crystals, the default
will be green, but you can get more later. Go into your inventory and equip it.
Congratulations, you’ve gotten your lightsaber!

Take note of how lite I kept the questing while on Nar Shaddaa – there was
none. The way Nar Shaddaa works, in order to advance the plot, you have to gain
the Exchange’s attention, either by pissing them off (killing their goons) or
helping them out (crushing the refugees into submission). Since you’re not
ready to deal with them, you don’t want to cause any trouble here yet. Once
you do rack up enough notoriety with them, the game will automatically force you
along the plotline, preventing you from leaving the planet. Suffice to say, at
this current juncture the PC is still weak and needs to grow stronger before
major questing on Nar Shaddaa. You’ll come back here shortly to turn Atton
into a Jedi, but for now, off to Dantooine for lightsaber crystals, and to turn
Bao-Dur into a Jedi.

4C. Turn Bao-Dur into a Jedi

Once aboard the Hawk, speak with your party. Kreia always has advice and lessons
for you. When you’re ready, equipped with your new fancy schmancy lightsaber,
fly to Dantooine.

Dantooine makes a return from KOTOR1, but it’s not the same as before. The
Jedi there are gone, the enclave destroyed, and the locals distrustful of the
Jedi. For that reason, before you disembark the ship, swap your saber for
another weapon. Discretion is key here, to not spook any locals, whether
you’re light or dark.

When you leave there will be a not-so-cordial greeting from Khoonda’s PR rep.
Khoonda is a small settlement built out of the mansions of one of the dueling
families on Dantooine from KOTOR1 (the Sandral-Matale feud was something of a
mix between Romeo and Juliet and the Hatfields and McCoys), and it’s where you
need to go first.

INF – There’s a malfunctioning protocol droid at the landing zone. Have T3
interact with it, compliment T3 to gain some INF with him.

INF – Tarn, the old man at the docking pad, is a ‘target’ for your violent
characters (Atton, Mandalore, Visas, HK-47, G0-T0, Hanharr). You can kill him
with one of them for influence. Alternatively, talking with Tarn and using the
awareness/persuade options to get him to tell you things will gain you INF with
Kreia or Atton.

For now, stick to Bao-Dur and Kreia. Hopefully you’ve kept Bao-Dur at lvl 10,
because he’s about to get some Jedi Guardian levels, which is far more
appealing than tech specialist. Head into Khoonda, and remember to have a
non-lightsaber weapon equipped.

Head inside to speak with Administrator Adare. She’ll give you the main quest
for Dantooine (which you’ll get to a little later after running your Jedi
errands). Explore the rest of the compound to speak with the militia captain,
Zherron. He’s a rough gravely sort but he seeks your help in clearing out the
Kinrath cave. That’s where you’re going next.

Head out towards the cave. Between it and Khoonda is a large hilly area, with
lots of Kinrath mulling about. Get your saber back out, time to go to work.
Dispose of them, but before going into the cave speak to the militiaman, Saedhe,
next to the speeder bike on the hill. He’ll implore you to find atmospheric
sensors. Bao-Dur will mention it’s strange they need them here, but no matter.
Saedhe needs them for Khoonda and he’s willing to pay you for them.

RCM – In the vanilla game, Saedhe was black. The mod changed him into a white
guy.

As it turns out, those sensors are in the Kinrath cave. Head into the cave.
You’ll notice there’s a mercenary walking around, the Kinrath seemingly
ignoring him. He’s part of the larger plotline of Dantooine but he’s not
important right now. Just ahead of you is some broken rubble. Look inside for
the sensors.

INF – You’ve already gotten 2 INF pts with Bao-Dur already, time to get it
high enough to finally turn him into a Jedi. Let him examine the sensors (with
your awareness ability), and he’ll discover there’s monitoring equipment
inside them. Time to confront Saedhe.

INF - Approach Saedhe. For this part, remove Kreia from the team (your ensuing
action will lose INF with her) so it’s just you and Bao-Dur. Tell Saedhe about
the sensors, and what you found about them. He’ll offer 5,000, tell him just
3,000 and you’ve got a deal. Exit the convo and Bao-Dur will compliment you
for your noble actions.

That’s now 4 pts of INF with Bao-Dur. One on Telos, one on Nar Shaddaa, and
two on Dantooine within short succession. Now to turn him into a Jedi. RCM: In
the vanilla game, you could talk to Bao-Dur outside of the Hawk and turn him
into a Jedi right then and there, no cut scenes or anything. With the mod, you
now have to approach him aboard the ship. This is for good reason though –
there’s now several scenes of the PC and Bao-Dur training together, the Exile
teaching him to be a Jedi. In any case, there are several conversations with
Bao-Dur to be had before talking to him about the Force. Go through them, until
eventually you talk to him about becoming a Jedi (“Having you here has had an
effect on me General”).

4D. Modding your lightsaber

Whether you want to talk to Bao-Dur now or after the cave is up to you.
Regardless, your next step is clearing out the Kinrath from the crystal cave for
Zherron. Also, the big reason for looting the cave: lightsaber crystals. With
your new saber, you need to mod it with crystals as well as other parts to make
it more powerful in combat.

Head inside the cave. Ignore the Twi’lek mercenary from before, just explore
the whole area, clearing Kinrath as you find them. Eventually you’ll find the
crystal room itself, swarming with Kinrath and its queen. Clear them out,
destroy the Kinrath eggs, and then check all the crystal formations for saber
crystals. The large one in the middle will yield you your own specialized
crystal. It adds stat bonuses, which is hugely beneficial in buffing your
character. Every time you level up, remove it from your saber and take it to
Kreia so it can be re-focused. It’s a self-rewarding item; as long as you keep
growing stronger, it too will increase in power.

With the cave cleared, head back out. There’s one more stop before heading
back to Nar Shaddaa. Head off for the enclave – it can be reached either via
the ‘kinrath valley’ or by crossing the bridge across from Khoonda.

You’re not actually going to the enclave itself. Just outside the enclave is a
salvager camp. The salvagers are crude scum but they have their uses. The senior
salvager, an old woman with a prickly demeanor named Daraala, has lots of Jedi
loot you might find helpful. She sells an assortment of crystals, saber mods,
and some Jedi robes or armor. If you think you need anything from her, buy what
you want then head back to Khoonda. Inform Zherron you cleared out the cave for
a reward, then head back to your ship.

You might be wondering why I’m having you go back and forth on these planets.
Remember how I talked about Nar Shaddaa? In addition to building your character
into a solo powerhouse, ensuring they’re strong enough for the ‘turn Atton
into a Jedi’ errand is equally important. Suffice to say, after you turn Atton
into a Jedi on Nar Shaddaa, there will be some angry thugs coming after you
because you docked the Ebon Hawk on their landing pad. You’ll need those saber
mods to be strong enough to deal some damage to your attackers. So with that,
it’s time to head back to the smuggler’s moon.

4E. Turning Atton into a Jedi

Land back at Nar Shaddaa. Take Kreia and Atton with you. Head back to the
refugee square and head to the one area you haven’t reached yet – the
refugee sector. Just outside is some schmoe named Ratrin Vhek, who accosts you
and claims the Ebon Hawk is his. Tell him to get lost but remember him for now
– he’ll come back into the picture shortly. Save. Head inside.

The refugee sector is where the Exchange has rounded up refugees, forcing them
to live in squalor. Suffice to say, this is a hostile area if you’re not
careful. There’s a Trandoshan and Gamorrean guarding the entrance. DON’T
KILL THEM. Remember, you don’t want to attract the attention of the Exchange
– yet. Simply intimidate them into leaving you alone. You’re here to get in
and get out without gaining notoriety. After finishing Dantooine, reaching lvl
18 and learning the final tier of force lightning will you be ready for the main
Nar Shaddaa questline.

Anyway, move on ahead. Go left down the walkway towards the ground floor, where
the refugees have been rounded up. Don’t mind the refugees or talk to anyone
– you’re here to get noticed, with Atton in company. Walk around and two
male Twi’leks will spot you and Atton. Talk to them and pay them for info
about Atton. Save. Confront Atton and ask him about what they said.

This will begin a long conversation, triggering one convo after another. Atton
will reveal his dark past (you did gain all that INF with him before, right??),
until eventually he’ll tell you about a female Jedi who showed him the Force,
and he killed her. This will trigger the final part of the convo, where you can
turn him into a Jedi.

If you somehow find you’re lacking one last bit of INF for the last
conversation (rare but it happens), reload to a previous save. The easiest way
to get INF with Atton at this juncture is to find certain NPCs to murder. Atton
was, after all, a murderer, and respects violence. You only need to kill one to
gain that last bit of INF with Atton to continue the conversation. If you’re a
light side Jedi, sometimes it sucks but for the sake of turning Atton into a
Jedi, an innocent needs to die. DEUS LO VULT.

That being said, there’s only a small handful of NPCs you could kill without
it breaking any side quests. On Dantooine, the old man on the landing pad, Tarn,
can be killed for an easy INF gain. Alternatively, you could kill one of three
select NPCs on Telos. There’s Opo Chano (Duros technician in the apartments
who you got the droid credentials from), the Exchange secretary (inside the
Bumani Exchange front office), and some Telosian citizen who will get mad at you
for looting his apartment. Note that I say “kill one.” If you want to gain
INF with other characters who also respect violence (HK-47, Visas, Mandalore,
Hanharr), leave the rest alive.

In any case, after killing some NPC, go back to Nar Shaddaa and go through the
same process again. Tell Vhek to bugger off, intimidate the Exchange guards, pay
the Twi’lek guys 25 creds for Atton, then talk to Atton. Follow through on the
conversations until you finally get to turn Atton into a Jedi. By now you’ll
notice your dialogue for turning your party members into Jedi is largely
dependent on your alignment. Even though you haven’t gotten a prestige class
yet (which is the ultimate crowning achievement for your alignment), your
alignment changes how you turn them into Jedi. Bao-Dur can easily be a Dark Jedi
Guardian, just as easily as Atton could be turned into a light sided Jedi
Sentinel.

In any case, you’re done on Nar Shaddaa for now, but you’ve got to get back
to the ship first. Remember that scumbag Ratrin Vhek? Well he’s not the only
one who wants your ship. Head back to your ship and you’ll get a scene of some
Trandoshan and Weequay slavers harassing the Toydarian dock officer about your
ship being parked on their landing pad.

RCM – A scene has been added where your crew is ambushed and KO’d by the Red
Eclipse slavers. Ironically, that idiot Ratrin Vhek sneaks aboard the ship right
as they’re doing so, claims it’s his ship, and the slavers KO him too.

After that, you’re back in control. Head back to your ship, fighting the crew
of the Red Eclipse along the way. Onboard the Hawk, the fight can easily turn
into a clusterf***. Even if Kreia or Atton go down, no matter, with your
lightsaber you’ll carve through them like a hot knife through butter. The
leader of the Red Eclipse is in the astrogation/security room, next to the
cockpit. Before confronting him, clear the ship of his thugs (that delicious,
delicious xp from killing dozens and hundreds of enemies) then face him.
You’ll be presented with an option – make the slavers your own slaves, so a
portion of their earnings can be picked up by you periodically – or simply
kill them outright.

Credits, I might add, are no longer as important as they were in KOTOR1. Yes
occasionally you’ll find a decent item you want to buy, but there are no set
“supreme goods” you can purchase like you could in KOTOR1, such as at Yavin
Station, or various Rodian merchants on Korriban and Dantooine. KOTOR2 has
plenty of merchants that sell different items each playthrough, so nothing is
set in stone, and nothing is ‘supreme.’ Often times you can find great items
just from looting, or by crafting them.

That being said, unless you really want to make these goons your personal income
slaves, your best bet for garnering xp is killing them. After you deal with
them, Ratrin Vhek will be there, and will feel like an idiot for seeing how you
dealt with the slavers. Deal with him however you want.

4F. Crafting

Before we get to questing, I wanted to talk about crafting and its importance.
Crafting is dependent on your skills – the Exile’s, as well as his/her party
members. All crafting items are made with components, and with enough points in
any one skill (except persuade), you can craft some very powerful mods for your
weapons and armor. At this juncture, at this low level of your party, you can
create ‘mid level’ mods. For the sake of clearing up confusion, I will list
my personal favorite mods. Suffice to say, you can’t create them until
you’ve dropped considerable points into various skills, so while they can’t
be made just yet, they can be made later. So here we go:

- Ranged weapons:
- Mandalorian chamber 3 (repair 32)
- Pure Rylith power cell (security 32)
- Targeting scope 4 (stealth 32)
- Crippling scope 3 (stealth 26)
- Accuracy scope 3 (awareness 22)

- Lightsaber:
- Pontite lens (awareness 20)
- Superior discharge energy cell (demolitions 21)
- Ultimate diatum energy cell (computer 29)
- Expert fencing emitter (repair 27)

- Armor:
- Ballistic shielding 3 (demolitions 23)
- Bonded plates 4 (demolitions 31)
- Biorestorative underlay 5 (treat injury 27)
- Strengthening underlay 5 (treat injury 29)
- Energy shielding 4 (demolitions 30)

- Melee:
- Superior agrinium grip (repair 24)
- Enhanced energy cell 4 (computer 32)
- Deadly Devaronian Edge (stealth 28)
- Ostrine edge (repair 32)

Suffice to say, these are just my personal favorites I like. There are full and
complete lists of all the mods you can create online (strategywiki.org has a
comprehensive list). Additionally, the most powerful mods can cost upwards of
500 components. So while you’ll pick up plenty of random components as you
quest, you’ll inevitably need to break down old gear you don’t need anymore.
Additionally, you can also use credits to buy gear to break down too.

4G. Other tips

Before we get into major questing, there are a few things I want to cover as
well as remind you of. First and foremost, influence. Now that you’ve gotten
Bao-Dur and Atton into becoming Jedi, you don’t need to worry about gaining
any more INF with them. As your earliest party members, they have been maxed
out. Keep talking with them though, in order to teach them saber forms and force
powers. Kreia, during one of her lessons (keep talking with her every so often
– you never know when you might learn something new from her), will talk about
Atton counting cards and power couplings in his head. Talk to him about it, and
he’ll teach you ‘how to play pazaak’ which will yield stat bonuses. RCM
– The mod actually has Atton and the PC playing pazaak in the main hold, so he
can teach you his techniques for guarding his mind against Jedi intrusion.

All your party have something to offer by conversing with them. Whether it’s a
lesson (yielding permanent stat bonuses), backstory (revealing who they are,
yielding XP, and maybe some stories about the galaxy and references to KOTOR1),
or anything else, all your party members are quite unique. It’s a refreshing
change from KOTOR1, where all your party members (save for HK-47, Canderous,
Jolee, and T3-M4) were whiny, depressed, miserable people.

How is YOUR character doing? By this point you’re around lvl 14 now, yes? Soon
enough you’ll be able to choose a prestige class. Once you hit lvl 15 (and be
at least 75% light or dark), go to Kreia and she’ll tell you of your options.
There are six prestige classes in total, 3 light, 3 dark. Of the Jedi classes
there are weapon master, watchman, and master (uber warrior, uber rogue, and
uber mage, respectively). Of the Sith, there are marauder, assassin, and lord</pre><pre id="faqspan-3">
(uber chaotic evil warrior, uber chaotic evil rogue, and uber chaotic evil mage,
respectively). Watch your force powers too – mind what I said about Nar
Shaddaa, level up your force lightning whenever you’re high enough to. At lvl
18 you’ll be able to unlock the final tier of force lightning, which can be
cast for massive AOE damage onto hordes of enemies.

I mention Nar Shaddaa’s main quest often because it is perhaps the hardest
part of the game. While naturally there will be tougher enemies later on in the
game, by then you’ll have leveled up so much you’ll be able to hold your own
and be able to dish out some pain without a problem. Nar Shaddaa however is
midgame, and the enemies, in addition to being strong, are also pesky and
massive in number. Meanwhile, your character is still growing in strength and is
highly vulnerable. You’ll be facing hordes of foes, heavily shielded droids,
and the longest planetary finale quest ever, next to Malachor. Additionally,
pressure is put on your party members too, so they must be leveled up enough to
be able to withstand what the game throws at them. But, we got this.

That being said, you have an idea of what you’re up against. For now,
Dantooine will be your quest target, if only to level up and grow your party so
you can weather the Nar Shaddaa storm.

One more thing – armor. You’ll note you’ll loot tons of different armors.
One of the great things with the RCM is its addition of unique Jedi/Sith robes
that were otherwise absent in the vanilla game. You’ll come across named robes
(or Jedi lite armor) that once belonged to powerful Jedi and Sith. Thon’s
robes and Darth Malak’s armor are just two of a number of items I can think of
off the top of my head. These are pretty darn awesome and make the RCM
experience that much better.

Oh, and, as the game sometimes suggests, which I will stress here, is: SAVE
OFTEN AND IN DIFFERENT SLOTS. Sometimes you could miss something, screw up, or
otherwise bugger up your playthrough by some stupid mistake. For example, I
missed the opportunity to gain a prestige class by not having my alignment high
enough. I went back to an old save from just before, and was able to earn the
prestige class from that save, simply from having that higher alignment. Just
sayin.

5A. Dantooine

Now we can finally get to the main quest. Since you already cleared out the
Kinrath and any other wild animals in the area, now you’re to head to the
enclave. The enclave sub-level is pretty tight, full of close quarters action,
so your best bet are two ranged support characters, and the PC in melee with a
saber. With Atton now a Jedi and Kreia still a powerful caster, your OG Jedi are
your best fighters.

First head into Khoonda again. Speak with Suulru about some stolen farming
equipment. Next talk to Berun Modrul, and with some talking he’ll explain
he’s unsure of Zherron’s leadership. Mention this to Zherron, and see what
you can do to help. He’ll tell you to speak with Dopak at the mercenary camp
(nearby the enclave). Ask him too about Gerevick. He’s a ruthless salvager
who’s trying to get his hands on some Jedi loot from the enclave. Fortunately,
you can be the one to get it instead.

Now head off to the enclave. Stop by the mercenary camp and speak to Dopak.
He’ll tell you to bugger off. Whatever. On your way to the enclave stop and
talk to Daraala again. Ask her about the enclave more and she’ll reveal some
salvagers were killed, and she’ll offer you credits for their bodies so she
can bury them...if you read between the lines, you’ll see she really just
wants the loot they got, and the massive haul that Zherron is keeping that the
salvagers are trying to get their hands on. That too will be yours. If you speak
to Ralon at the salvager camp, he’ll offer you a Jedi holocron. It’s a fake
though, don’t be fooled by his sales tactics. Leave and head to the enclave
for real this time.

RCM – In the vanilla game, you would simply get a quick panoramic view of the
Jedi enclave. With the mod, not only are there three HK-50 droids waiting for
you, but Kreia will tell you about the enclave, and how the Jedi will gather
there. Move on, destroy the droids (loot them for another piece to add to HK-47,
which by now is the last piece you need to construct HK-47…if you want you can
head back to the ship now to rebuild him, it’s up to you), kill any wild
animals around, then head to the sub-level.

As you approach, a team of salvagers come rushing out. They’ll mention one who
got left behind, some old geezer named Jorran. You’ll find him in there,
alive. For easy dark side points, goad the salvagers into fighting you, then
slaughter them. Or, let them live.

5B. The enclave sub-level

Head inside. There’s a large fountain in the middle. Left and right will take
you through the sub-level, for now head back behind the fountain. There are two
mines guarding the way. Use Atton to stealth recover the mines, then go in.
You’ll be attacked by Laigreks, nasty looking man-sized bugs with red eyes
that can also heal themselves during combat.

RCM/INF – In this same area, a Jedi padawan named Kaevee will come out of
hiding. She’s annoying and naïve, and even sicked her Laigreks on you. For
obvious dark side points and INF with your violent party members, kill her. Or
let her live and she’ll give you Jedi loot. In the vanilla game, the thief
stealing Suulru’s equipment was Jorran, a salvager. With the mod, the thief
turned out to be this padawan.

Whether you go left or right around the sub-level doesn’t matter, it’s a big
circle with only one exit anyway. You’ll encounter dozens of Laigreks, but
there are lots of rooms for looting too. Additionally, you’ll find two
salvager corpses, one of which has a will on it. Obviously it was meant for
another salvager, but the hell with those guys. Write in your name on the will,
and it’ll go to you.

For play purposes, go left. You’ll come upon a locked door soon enough. Inside
is Jorran, the salvager who got left behind. There are a few instances for INF
gain here.

INF – Jorran. He’s salvager scum but there’s a lot of ways you can deal
with this for INF with Kreia. You could clear out the whole sub-level, then tell
him the area is clear so he can escape with his life. Alternatively, if you
haven’t cleared out the sub-level of Laigreks, lie to him anyway. With Kreia
in the party, she’ll compliment you on your manipulative ways after a laigrek
eats Jorran. Finally, if you have one of the ‘chaotic’ characters in your
party (Atton, HK-47, Mandalore, Visas, Hanharr), if you kill Jorran yourself
you’ll gain INF with them.

Continue scouring the sub-level. Lots of loot, gear for droids too. In the droid
storage room you’ll find faulty Czerka droids. Repair them and send them on
their way for loads of easy xp, and they’ll inadvertently happen on Laigreks
and blow them up, doing some of the dirty work for you.

You’ll find the sub-level’s library. Inside is Disciple. As a male Exile,
all you can do is talk to him. He’ll leave, but you can meet him later at
Khoonda to talk to him. Remember the very beginning when you talked to Atton
about Revan? If you went with the canon light side option, you’ll see a scene
of Mical later on at Khoonda speaking with his boss: Admiral Onasi. If you’re
a female Exile, Disciple will join you (much to Atton’s chagrin, who you’ll
lose INF with if he’s in the party). He comes as a soldier, and if you’re
light side, you can easily turn him into a Jedi.

Further inside the library is bodily evidence of a skirmish. Several dead
mercenaries are on the ground, having gone after the Jedi Master hiding on
Dantooine: Master Vrook, who survived the events of KOTOR1. It’s time to head
out. Clear out the rest of the sub-level, making sure to find both salvager
corpses (write in your name on the will). Leave and head back to Khoonda.

On your way out, Gerevick and some Nikto goons accost you. He knows you found
the dead salvagers and wants to kill you for their loot. Dispose of them and
leave the sub-level for good.

5C. Khoonda

Time for a little management before you confront the mercenaries. First head to
Khoonda. Speak with Suulru. RCM – Originally the thief was the salvager
Jorran, but with the mod making the female padawan the thief, the conversation
with Suulru can turn out differently. You, he, and Kreia can get into a rather
heated argument about the Jedi. In any case he’ll reward you with some
powerful blasters.

Head over to Zherron, tell him you gave the message to Dopak. Exit the convo and
save. Tell him about the salvagers and show him the will. He’ll think its
bogus the salvagers left it to you but he’s sick of dealing with it so he’ll
hand it to you. You’ll get some Jedi loot. If you don’t like the style of
lightsaber you get, reload the save and try again for a different blade.

Now head to the Ebon Hawk. Having destroyed that group of HK-50 droids at the
enclave, you now have the fourth and final piece to reconstruct HK-47. Power him
up, and now you get a new party member. HK-47 returns from KOTOR1, albeit going
through an existential crisis. He respects violence and murder, so if you want
to gain INF with him, killing various NPCs garners INF with him. Additionally,
just like in KOTOR1, he’s suffered some memory problems so you’ll see some
funny scenes between him and T3-M4 aboard the Hawk. Gain enough INF with him and
he’ll reveal his previous master was Revan, and some effective tactics for
killing Jedi. Lastly, let it be known he can’t go into combat against other
HK-50 droids – not till nearly the end of the game.

RCM - But for now, tell him about the HK-50 clones, and the sonic imprint sensor
you picked up on Peragus, and you’ll get a quest to locate the HK-50 base. If
you’re having trouble getting the quest, exhaust all the conversation options
with him, including about the Sith. He’ll say a Twi’lek metaphor, and
you’ll recognize it. He’ll question how you understand alien languages, and
he’ll ask to inspect the sonic imprint sensor. Let him do so, ask him about
using it to track the droids, and he’ll talk about needing to destroy three
teams of droids in order to discover the base. Suffice to say, the HK-50 factory
is one of the largest levels the mod offers.

If you’re a female Exile, now’s the time to turn Disciple into a Jedi.
He’ll be in the Ebon Hawk’s medbay. He starts off as a lvl 6 soldier. If you
want to give him more soldier levels, go ahead and level him up. Otherwise talk
to him. Simply being nice to him garners INF with him, and shortly thereafter
you can turn him into a Jedi Consular. As he did come as a soldier, he
automatically has two-weapon fighting. Personally, I like giving him two
lightsabers and Jedi robes/armor, making him Jedi support so he can be a
dedicated caster as well as an effective tank.

5D. Confronting the mercenaries

The mercenaries have captured Master Vrook, and are holding him in the Kinrath
cave. Gather a team to take them on – things are about to get hot. Head on
into the cave. Save just outside their room in the cave. There are opportunities
for INF gain here.

INF – With Visas in the party, confront the mercenaries. Say “that Jedi
belongs in his cage” for an easy INF gain (albeit dark side points). Or with
Kreia in the party, tell the mercs “the Jedi belongs in his cave” followed
by “send him to Nar Shaddaa” for an easy INF gain with Kreia.

No matter what, whether you plan to side with the settlers or the mercenaries,
you’ll have to fight the mercs here. Finish them off, and Vrook will be freed.
If dark side, you’ll engage Vrook in combat, but he’ll flee before the fight
is resolved. If light side, he’ll chide you for your efforts (what an
ungrateful, arrogant jerk). Regardless, he’ll tell you the mercs allied with
the Exchange crime syndicate and are planning to attack Khoonda. It’s now up
to you to decide how this plays out – side with the mercenaries and slaughter
the locals, or side with the settlers and fight back against the bloodthirsty
mercs?

INF – After leaving the cave, Azkul and his mercs will confront you. He’ll
offer you a job. For INF with Kreia, hear out Azkul’s offer, and then LIE to
him and say you’ll do it. She’ll congratulate you on your manipulation.
Alternatively, with HK-47 in the party, tell them “DIE MERCENARY SCUM” for a
hilarious response from HK, including INF gain with him. Finally, instead if you
have Handmaiden in the party, simply turn down their offer to gain INF with her.

This can play out a number of ways. If you decide to side with the mercs, you
can sabotage Khoonda. If you decide to side with the settlers, you can bolster
Khoonda’s defenses. You can even do vice versa, build Khoonda’s defenses
then attacking them with the mercs. The choice is yours.

5E. Khoonda preparation

Whatever you decide to do, I’ll go over everything here. Head back to Khoonda
and go inside. Speak with the administrator and Zherron to see what you can do
to help. There are quite a few things you can do to ready Khoonda for battle.

Recruits: There are a handful of people around Khoonda and the enclave that will
join the militia. Jorran, Dillan, and Suulru will join willingly. Akkere the
Sullustan merchant can also fight but not willingly. I’ll get to him in a few.

Battle droids: In one of Khoonda’s back rooms are a handful of inoperable
droids. Repair them to make them operational and ready for battle. In one of the
droids you’ll find Akkere’s hydrospanner – the Sullustan has been
tinkering around where he isn’t supposed to. Remember that.

Side door: There’s an exterior door at Khoonda leading to a storage room.
Zherron would prefer it closed but there’s valuable loot inside, and the fate
of the battle won’t rest on that door anyway. Crack it open (ignore the
militiaman standing guard there) and loot the contents inside.

Traps: Approaching Khoonda from the cave, you probably noticed frag mines on the
ground. Those can be handy against the mercs but you need the xp. By now you
should be lvl 17, and you need to get to 18 so you can deal with Nar Shaddaa.
Recover the mines, at both the front and back of Khoonda.

Wounded militia: In Khoonda’s medbay are a handful of militia that are in need
of medical attention. Repair the medical droid so it can treat them.
Alternatively, sabotage it so it will KO the militia instead.

Turrets: The three gun turrets surrounding Khoonda are inoperable. You can
repair them so they’ll fire on hostiles only, or just friendlies.
Alternatively, you can sabotage them with your demolitions skill. The control
room for them will be inside Khoonda.

A number of these will require the security keycard from the administrator
(wounded militia, turrets, and droids), so you can access previously locked
rooms inside Khoonda. Explore the area and see what you can do.

And finally, Akkere. Confront him with the tool and ask him why he’s been
thieving. You can gain INF from various party members in a few ways.

INF – If you would prefer to show compassion on Akkere by not turning him in,
the following party members can gain INF from your actions: T3-M4, Mira, Bao-Dur
(and most likely Disciple and Handmaiden too). Alternatively, if you decide to
turn Akkere in to the militia authorities, he’ll fight back and you’ll gain
dark side points. With that action, you’ll gain INF with your usual violent
party members: Atton, HK-47, Visas, G0-T0, Mandalore, and Hanharr.

In any case, if you prefer the middle ground option, you can convince Akkere to
join the militia by telling him you won’t turn him in, but that he can repay
his crimes by joining the militia. He won’t be happy about it but you’ll get
the quest finished anyway. Alternatively, if you would like to acquire other
party members to come back here later to gain INF with them, you can leave
Akkere alone for now.

That being said, you’ll notice in my table of contents that you come back to
Dantooine later. For my playthroughs, I play Dantooine all the way to this
point, but leave the planet just before starting the Battle for Khoonda. I then
go to Nar Shaddaa and finish it all the way. I then go to Onderon/Dxun (which
automatically becomes a two part quest no matter what you do), go back to
Dantooine to finish it, THEN back to Onderon to finish the Onderonian Civil War
quest. It might seem convoluted but that’s how I like to play, and for the
purposes of this walkthrough, that’s what we’ll do. That said, with Khoonda
prep finished, get your party together. We’re heading to Nar Shaddaa to finish
it for good.

6. Nar Shaddaa

Nar Shaddaa is as you left it, refugees and Exchange still in place. There are
numerous quests here you can take, some of which help the Exchange, others that
harm them. Regardless of what you do, causing enough trouble gains notoriety
with the Exchange. When that happens, you’ll get called by Atton who says the
rest of your party got a message from Visquis, the big Exchange chief of the
refugee sector. When that happens, the overarching main quest for Nar Shaddaa
truly begins. Before that happens you need to be prepared.

For starters, know that your alignment will decide on the new party member that
will join you: Hanharr or Mira, dark side and light side, respectively. Hanharr
is a mad Wookie whose concept of his people’s life debts has become twisted,
something akin to slavery. He takes pleasure in enslaving humans and killing
randomly. Mira was once a slave to the Mandalorians, but still worked for them,
and she now has respect for life. She doesn’t like to kill her targets and has
a disdain for casual slaughter.

No matter what alignment you are, ensure you have an effective melee weapon
handy for them, along with other gear (armor for Mira, too). That being said,
you should also be thinking about which two party members you want to send to
rescue the PC later. They will board Goto’s yacht and fight a plethora of
droids, so keep that in mind and ensure you have the necessary gear and skills
to engage in a high stakes rescue mission. Suffice to say, Nar Shaddaa offers
the longest planetary main quests in the game (besides Malachor), with lots of
moving pieces. We’ll take it one step at a time though.

Nar Shaddaa offers one of those odd experiences in RPGs where the only way to
advance the main plot is by completing side quests. There’s a lot you can do,
so let’s get into it.

6A. Side quests

MAIN REFUGEE SQUARE:

- Trade war: A Duros merchant and Rodian merchant, like two gas stations across
the street from each other, are competing for trade. Support the Duros to help
the Exchange, support the Rodian to piss off the Exchange. Either way, the
winning merchant will offer you great gear and/or a discount. Personally I like
going with the Rodian – after opening up trade lanes for her to Dantooine and
Dxun, she will offer Jedi gear.

- Swoop racing: Head to the swoop bike area. Inside is a female Twi’lek
who’s unhappy with how the swoop champ has programmed a droid pilot to win the
race every time. Assist her in sabotaging the droid so she can take over the
swoop ring.

- Droid retrieval: Speak with the Sullustan mechanic near the landing pad. His
droid assistant will implore you to retrieve his predecessor, the utility droid
IT-31, from the Aqualish droid merchant Kodin. If you simply pry out the memory
core, you’ll lose INF with T3-M4. If you have T3 in the party, you, T3 and
Kodin will have an amusing conversation. In any case, you can simply buy IT-31
from Kodin, and take it back to Tien Tubb.
INF – With Visas in the party, return back to Tubb’s shop. Speak to the
protocol droid, and convince him for a discount (provided you have a high INT
score). She’ll commend you on your manipulation.
RCM – On one last bit for this area- just next to Tubb’s shop is a small
alcove, with refugees milling about. There’s also a Trandoshan named Vossk who
will tell you about the bounty hunters coming after you. In the vanilla game
this alcove was absent, and Vossk simply stood next to the wall nearby Tubb’s
shop. This is one of the few examples of the mod altering the architecture of
various areas.

CANTINA:

- Pazaak champ: There’s a major pazaak player, feared and loathed by other
pazaak players. He’s not present however, you have to beat the top three
pazaak winners to goad him out. You can either beat them fair and square at
pazaak, or persuade them in some way or another. The droid S4-C8, the female
Twi’lek Dahnis, and the Duros Geredi are the players to beat. If you don’t
want to beat them at pazaak, convince them otherwise: With Bao-Dur in the party,
have him inspect S4-C8 in order to eliminate the droid. Either as a male exile
or with Atton in the party, ‘persuade’ Dahnis to lose. For Geredi, he has
some ‘friends’ just outside the pazaak den who want to ‘talk’ to him.
When all three are defeated, the big cheese pazaak champ will appear and
challenge you. You can either play him fair and square, or convince him to lose
with persuade or force persuade.

VOGGA’S DOCKS:

The flophouse alley where you spied on the Gran and Aqualish is full of rooms
and folks you can interact with for side quests. RCM: While in vanilla the only
sub areas to the docks were the flophouse, Vogga’s warehouse/chambers, and the
Jekk’Jekk Tarr (where the main quest will take you eventually), the mod has
added a large maintenance hallway between the flophouse and Vogga’s warehouse.
There’s not much in them though but they’re worth checking out anyway for
loot. Additionally, Vogga’s dock officer, Fassa (next to the main pylon
console), was originally a Twi’lek. With the mod, he’s now a Toydarian. For
now check out the flophouse.

- Lunar shadow crewmen: There are three Nikto crewmen who await their Weequay
captain. For dark side points (and INF with your violent characters), you can
murder them instead. In any case, their captain is in the Jekk’Jekk Tarr. For
simplicity’s sake, remove your party and just go solo. Their captain is one of
the Weequay inside. Find him in the first room filled with Gand and tell him to
go back to his crew.
RCM: While you’re in the Jekk’Jekk Tarr, there’s a Sullustan inside the
Gand room, same as the Weequay captain. He’ll implore you to find the name of
a great Gand warrior. This is a rather abnormal quest. You have to have a high
awareness (15 or 16), and speak to the Gand within the same room as the
Sullustan. This supposed warrior will be in the back left corner of the room
(behind the Sullustan’s right shoulder), and will speak in the 1st person
rather than the 3rd person as all Gand do. Or, keep it simple and just lie to
him.

- Signal tracking: There’s a Bith engineer who’s trying to root out a signal
that only his species can hear. He implores you to meet his courier in one of
the dock pylons.

- Lasavvou: An Ithorian merchant is trying to ship out his goods. You can help
him out by speaking to Vogga’s Toydarian dock officer, Fassa, for him.
Additionally, ask him what he’s hauling and ask if you can have one of the
power cells for assisting him. Additionally, he’s also a ‘target’ for your
violent party members (Atton, HK-47, Mandalore, Visas, Hanharr).

- Pylon consoles: While you’re talking to Fassa, ask him how business is
doing. He’ll tell you everything’s gone downhill and the pylons aren’t
working. Ask him how you can help, and he’ll give you access to the pylons. To
finish this quest, you need to assign the freighter captains priority in a
certain order. There’s a puzzle to it, but I have the answer right here for
you: 1st Silver, 2nd Alakandor, 3rd Toorna.

- Lootra: This is a longer side quest in that it involves either clearing out
the refugee sector of Exchange and Seroccan thugs (so Lootra’s wife, Aaida,
can escape and join him), or convincing Lootra that Aaida is dead and he should
work for Czerka. Alternatively, he’s also a ‘target’ for your violent
party members. There are opportunities for INF here, as well as a lightsaber
(which would be quite handy to deal with the opposition you’re about to face
with the main Nar Shaddaa quest).
INF – For an easy albeit evil INF gain here, with Kreia in the party, lie to
Lootra and tell him Aaida is dead. Kreia will commend you and you gain INF.
Alternatively, finish the Lootra quest so he and Aaida are reunited. Bring
Atton, Bao-Dur, Disciple or Handmaiden with you, along with Kreia. Get sappy
talking to Lootra and Aaida, and Kreia will get mad at you for being so kind.
Reply with the “if it meant your life I would do anything for you or my
allies” line for INF. You won’t lose INF with Kreia, you’ll gain INF with
the other party member, AND YOU’LL GET A LIGHTSABER. The saber varies, so if
you don’t like the style of saber, reload a previous save.

- Vogga’s Freighters: Speak with Vogga directly to learn more about how Goto
is harming Vogga’s shipping operations. Vogga implores you to deal with Goto.
In return, you can ask him to ship fuel to Telos, fulfilling that quest for Lt.
Grenn too. Suffice to say, you won’t be able to finish this side quest till
after the main planetary quest is finished.

REFUGEE SECTOR:

This is where you go to really gain notoriety, whether you help or harm the
Exchange. Like Czerka, even if playing dark side, I always wipe out the Exchange
(and Seroccan thugs) here for the xp and loot. This is a large area with lots of
opportunities for INF. One quest at a time though.

- Hussef: Hussef is the leader of the refugees in the sector. Help him out by
clearing out the Exchange and Seroccan thugs. Alternatively, to gain INF with
Disciple, convince Hussef to give in to the Exchange. Tell him “I share your
regret” for an INF gain with Disciple. Additionally, with Kreia in the party,
convince Hussef he needs to get rid of the sick man or his disease will spread.
This will cue an INF gain from Kreia. RCM: In the vanilla game, Hussef is a much
younger man with red hair. The mod changed him to be an old man.

- Geriel: Geriel is sick and diseased. You can either convince him to kill
himself, convince Saquesh to kill him, or heal him with treat injury. There are
a few opportunities for INF with Geriel.
INF: If you convince Geriel to kill himself with Visas in the party, you’ll
get an INF gain from her (or rather with Kreia instead). You can gain an INF
bonus with HK-47 from this as well. Alternatively, with either Handmaiden,
Atton, Bao-Dur, or Mira, heal him for INF with one of them. Suffice to say, heal
him with one of your ‘good’ characters for light side points and an INF gain
with them, or kill him with a violent character for dark side points and INF.
Personally, I leave Geriel alone till later, come back with Mira and heal him
with her around for easy INF with her so I can turn her into a Jedi after the
main planetary quest is done.

- Odis: Odis is a pilot who’s looking for work. You have two options: convince
Fassa (Vogga’s dock officer) to hire him, or refer the Lunar Shadow Nikto
crewmen to take him on as their pilot.

- Kahranna: Kahranna and her family are looking for transport off Nar Shaddaa.
You have a few options: obvious dark side options include scamming her for more
money. Light side options include convincing Lasavvou (the Ithorian trader back
in the flophouses) to transport her and her family off world, or convincing
Fassa to.

- Nadaa: Nadaa’s daughter Adana has been captured by the Exchange and is to be
sold to the Hutts. Obvious dark side option is to convince Nadaa to sell herself
into slavery (INF with Kreia for that one), or persuade Saquesh to sell her
daughter Adana as fast as possible. Light side option of course is to clear out
the Exchange and free Adana, who is being held by Saquesh in a locked room.

- Aaida: Aaida is Lootra’s wife. You can either clear the area of Exchange
thugs so she can flee safely (light side option), or for dark side kill her, OR
lie to her and tell her the coast is clear, resulting in the Exchange thugs
killing her.

INF – There’s an airspeeder on the Seroccan side. With Bao-Dur, Atton, or T3
in the party, enlisting their help for installing the necessary pieces to make
it work will yield INF with them.

Check every nook and cranny of the sector. In addition to the Exchange thugs
(led by Saquesh, another Quarren overseer like Loppak Slusk on Telos), there’s
a gang of Seroccans on the edge of the sector. There’s loot abound too, in
locked and unlocked containers. Even if you’re dark side, clear the area
anyway. The Exchange is a criminal organization and whether you’re Jedi or
Sith, their criminal enterprise is beneath you and should be crushed into
oblivion! RCM: In the vanilla game, Saquesh’s aide-de-camp was a Weequay. With
the mod, it’s now a Gamorrean.

6B. A message from Visquis

By now you’ve probably gotten the attention of the Exchange. Atton will tell
you about the message, and you meet him and the rest of the party back at the
ship. T3-M4 displays the holo message, with Visquis inviting you to meet him at
the Jekk’Jekk Tarr. Atton’s sarcasm is met with seriousness from
Disciple/Handmaiden. Off you go!

RCM: The Zhug brothers, laying low in the cantina, discover that Visquis invited
you to meet him, and they feel cheated he’s trying to cut out the bounty
hunters from the deal they and G0-T0 made. They wisely decide to leave the Exile
alone, but decide if they can’t get to you, they’ll get to your friends
instead.

You regain control of the PC again. The game wants you to immediately head for
the Jekk’Jekk Tarr to meet with Visquis and fall into his trap, but you’ve
got two quick errands to make that’ll save you a huge headache later on.
First, make sure you have some decent gear to equip on Mira/Hanharr. They will
battle each other in a duel to the death so a powerful melee weapon is
necessary. Gloves, belt, headgear, armor and implants are also highly
recommended. If you need to mod anything, use Tienn Tubb’s workbench.

Next, head into the cantina (where you bought the juma juice from earlier).
Atton will be attacked by some of the bounty hunters there soon, and you can
make your life a lot easier by setting some mines down to take them out. Atton
is not the strongest melee combatant so here’s what you do. Plant frag mines
in a long line running from the rug on the floor all the way to the back wall
where the Zhug brothers were conspiring. Also plant frag mines leading from the
bar to the security door leading into the cantina entrance, as backup in case
the first line of mines doesn’t kill them. When Atton is attacked, have him
follow the mines to bait his attackers into blowing themselves up. You did
recover those frag mines on Telos and Dantooine, right?

Once you’re done with that, head back out towards the Jekk’Jekk Tarr. Just
before you get to the docks, Atton will run out to warn you about the toxic
fumes inside the Jekk’Jekk Tarr. After you finish talking with him, he runs
off to the cantina for a drink. Head over to Vogga’s docks.

Just as you get to the docks, Mira or Hanharr will approach you. Talk to them,
and cue the bounty hunter onslaught.

6C. The bounty hunter wars

Atton is at the cantina chilling when the two female Twi’lek bounty hunters
approach him. After a bit of flirting, Atton calls them out on their bulls***
and combat ensues. If you planted those mines earlier, lead them through the
trap so they’re both blown to smithereens. Atton will realize the truce is
off, and rushes back to the ship to warn everyone.

Back at the ship Atton warns your party about what’s happening. The meeting is
broken up when the Duros Zhug brothers approach them. Atton and Bao-Dur share an
awesomely brotastic bro moment before the scene shifts back to the Exile and
Mira/Hanharr. If you’re light side, Mira will have gassed you to knock you
unconscious. If you’re dark side, you’ll have met with Hanharr who will send
you on your way. Mira will stop you regardless and KO you, taking your
enviro-suit to enter the Jekk’Jekk Tarr herself.

Lead Mira through the bar to the end. Don’t worry about leveling her up or
outfitting her with gear just yet. She’ll confront Visquis and Hanharr.
Visquis is irritated it’s not the Exile, and KOs Mira with some electric shock
therapy.

Back in the flophouse, your Jedi Master - Zez’Kai Ell – will speak to the
Exile and head off to save Mira. It’s now time to head into the cantina and
deal with Visquis. Loot the container and move out.

6D. The Jekk’Jekk Tarr

Head into the alien cantina. Save before going in. Needless to say, hopefully by
now you’ll have gotten the consistent saving down on your own without me
having to tell you. Basically, save before every major fight or when you get to
the end of a section. Once inside, the PC is overwhelmed by the gases. Kreia
telepathically communicates with you and teaches you breath control. Reactivate
it whenever it goes down. The poisonous gas won’t kill you but it will eat
away at your HP over time if you’re not protected, so it’s more of an
annoyance than a real danger.

Remember upgrading your force lightning to tier 3? Now is the time to use it to
its full extent. Visquis unleashes the bounty hunters and mercenaries inside the
JJT to finish you off. No matter though. Easiest way to deal with them is to run
around in circles in each section, rounding them up into a horde. Once they’re
bunched together, unleash force storm and fry them. Rinse and repeat as
necessary.

Throughout the JJT are chemical dispensers. Loot them for chemicals you can use
later to create advanced medpacs, and life support packs (with 20 pts in treat
injury). Once you reach the private lounge you’re in the clear. Visquis’
Twi’lek slave girls are there. Speak with any of them, and use obvious
conversation options for light or dark side points. A door in the back will lead
you into the tunnels, which then leads to Visquis’ underground fortress.

Now, using force storm, did you see how fast you got through that? Like I’ve
said before, if you’re not prepared for Nar Shaddaa, it can turn into a
clusterf*** s***show real quick and make your life a living hell. Leveling up to
at least lvl 18 is a necessity. Yah sure it’s doable on lower levels but
you’ll be going through energy shields and medpacs at an insane rate,
resources which your party will need later. So there you go – clearing the JJT
in less than 10 minutes, simply by herding your foes into groups and unleashing
force storm until they’re dead. Just imagine trying to clear the bar by
killing each enemy individually – what a headache, right?

6E. Jekk’Jekk Tarr tunnels

There’s a scene with Hanharr and Visquis, talking about the Jedi Exile and
Visquis’ Ubese bodyguards. Once you have the PC again, you’ll be in the
tunnels. Your mini-map is phased out, so you’ll have to do some trekking on
your own. Fortunately the tunnel complex isn’t large or difficult. It’s
really just one big square. Basically just go from end to end clearing the
tunnel of mines and any loot you find. Take it slow though – you don’t want
to trigger any mines, let your awareness skill do its work. Also, don’t forget
to reactivate breath control.

6F. Mira versus Hanharr

The scene shifts back to Visquis and Hanharr in the former’s underground
stronghold. They speak more about the Jedi. Hanharr doubts Visquis, and for good
reason – Visquis cut out the other bounty hunters from getting the Exile, so
what would stop him from betraying Hanharr too? Hanharr also believes the Exile
is unstoppable, no matter what Visquis throws at him/her. Visquis shrugs off the
Exile’s chances and rewards Hanharr with a gift – killing Mira in the arena.

You now finally get to see your new party member in action. Mira and Hanharr
both come as scouts. While Hanharr is a powerhouse of damage, he lacks the
ability to wear armor. Mira on the other hand can shoot wrist rockets (Jango
Fett and Boba Fett, anyone?), and can walk over mines without triggering them to
explode. Mira can also be turned into a Jedi Sentinel. Lastly, her main clothing
is also incredibly useful in melee, allowing her to shrug off a lot of melee
attacks. For play purposes, I level her up to 10 in order to fight Hanharr and
escape, then later turn her into a Jedi and level her up from there.

For now, whomever you have, equip them with some decent gear, and fight their
rival to the death. Once they’re finished, Visquis will unleash kath hounds on
you to finish you off. Search the arena around you for loot, and a keycard for
exiting the arena.

Be forewarned though: Ubese guards up the ramp will spot you, and you can easily
bait them into the arena. Set mines down for a lethal trap (be liberal with your
deployment, there are so few instances the player is allowed to truly ambush
enemies). Open the doors leading out of the arena and bait the guards into the
mines. Once you finish them, move ahead. Remember you’re not here to clear out
the stronghold, the PC can do that with ease. Up the ramp are three doors, left,
forward, and right. Go forward, and you’ll enter into a large room filled with
more Ubese. There’s a door on the far left. Use that to enter another large
room with even more Ubese. The exit is that door just ahead. Access the control
panel (ignore the Ubese) to escape Visquis’ stronghold.

6G. Visquis’ stronghold

With Mira/Hanharr escaping, now the Exile enters to deal with the Ubese and
confront Visquis once and for all. This bounty on Jedi needs to be settled.
It’s been a long road getting here, and you’re almost close to discovering
why the Exchange wants to capture Jedi Knights.

Visquis’ stronghold isn’t too large and you should be able to clear it in a
short time. The Ubese have plenty of hit points but with force storm you should
be able to make quick work of them. There’s plenty of lockers too, some of
which are difficult to break into. Use security tunnelers/spikes to unlock them
if necessary. In the control room you’ll find a workbench if you need to mod
any gear, as well as a computer console so you can kill some of the Ubese
remotely.

You’ll notice Visquis is waiting for you in the arena. Once you’ve cleared
the stronghold (also check the left and right observation hallways surrounding
the arena), save before confronting Visquis. Just as you unlock the door to
Visquis, the scene changes back to your party. RCM – If you’re light side,
there’s a quick snippet of Mira commenting she needs to escape before Visquis
tries to execute her.


6H. The bounty hunter wars part 2

RCM: This whole section comes completely from the mod. In the vanilla game, the
most you’d get would be the earlier scene with Bao-Dur and Atton remarking
about which one they’d shoot first. That was the extent of the “bounty
hunter war.” Now with the mod, you’ll take Bao-Dur, Atton, and one other
team member through the refugee square. You’ll fight teams of Gand, Duros, and
HK-50 droids, so for that reason, don’t bring HK-47.

Clear out the square, and then head to the docks. The scene will shift back to
the Exile.

6I. Confronting Visquis

This is a good opportunity for character development for the Exile. Why did
he/she come to Nar Shaddaa, why did they meet Visquis? Is he/she merciful or
bloodthirsty?

There’s a lot of moving pieces in the plot, whether you’re light or dark. If
you’re light, Atton will find Mira within the stronghold, and they’ll both
escape back to the flophouses (this small bit where Atton rescues Mira is RCM,
btw). If you’re dark, Master Zez’Kai-Ell will intercept Hanharr as the
Wookie is trying to escape and KO him. Kreia will then KO the Jedi Master. In
either plotline, Kreia will revive Hanharr and implore on him a mission –
protect the Exile (if dark), or hunt down Mira (if light).

Atton and your new party member will discuss what happened, and how to find
Goto. Goto’s ship has a stealth cloaking device and is impossible to find. The
only way to find him would be to have him find you. Atton and Mira/Hanharr
devise a plot to change the Ebon Hawk’s ID signatures with one of Vogga’s
freighters.

6J. The droid warehouse

T3 to the rescue! T3 and the pazaak champ trick their way into Vogga’s
warehouse, in one of the more oddly adorable scenes from the game. With T3, you
now need to get inside the warehouse by posing as a new worker droid. Report to
your shift assignment.

C7-E3 and C6-E3 are rivals. Speak with C7 first, then C6, then go back to C7 to
destroy him. C6 will grant you access inside the rest of the warehouse. Head
inside.

Go all the way to the back. RCM: You’ll see some familiar faces from Telos
here. B-4D4 and T1-N1 (ala C-3PO and R2-D2), rogue droids from Czerka,
apparently gained transport to Nar Shaddaa and found employment working for
Vogga. T1-N1 and T3-M4 will get into a war of words, and then fight. Finish him
off. B-4D4 will talk to you then leave.

To get access into the next room, there’s a wild puzzle you have to figure out
on the door control panel. No worries, I have the solution right here: center
block counter-clockwise, left most block counter-clockwise, right most block
clockwise, in that order. Go inside and speak to the droid, who will give you
the transponder codes. Time to GTFO.

On your way out, three HK-50 droids will barge their way into the warehouse.
Save just before fighting them. Be sure to use T3-M4’s droid shields
(collection barriers), and ion weapons as needed. Loot their scrap heaps and
flee the scene.

6K. The bounty hunter wars part 3

T3-M4 will regroup with Atton and Hanharr/Mira. Atton proposes swapping out the
Ebon Hawk’s ID signatures for one of Vogga’s, with the help of the Sullustan
Tienn Tubb.

RCM: Your mission is interrupted though, as Gand and Duros bounty hunters come
looking for you to snatch those codes. With your party, escape flophouse alley.
You’ll have to fight your way out through the Gand and Duros though, then
through the refugee square, where one more team of Duros and Gand will be
waiting for you. In the vanilla game, it simply shifted from the droid
warehouse, to the flophouse, then to Tienn Tubb’s shop. Suffice to say, Nar
Shaddaa received a lot of welcome additions from the mod.

T3, despite being a small little droid, is incredibly versatile. Remember that
droids have weapon attachments – ion strikers for droids, and flamethrowers
for organics. Use those flamethrowers to your advantage. Mira/Hanharr can
suffice as a frontline for fighter for now, or Atton, whoever is capable with a
melee weapon.

Once you reach the refugee square, there’s only one more team of Duros and
Gand bounty hunters to deal with. They’re pesky, and only dangerous if they
get into melee with your ranged fighters. Once they’re killed though, you’re
in the clear. Head over to Tubb’s shop.

6L. The rescue

Before speaking to Tienn Tubb to have your ID signatures changed, you need to
decide who to send aboard Goto’s yacht to rescue the Exile. SAVE. Goto’s
yacht is filled with droids. RCM - Upon getting aboard you’ll immediately come
under attack by HK-50 droids, so HK-47 is out. His self-preservation protocols
prevent him from firing on them.

Suffice to say, you’ve got a lot of options and a lot to consider. T3-M4 is
versatile, he can destroy enemy droids with equipped ion weapons as well as with
ion beam weapon attachments. Mira is also useful, because when she’s party
leader she nor anyone else can set off mines, and there will be A LOT of mines
aboard the yacht. On the other hand Atton is a good meat shield, for as long as
the other party member is alive, Atton will keep getting back up every time
he’s KO’d. Additionally, if you’ve been nurturing your other team mates
and training them into Jedi (such as Disciple or Handmaiden), they can also be
effective frontline fighters with Atton or someone else playing missile support.
That’s just a few options, and it’s up to you to decide. Keep in mind you
can also use Tienn Tubb’s workbench to modify any gear you have equipped for
your rescue party. Remember, you can only take two party members with you, so
think critically and deal accordingly.

RCM: Once you talk to Tienn and decide on a team, there will be another quick
snippet of the Zhug brothers, plotting away again in the cantina. Board the
ship, fight the HK-50 droids, and take a pause before moving ahead. Things are
going to get rough.

Aboard the yacht you’ll find various utility droids. You will need to download
programs from them in order to disable Goto’s yacht and make your escape. Now,
to get the Exile. Once you’re healed up after fighting the HK-50 droids, get
ready for some difficult battles. Energy shields are a necessity here.

Open the door to a short hallway. Four floating mines will be there. You can use
force wave to knock them all out at once. Open the door ahead and you’ll
receive a welcoming party from Goto’s droids, including repair drones. Destroy
the drones, and keep an eye on your team’s shields/HP.

Remember, you don’t need to clear the ship of droids, you’re just here to
get the Exile. Once you get him/her, then you can explore the ship at will. That
being said, the room just to the right is clear if you want to loot. Go back to
the hallway and into the next room. Since you fought the droids there already,
it should be clear. There are two doors – one leads to containment cells, the
other to the next room. Go to the latter. You’ll find more floating droids.
Destroy them and pause.

The next bit can be dangerous. You’ll be fighting battle droids, floating
droids, and shielded automated turrets down a long hallway, at the end of which
is where the Exile is. Suffice to say it’s a lethal bottleneck. If you have a
character with stealth, you can sneak ahead and plant mines to help with the
battle droids. Mind the repair drone too. Once you’re ready, open fire, taking
out the repair drone first. Remember to not fight in the bottleneck, let the
droids come to you. Once they’re clear, then clear out the turrets. At the end
of the hallway is your leader. With their powers, you’ll be unstoppable now.

Scour the ship for utility droids (downloading their programs along the way) and
loot. There’s a large open room with 6 or 7 turrets, that room is the way
forward. If you haven’t checked the rest of the ship yet, do that now before
moving on. There are two doors leading past the turret room, both of which have
a battle droid and fire extinguisher turret each. Go to both rooms and destroy
them. Move ahead, and Goto will deploy the battle droids and mines.

The long hallway ahead is filled with mines. Stealth recover the mines then
clear the droids and move ahead. In the next room you’ll get to a monitoring
station. Beyond the force field are the last of Goto’s battle droids, but
they’re protected by a minefield. You can use one of your unlocked programs
from the utility droids (overload) to set the mines off, destroying the battle
droids as they come after you.

RCM: Goto will chide you as you make progress through the ship, even when you
disable the cloaking device. In the vanilla game, there was no dialogue with him
once you rescued the Exile. The mod did a great job of adding this back in, with
Goto harrying you as you breach further into his ship.

Past the battle droids are two doors leading to the bridge. Recover the mines
and unlock the doors and head inside. In the far right corner is a container,
unlock it to find the last program control. Head to the bridge computer. Unlock
the new program, and use shut down on it – don’t forget to disable the
docking hatch too so you can escape via the Ebon Hawk. Goto’s yacht will now
be revealed to the bounty hunters, who will board the ship and attack you.

The last of the bounty hunters who you didn’t kill, including more Duros and
Gand, will come for you. Even the Twi’lek assassins who Atton defeated will
come back for one more fight. Put them down for good this time. Make your way
back to the Hawk and GTFO. Once you escape, you’re given an amazing scene of
Goto’s yacht being blasted to pieces by Goto’s enemies. Now you can rest
easy.

6M. Aftermath

You regroup back aboard the Hawk. You, Atton, and Hanharr/Mira talk, before
being interrupted. Goto managed to get one of his floating droids aboard. Did
you catch the reference to Return of the Jedi? Shortly thereafter, you auto
travel back to flophouse alley to speak with Master Zez’Kai-Ell.

Ask him all the questions you want, whether light or dark. Additionally, no
matter whether you’re light or dark, you can choose to fight and kill him, or
let him live (“I have no more questions. What happens now?” or “I’ve
heard enough. Prepare to die.”). Follow through on the conversation options,
and whether you fight him or practice spar with him, you’ll learn a new
lightsaber form.

You’ll probably have noticed by now the lightsaber forms. Each of them have
their own distinct strengths and weaknesses. Scroll through them and activate
them to see what they offer.

Once you’re done with Master Zez’Kai Ell, the Exile is alone again in the
flophouse. You’re almost out. RCM - There’s a team of HK-50 droids waiting
just outside the flophouse (and more in the refugee square), so gather a party
before you leave the flophouse.

Once you dispatch the droids, feel free to finish up any side quests before
heading off to Onderon. Nar Shaddaa will remain open to you throughout the game
so whatever you’d like to do. And since you’re still there, talk to Vogga
and Fassa again to complete their side quests.

Back aboard the Hawk, talk with your new party member. Hanharr doesn’t like
mercy, so be blunt and vicious talking to him. Mira, who can be turned into a
Jedi, responds to respect, despite her tough exterior. Both characters carry
their share of baggage with them, keep talking to them more, gaining INF with
them, to unlock their stories. If you need additional INF with Hanharr, there
are still various NPCs you can murder (Tarn, Exchange secretary, anyone you
didn’t talk to in flophouse alley, etc). For Mira, take her with you to treat
Geriel, the sick man in the refugee sector for easy INF. If for some reason you
still need more, take her to Dantooine and show compassion on Akkere, deciding
not to turn him in. Mira is the last of your Jedi padawans, alongside Atton,
Bao-Dur, Disciple/Handmaiden, and Visas.

Check your party member’s skills. Are they high enough now to create the mods
you want? Check in with your party, see if they have anything to offer – or</pre><pre id="faqspan-4">
anything for you to teach them. RCM – One of the features added with the mod
is the ability to teach certain powers and saber forms to your padawans. Kreia
too can organize a sparring session between you and Visas, which is also new to
the mod (the Exile needs to have two sabers equipped, and Visas with just one
for that training to work).

Your next planet is Onderon. You’ll be stuck there temporarily so make sure
your team is equipped for a romp in the jungle. Once you’re ready, get to the
galaxy map and jump to hyperspace.

7. Onderon

The Hawk jets out of hyperspace, and finds a long queue in orbit over Onderon.
Many people are waiting to get into the Iziz starport. It’ll be a long wait.
Or so you think. You receive a message from Colonel Tobin of the Onderonian
Military, who dispatches fighters on you. The bastard! Don’t bother fighting
off the fighters, you have to land on Onderon’s moon no matter what.

Once you land, you, Kreia, and Atton talk about the moon you’re hiding on –
Dxun. Kreia warns Atton to keep the ship in disrepair until you’re finished
here. For now, gather a party and head into the jungle.

7A. Dxun

Make your way up the mountain path, carving your way through hostile wildlife.
You’ll come upon a crashed Republic ship and bodies. Slice the computer and
check it out. Continue up the path, and you’ll find more cannoks, maalraas,
and inoperable battle droids. Repair them (use of a high repair skill will
greatly limit the number of parts needed to repair them) for a massive xp bonus.


At the end of this section you’ll encounter a ship that crashed down because
of the orbital fighting. As it turns out, it was more Zhug brothers. INF – If
you have Mira with you, stick up for her with the “she’s a real bounty
hunter” for INF, even though she talks back at you.
Dispose of the Duros and search the area. Keep moving up the mountain path and
you’ll transition to the next zone.

You’ll get a quick scene with Colonel Tobin and one of his officers. Once
you’re back, keep up the path. RCM – Those HK-50 droids will hunt you
everywhere. At the top of the hill is another team of them. Dispatch them and
move on.

Just to the right of them is an old Mandalorian weapons cache, and a dead
Mandalorian. Loot the area. If you have Thorium charges from Akkere, you can set
them on the cache door and pick up the loot inside. Continue on ahead.

You’ll come to a clearing. Stealthed targets will reveal themselves –
Mandalorians! They mean no harm though. For dark side points and decent xp,
become hostile with them and kill them. Eventually more will show, and order you
to stand down. Or, just simply let the first group escort you to their camp.

7B. The Mandalorian outpost

Who would’a thunk it? The Mandalorians are back on Dxun, rebuilding after
their defeat. You’re led to the Mandalorian leader, Mandalore (Canderous Ordo,
returning from KOTOR1). He tells you if you want to go to Onderon, that you’ll
need to prove your worth. Press him more, and he’ll give you a quest to blow
up another Mandalorian cache, deeper in the jungle. Once you’re done talking
with him, check around the camp to see what else you can do.

- Battle circle: In the back of the camp is a Mandalorian dueling circle. Speak
with the sergeant to organize a fight. Eventually he’ll cease letting you
fight, telling you only a champion can let you fight after they observe you in
battle. To finish, there’s another quest in the jungle you can complete to
continue in the circle.

- Mandalore’s scout: Mandalore’s right hand man, Kelborn, is on patrol in
the jungle. Meet up with him, and he’ll ask if you want to help him deal with
Onderonian military patrols. Do so, finish them off, then regroup with Kelborn.
He’ll mention your deed to Mandalore, and that you’ll be able to compete in
the battle circle again. With HK-47 in the party, respond positively to
Kelborn’s offer (“let’s get to killing!”) for an amusing remark from the
droid, and INF.

- Lost Mandalorian: Speak with Xarga, who is training recruits. He’ll mention
one of his men, Kumus, went missing recently in the jungle and asks you to find
him. There are several opportunities for INF gain here.
INF – For dark side points, kill Kumus by detonating his charges on the ridge.
You’ll gain influence with the usual cadre of violent characters (HK-47,
Visas, G0-T0, Hanharr…Atton is NA at this time). Alternatively, save him for
light side points and INF with Bao-Dur, Handmaiden, or Disciple.

- Hunt a zakkeg: The guard captain at the front of the camp will tell you about
a powerful beast known as the zakkeg. He challenges you to find it and kill it.
If you fought Davrel in the battle circle already, you’ll find him waiting
outside the camp, wishing to fight you to the death. You can either fight and
kill him, or ask him to come help you with the zakkeg.

- Zuka’s repairs: You’ll find Zuka towards the front of the camp working at
a console. He asks you to help him with repairs around the camp, including the
telemetry computer, broken wires, and finding all three pieces of the
phase-pulse converter.

- Mandalorian weapons cache: This is the quest Mandalore gives you personally.
Find the weapons cache deep in the jungle, and set the charges. Be prepared for
a bloody battle – the explosion will rattle the wildlife, who will come
charging at you. Setting down mines before setting the charge can help too.
Clear out the cache, dispose of the droids inside, and check the containers for
decent loot.

Once you’ve finished the quests, head back to Mandalore. Save before talking
to him. He’ll mention your deeds, exit the convo and you’ll be rewarded a
lightsaber. If you don’t like the type of saber, reload and talk to him again.
You’re clear to head to Onderon. Talk to him again, and he’ll begin
preparations.

Kreia will go speak with Mandalore. She and Mandalore have a secret deal
apparently. Very interesting. As Zuka is going about his work, Sith Assassins
come out of hiding and attack the base. Clearly, there’s more happening on
Onderon and Dxun than meets the eye. This next segment is random. Sometimes
Mandalore will interrupt you while you’re fighting, and you’ll auto travel
to Iziz. Other times you’ll be able to clear out a large number of Sith
Assassins. In either case, reload if you want (zip over to the front of the
outpost to fight more Sith, leaving those at the battle circle alone – this
usually delays Mandalore so you can gain more XP), then go with Mandalore to
Iziz.

7C. Iziz starport

You, Mandalore, and a 3rd party member take the shuttle to Iziz. Mandalore is
your final party member. Even though he comes equipped with a blaster, he’s
quite effective in melee, making him a strong frontline fighter too. Remember
that, eventually you’ll need meat tanks for difficult quests. Your Jedi
padawans are good but they’re not battle hardened like Mandalore is.

Level up Mandalore, and head out to the city gate. A guard there stops you. For
INF with HK-47, use force persuade on the guard, then tell him “never stop me
again.” The rest of the docking port has one Aqualish merchant, and a
beast rider who can tell you about events in the city. Alternatively, have Kreia
in the party instead. Use force persuade as normal, then when she lectures you
reply with the ‘that’s a good point’ for INF. Know that there are many
opportunities for INF throughout Iziz. Fortunately you can swap out your 3rd
party member at any time.

7D. Iziz merchant quarter

Head inside to the merchant quarter. Just ahead is a journalist being harassed
by military police. For dark side points, tell the police to round him up. For
light side points, convince the police to let him go. Move on.

There are some needy folks just nearby. They need starport visas, but you
can’t help them at the moment. Remember them though. You’ll meet a handful
of people around who need open visas. You’ll be able to acquire two while in
Iziz, and depending on who you give them to, you’ll earn anything from
credits, gear, and light side/dark side points, along with influence from
certain party members.

Up further in the merchant quarter is a rabble rouser named Ponlar. Regardless
of what you say, an officer orders him to stand down and he does. RCM: In the
right corner further back is another team of HK-50 droids.

In the rest of the game, choosing sides is quite easy. On Dantooine you can
easily choose between the settlers or the mercs. On Nar Shaddaa, Exchange or
refugees. On Telos, Czerka or Ithorians. Onderon is a different matter. By
speaking to locals and showing a preference for either Queen Talia or General
Vaklu, you unofficially cue the game in on who you prefer, so be careful. Vaklu
is the dark side option, while Talia is the light side option. There are
numerous opportunities for INF here. Mandalore supports Vaklu, so in situations
where you can show your support for him, do so and you’ll gain INF with
Mandalore. Remember what I said though about ‘unofficial cues.’

Up ahead you’ll see a Twi’lek and Devaronian discussing politics. If you
agree Vaklu should rule, you’ll earn an INF gain with Mandalore.
If you agreed Talia should be the ruler, then continue on. If you said Vaklu
should rule, you now have some options. The woman standing nearby, Anda, is a
secret agent for Vaklu. You can talk to her and she’ll give you a quest to
eliminate officers loyal to Talia. Agree to work for her, and with either Kreia
or Mira in the party, converse with them for an INF gain. For now though, head
forward to the next zone to find ‘the doc,’ Dhagon Ghent.

Immediately as you enter the next zone, a huge squad of bounty hunters confront
and attack you. No matter. Wipe the floor with their skulls and move forward. Up
ahead is a cantina. You don’t need to go there yet though. Instead head right
where Ghent’s place is, in the back corner. A beast rider will tell you Dhagon
was arrested on murder charges. Looks like it’s up to you to somehow break him
out of prison. Head back to the merchant quarter.

As you head back, you’ll be warned via the Force of another team of bounty
hunters coming to get you. If you have Mira or Hanharr in the party, stick up
for them after the Twi’lek insults them for an INF gain. Alternatively, you
could let them know the bounty for Jedi is off, and they’ll leave you alone.
But where’s the fun in that? Break their faces and slice them up for loot, xp,
and a starport visa. You’ll find someone later who can clear visas for you, so
you can give them to whomever you wish.

When you get back to the merchant quarter you’ll get a scene between Vaklu and
Tobin. They’re sneaky buggers, aren’t they? The next bit is a critical
moment. Ponlar will finally start a riot. Again, be careful and consider all
your options. Nevertheless there are opportunities for INF here.

- Supporting the riot: If you want to revel in the carnage, having either
Hanharr or HK-47 in the party will gain you INF with them (and probably Visas
too). Mandalore will question your indiscretion, tell him you have to show your
support for Vaklu somehow for an INF gain with him.

- Stopping the riot: Your more sensible characters will respond positively if
you stop the riot and bloodshed. If you use the 2nd tier of force persuade
(dominate mind), you’ll gain INF with Bao-Dur, Disciple, and Handmaiden.
Alternatively, if you only have the 1st tier (affect mind), you’ll gain INF
with Goto and T3-M4. Alternatively, if you opt to stay out of the whole thing,
you’ll gain INF with Mira.

Whatever you decide, finish up there and move on. Speak to Captain Riiken about
Dhagon Ghent. You’ll get the quest for freeing him from prison.

7E. Dhagon Ghent

Head to the cantina. It’s time to do some P.I. work on behalf of Dhagon. You
need him just as much as he needs you. Suffice to say, this quest is annoying
because it’s a lot of back and forth monotony, so we’ll take it one step at
a time.

- Once inside the cantina, find the beast rider’s private lounge. Speak to
Panar, and he’ll tell you about Dhagon and Cpt. Sullio.

- Go speak to Nikko, the dude with a boyish face and rosy cheeks. Learn from him
about the crime scene.

- Head outside to where the blood on the ground is. Search the broken droid
nearby.

- Go back into the cantina and speak with Panar. He’ll tell you there’s a
droid merchant in the square that scavenges broken parts. Head back outside.

- The droid merchant is in the far corner of the square, across from Dhagon
Ghent’s place. Buy the serving droid’s head from him. INF – Bring Goto
with you, and use one of the lower convo options to reset him. Goto will admire
the “economic advantage” and you’ll gain INF with him.

- Speak to Kiph and recover the data from the droid’s head. Kiph is also the
guy who can slice starport visas so you can give them to NPCs for rewards.

- Once you get the recovered data, head back to Nikko and show it to him. Save
before talking to him. He’ll take you to Cpt. Riiken and show it to him. A
bigwig officer comes by to argue with all of you about it, but now Dhagon Ghent
is free.

You meet Dhagon Ghent at his place. He wants to help you find Master Kavar but
he needs his holodisks back to do so. He tells you Bakkel’s beast rider gang
cleaned him out. They’re in the cantina. After you’re done talking with him
you’ll be awarded a lightsaber. If you don’t like the style of saber, just
reload.

7F. Bakkel’s gang

Bakkel is a beast rider in the cantina. Her and her gang run this area, and now
it’s up to you to deal with them. Head inside to confront her. Inevitably a
fight breaks out. Kill her and loot the bodies. You’ll get the holodisks, and
another starport visa. Before you go back to Ghent, you should make use of those
visas.

Go to Kiph. He’ll slice them for you, 500 each. No matter though, the rewards
for giving them out to various folks in Iziz are worth it. I’ll go through
each person wanting a visa.

- Terlyn: She’s the woman with the two children near the entrance to the
merchant quarter. Giving her a visa will net you INF with Handmaiden, Disciple,
or Visas, and LS points.

- Gormo: He’s a Duros captain in the cantina. He can buy a visa from you for
500 credits.

- Tolas: An elderly man in the merchant quarter, standing next to Terlyn and her
children. He’ll buy a visa for 2,000 credits. With force persuade you can get
3,000 credits out of him instead.

- Sakarie: She’s secretly an Exchange saboteur. She’s located in the
cantina. She has different items she can offer you for a visa, including money,
a weapon, or a (dark side only) lightsaber crystal. Giving a visa to her will
yield INF with Goto or Hanharr.

- Xaart: He’s a Republic spy. You can find him in the cantina. Offering a visa
to him will yield INF from Handmaiden, Disciple, or Bao-Dur.

Once you’re done with the visas, it’s time to give the holodisks to Dhagon.
After you give them to him, you’ll auto-travel back to the cantina to speak
with Kavar.

7G. Master Kavar

You finally meet Kavar. Your discussion is cut short though, when Colonel Tobin
barges in with his men. Kavar flees, with Tobin on his heels. Tobin warns his
men not to kill any civilians. There are opportunities for INF here.

- Kill civilians: You can gain INF with the usual violent party members by
encouraging them to engage in slaughter with non-combatants. This includes
Visas, HK-47, and Hanharr.

- Watch your fire: Alternatively you can gain INF with the sensible party
members by warning them to be cautious. This includes Handmaiden and Disciple.

Provided you sided with Vaklu in showing support for him in the merchant quarter
(Ponlar’s riot, discussion with the Twi’lek and Devaronian, and assisting
Anda by killing Talia’s officers), Tobin will come back to meet with you. You
and he plot together. If you didn’t show support for Vaklu, the game will
automatically guide you on the Talia plotline. Finish Tobin’s men and flee
back to the starport. You will be attacked by more of them, along with hacked
turrets at the merchant quarter gate, all the way back to the shuttle. RCM –
There’s another team of HK-50 droids waiting for you at the shuttle. Dispose
of them then GTFO.

Speaking of HK droids, it would be wise to disarm HK-47 before getting back to
your shuttle. Why? By now you’ve probably destroyed enough teams of HK-50
droids that you’ll soon get a scene on the Hawk where HK-47 tortures one in
order to learn where they came from. This is a cool scene and all, but the
problem is the game automatically disarms HK-47 and removes his weapon from your
inventory…completely. I’ve lost some  powerful rifles over the years to
this, and I doubt you want to reload a save just for that. In any case, whether
you disarm him now or when you get back to Dxun (you won’t immediately fast
travel to the Hawk until you tell the guide to escort you) doesn’t matter,
just make sure you do BEFORE going back to the Hawk.

7H. Return to Dxun

In order to finish Onderon’s main quest, you’ll need to finish another
planet. Mandalore opts to travel with the Exile, leaving Kelborn in charge. You
can scour the Mandalorian outpost for loot left behind when the Sith Assassins
were killed off. Additionally, now with Mandalore in the party, you can loot his
personal quarters.

By now your party has probably leveled up enough to be able to create top tier
mods for weapons and armor. You can use the workbench at the outpost to create
powerful mods for blasters, sabers, armor, and standard melee weapons.

Remember how I told you to leave Dantooine be? That’s where you’re going
next. When you’re ready to head back to the Hawk, speak to the guide and
he’ll escort you back.

RCM - Once onboard the Hawk, you’ll probably have killed enough teams of HK-50
droids that HK-47 will interrogate and torture one to learn the location of
their factory.

As for Mandalore, you now have a solid tank, sans lightsaber. Did you encounter
recalcitrant Mandalorians on Dantooine and Nar Shaddaa? Take Mandalore to them
so he can recruit them to join Clan Ordo on Dxun. You gain INF with Mandalore by
recruiting those clans on Dantooine and Nar Shaddaa. RCM – On Dantooine,
Mandalore will fight Esok (the red armored Mandalorian) alone.

RCM - Speaking of Mandalore, talk to T3-M4 about him. In the same way R2-D2
remembered Obi-Wan Kenobi, T3-M4 remembers Mandalore during their adventures
from KOTOR1. If you have enough INF with T3-M4, he’ll show you a very
interesting holo of Revan giving Canderous one last, albeit very important,
order. Additionally, you might have found another holo of T3-M4’s last owner,
and her orders to T3-M4…provided you have the INF.

8A. Dantooine Revisited

Dantooine is as you left it. The mercs and settlers are waiting for you to make
a move. Who will you support? If you decide to support the settlers, go to
Khoonda and finalize the preparations with Zherron. If you wish to support the
mercs, go back and speak to Azkul.

RCM – In the vanilla game, the battle was restricted to a cutscene of fighting
outside Khoonda, before it shifted to the Exile fighting either the settlers or
the mercs inside Khoonda. Now with the mod, the battle has been extended to the
exterior of Khoonda, front and back. Whether you decide to fight with the
settlers or mercs, you can opt to defend the front or back of Khoonda, or attack
it from one of the two sides. After several waves of settlers or mercs, the
battle will shift inside, where the Exile can decide the fate of the battle.

Once the dust settles, you and Vrook will speak. Naturally he’ll be hostile to
you if you sided with mercs, and you’ll be forced to kill him. Alternatively,
if light side, he’ll still teach you a saber form, albeit in his arrogant,
smug tone.

Once you’ve finished with Khoonda, it’s time to head back to the ship. RCM
– There’s another team of HK-50 droids waiting for you at the landing pad.

8B. Prepare for war

Once you’re back on the ship you’ll get a message from Kelborn. The
Onderonian Civil War is in full swing, but Vaklu/Talia needs your help. Before
you go back to Dxun make sure you have teams ready for battle. You will have to
divide your party and fight two different battles at once.

Your first team will conduct a commando raid on a Sith temple on Dxun. This team
will consist of nothing but your party members, while the Exile, Kreia, and a
3rd member will take a Basilisk war droid to Iziz to support Talia/Vaklu. For
that reason, ensure your ‘NPC’ team is ready. They will face a tougher
challenge than the PC’s team.

I’ll tell you a bit of how I usually run this part. For my Iziz team, I always
bring Atton with me and Kreia. Atton is excellent ranged support, and his
stealth/security/demo abilities come in handy while at the palace. Dual wielding
powerful pistols, I usually control him while I let Kreia and the Exile go hog
wild with lightsabers in melee. For that matter, have Kreia level up your ‘pet
crystal.’ Every time you level up, have her examine the crystal.

For the Dxun team, it changes a lot based on alignment and gender. Because a
male Exile will always have the Handmaiden and a female Exile the Disciple,
they’re usually pretty powerful to have as frontline fighters (by now
hopefully you’ve turned them into Jedi). Ranged support depends on alignment.
Light side Exiles always get Mira, and in addition to her ranged support her
ability to not trigger mines while team leader is incredibly useful.
Alternatively, HK-47 is strong enough at this point too. Your 3rd member should
be a tank. Hanharr is great to bring, and since you just built up Mandalore too,
he’s equally effective. That being said, here’s my usual teams:

Iziz: Exile/Kreia/Atton
Dxun: Disciple/Mira/Mandalore; Handmaiden/Mira/Mandalore;
Disciple/Hanharr/HK-47; Handmaiden/Hanharr/HK-47

The remaining party members (Goto, Bao-Dur, T3-M4, Visas), I’ve never been
keen on using in main quests. Goto is an insufferable jerk, T3-M4 is versatile
but slow, and Bao-Dur always gets owned no matter how much you level him up. And
Visas is decent, but after one playthrough many years ago where Handmaiden
became terribly jealous and I was unable to turn her into a Jedi, I’m quite
hesitant on using Visas. Unless you’re playing a female Exile then you’re in
the clear, otherwise, yah…

That being said, once your teams are equipped (check to see what mods you’re
able to construct for weapons and armor too), fly back to Dxun.

9. Onderonian Civil War

Travel to Dxun and use the Mandalorian soldier to auto-travel to the outpost.
Your whole team will meet with Kelborn and Mandalore. The dialogue will differ
based on whether you supported Vaklu or Talia but the way forward remains the
same. Kreia will task you with picking a leader for the Dxun team, and two
others to go with them.

RCM – In the vanilla game, once you picked your choices, you were locked in
and auto-traveled to your ‘commando’ team’s position in the jungle. Saving
right as you got to Dxun, before you spoke to the guide, was the best way to
ensure you could have a quick pause before continuing the quest. With the mod,
you can now exit the conversation with Kreia, and run about the outpost as you
see fit.

9A. Team Dxun

Your team embarks. Xarga has led you to the outer reaches of the Sith Temple
where Darth Nihlius’ forces are based. The tunnel ahead has only two threats:
some bomas and a bunch of frag mines. You have a few options. Stealth recover
the mines and work your way to the sensor to disable it, or (with Mira) simply
walk over the mines and don’t worry about triggering them. If you trip the
sensor only two Sith troopers come to investigate so no big deal.

As you make it out of the tunnel, you come within sight of the Sith temple.
It’s massive. Deal with the nearby boma and clear out the small camp next to
the freighter. It’s just a few Sith troopers and an officer (and turrets). You
can use the console there to look at logs, as well as disrupt the Sith defenses
on the temple exterior.

From the logs you find the temple houses the body of the ancient Sith Lord,
Freedon Nadd. If you’ve read the old Star Wars comics, you’ll recognize the
name immediately. KOTOR1 and 2 are amazing, not just for their storytelling
ability, but for their connections to other Star Wars materials, canon and EU.
The two games are essentially spiritual successors to the Tales of the Jedi
comics that came out in the mid 90s.

When you’re ready approach the temple exterior. It’s heavily guarded by Sith
troopers, beasts, and Dark Jedi. Reinforcements spawn as you get to the top so
watch to make sure you’re not flanked. Breach inside, dealing with Sith Lords
on the way.

9B. Freedon Nadd’s tomb

Xarga regroups with you and tells you about the tomb, and Freedon Nadd. Continue
on ahead. You’ll get to a four way intersection. Go either left or right
first, neither matters. You’ll encounter battle droids and Sith troopers on
either wing.

The right wing has an inoperable battle droid. You can repair it and send it
into patrol mode, killing any Sith it finds along the way. There’s also a
source of dark side power nearby. Leave it alone, bask in it, or try and resist.
The terminal gives you a puzzle to try and figure out, the reward being loot.
Fortunately, I got the puzzle right here. In order, the equation is multiply,
subtract, add, multiply. Power up the terminal and unlock your prize. Also in
the right wing is a workbench if you want to mod any of your gear.

The left wing has no source of power but there is a medical droid you can
repair. The terminal there offers a different puzzle. To unlock the loot, the
correct answer is core module C.

Head back down. You’ll find the central chamber of the temple, but to get
further you’ll have to unlock the doors. Whether you go on the left or right
wing doesn’t matter, but explore both anyway for loot and to encounter another
source of dark side power. You’ll deal with more beasts in both wings, along
with Dark Jedi and Sith troopers, and encounter reinforcements as you head back
to the central chamber.

Once the chamber door is unlocked, proceed down the ramp. You’ll encounter
some Sith troopers and an officer. At the very end is the tomb itself, where
three strong Sith lords await you. Be ready for a tough fight.

Once you finish them off, explore the back of the tomb. You’ll see Xarga
running up to meet with you, but go explore the tomb. You’ll find the broken
remains of Freedon Nadd. Loot his old decrepit corpse (and the other urns
nearby), go to Xarga and Save before talking to him. After you do, you
auto-travel to the main battle on Iziz, with the Exile, Kreia, and another party
member.

9C. The Battle of Iziz

You land the Basilisk in the merchant quarter. After the dust settles from the
battle, you meet with either Vaklu, or Captain Bostuco near the sky ramp. They
direct you to lead the assault up the sky ramp to the royal palace, where Queen
Talia is. INF – If you bring Mandalore with you to Iziz, he’ll remark about
the last time Mandalorians landed Basilisks in the city. Comment on how the
Mandalorians have made a lasting impact on the Onderonians for easy INF.

The battle for the sky ramp is pretty straightforward. You’ll encounter dozens
of Onderonian soldiers (and Sith if fighting against Vaklu), regardless of who
you’re fighting for. Eventually you’ll come to a portion of the sky ramp
that’s blocked off with a force field. Break into the turret tower to
deactivate the force field, and to operate the turret to shoot down enemy
fighters. The building across from it is a soldier barracks, clear that out too
for loot and xp.

Continuing up the sky ramp, you’ll encounter lots of mines. More than likely
the battle will be going too fast for you to do anything about them but alas. At
the top of the sky ramp will be more soldiers (and Sith if fighting Vaklu).
Dispose of them and get inside the palace.

9D. The Royal Palace

There’s a Sith beast trying to break down the inner door to the Queen’s
chambers. It’ll hold for a while but you need to unlock the doors to get to
the beast. You’ll need to clear out both the east and west wings of the
Palace, and unlock the doors via consoles located in control rooms in both
wings.

The east (right) wing of the palace is guarded with mines and troops. It’s
also where the enemy slicer is. Traverse the mines with stealth recover and push
ahead. You’ll go through a few rooms of battle droids and troops, but
eventually you’ll reach the slicer, Kiph. No matter what side you’re on, he
will have been hired by the opposing side. For obvious dark side points, kill
him where he stands. Alternatively, let him go or have him arrested. Access his
computer and shut down the security terminal. You can talk to the officer there
to fast travel you back to main hub.

Time to head to the west wing. This area is less guarded but you’ll encounter
Sith and their beasts. Additionally, the palace museum is also there, filled
with valuable loot. Beware the poison gas security system in the adjoining room.
Towards the end of the west wing is the other control room, and Talia’s bed
chambers. There’s a puzzle to get into her room but I have the code for you:
66, 45, 39. One of the containers inside is tough to unlock so equip additional
gear (with skill buffs) if necessary or use a security tunneler. Proceed into
the control room to unlock the door with the codes from the east wing. Talk to
the officer there to fast travel back to the hub.

Light or dark, you’ll assault the throne room and have to deal with the drexl.
Tobin will foolishly try and pass it but is KO’d. The drexl is shielded and
comes with tons of HP so chop it to pieces as fast as possible and get inside
the throne room. If the Exile has trained in battle meditation, he/she can use
it to inspire allied soldiers.

Join in the battle and finish off the soldiers. The scene will play out
differently based on whether you sided with Vaklu or Talia. RCM – In the
vanilla game, after killing the soldiers, you would automatically shift to
dealing with Kavar, and Vaklu/Talia. With the mod, you can pause before speaking
to them, allowing you time to collect loot. Playing through, I just picked up a
micro-pulse blaster from one of the soldiers, which is one of the strongest
pistols (next to the elite watchman blaster) in the game.

INF – If fighting for Talia, you will eventually interrupt Vaklu and Talia’s
duel. Vaklu will order his men to fire on Talia but you’ll jump in in the nick
of time and be able to kill the last of his soldiers. At the very end, you’ll
be given a choice on what to do with Vaklu. Despite what Kreia says, tell her
it’s the Queen’s decision, not yours, for an INF gain.

If fighting Kavar, he’ll do a fair amount of damage. Use any viable saber
forms you’ve learned so far that are effective against single opponents or
Jedi. If you supported Talia, you’ll be able to speak to him and he’ll teach
you a new saber form.

If you supported Talia, you’ll see a quick scene of Kreia reviving Tobin.
Kreia will manipulate him into reporting back to Darth Nihlius that the Jedi are
on Telos. Remember that, this is an important plot point that will come back
into play later on.

So, that’s that. Nar Shaddaa, Dantooine, and Onderon all finished. You’ve
essentially beaten the majority of the game, the real meat and potatoes of
KOTOR2. There are still challenges ahead but you’ve beaten the best the game
had to offer you. By now you should be around lvl 25, the most difficult enemies
behind you. Everything else is smooth sailing now – you’re epic level, which
means most enemies will fall beneath your power.

But, you’re still not done. Korriban remains, and finding the last Jedi
Council member – Master Lonna Vash. Still before you embark, check in on your
team, make sure they’re leveled up, level up your ‘pet crystal,’ create
any mods, etc. Never hesitate to do a little bit of management on your party.

10. Korriban

Once you land, your team gathers round the main hold. Talk with them then head
out. Once you exit, you’re given a view of the Valley of the Sith Lords.
Korriban is not the ‘crown jewel’ of the Sith as it was in KOTOR1. Now
it’s a waste land.

10A. Valley of the Sith Lords
There are four massive tombs lining the valley. Approach them and Kreia will
offer you history lessons. INF – Once you get to Ajunta Pall’s tomb, Kreia
will mock Pall. If you set Revan to LS, you can offer her the ‘redemption’
line for an INF gain and LS points.

Also throughout the valley are Sith corpses. Don’t mind Kreia’s warning,
some Sith beasts attack you if you loot the corpses but they’re easily taken
care of. Head up the mountain path. RCM – With Korriban as your last planet,
you’ll encounter one last team of HK-50 droids on the path.

Up the path will be the entrance to a shyrack cave. Again ignore Kreia’s
warning (you’ll see why later). Head inside.

10B. The shyrak cave

The cave is filled with hostile beasts, and various loot. Explore the whole
cave. Once you cross a bridge, stealthed Sith Assassins will attack you. Clearly
Korriban isn’t as lifeless as it appeared. Dispose of them and continue to the
other side. Deal with any beasts you find, and continue left. Kill the hidden
hsiss and you’ll find the entrance to Ludo Kressh’s tomb. Head inside but
know you’ll be alone for it. No matter, you’ll be fine.

RCM – Your party will now remark on why they can’t go into the tomb with
you. Before, you would simply receive a warning from Kreia then go in without a
word. Now your team will say things and let you go in solo.

10C. Ludo Kressh’s tomb

Before you begin, know the tomb is more about character development than it is
about fighting or loot. KOTOR2, in all its glory, is really about finding out
who you are set within the framework of Star Wars. The game is about discovering
who the Exile is, what motivates them, why they did what they did back then, and
why they do what they do now. Having the Star Wars mantle just helps shape the
overarching plot. It’s brilliant. For that matter, this next bit will be
mostly hands off. I won’t tell how you how to deal with the visions. This is
your character.

Moving on. The tomb plays mind tricks on unsuspecting visitors. You first come
upon a vision of the past – Malak, Jedi Knight, recruiting other Jedi to help
him and Revan fight the Mandalorians. Deal with the vision as you see fit.
Explore the hallways to your left and right before moving ahead. You’ll find
more shyrak, and loot. Once you’re done with them, then go forward down a long
hallway. You’ll find a severed arm with a datapad. In the next room is a nest
of shyrak. Herd them together and then use force lightning to wipe them out.
Continue on down the hallway.

You’ll find another vision. You’re taken back to the Battle of Dxun during
the Mandalorian Wars. Either recover the mines, or send your troops forward.
Deal with the vision as you see fit. Either way Mandalorian troops will appear
to fight you and your men. Deal with them. Search the two rooms on either side,
then continue forward.

At the end of the hallway is a room with a stealthed hsiss. Dispatch it and go
down the hallway to your right. At the end you’ll get into a room and discover
the body of a dead Jedi, finishing the small side quest the tomb offers. When
you loot the body hidden hsiss will appear to attack you. Finish them and go
back the way you came, down the opposite hallway.

At the end of the hallway is another vision – this time of the present. Speak
with ‘Kreia’ and deal with the vision as you see fit. Continue down the
hallway to the final test.

You come face to face with Revan, and the dark specter of who you could be, if
the Exile had joined Revan in the Jedi Civil War. RCM – In the vanilla game,
the Exile would disappear, and you’d fight only Revan. Now you fight both
visions. In any case, finish them, loot the room, and exit.

You’ll exit back out into the cave. Reassemble your team, and exit the cave
back the way you came.

10D. Sith Academy

You’re not finished yet though. With your team, head up the path to the
entrance to the Sith Academy. Deal with the tu’kata and go inside.

You’re not the only one here. Darth Sion and his Sith Assassins stalk the
academy. But you still have to find Lonna Vash, and find a way to unlock the
door behind you to escape. Deal with the Tu’kata in the first room and head
into the hub up the walkway.

There are two Sith Assassins there. Deal with them, and then keep going forward.
In KOTOR1, this was the exit to head into Dreshdae, the small spaceport that was
situated next to the academy. The door closes behind you though. Kill the Sith
inside to unlock the door back to the main hub.

Head downstairs into the dorms. There are more Tu’kata, and Sith Assassins.
Loot everything you find. In one of the rooms you’ll find a datapad for new
Sith recruits. Load it into one of the working consoles in the other rooms and
follow the on-screen instructions.

You first need to enter your student ID. You probably didn’t remember the
whole thing but that’s okay, I got you. Select option two. You can access the
library (which houses Thorium charges you can use to blow open the door at the
end of the dorms), but for now take the written test. The answers are as
follows, in order: Freedon Nadd, twenty, gizka, I always lie,
passion-strength-power-victory.

Completing the test properly unlocks the training room. For now, head to the
library to check it out. You can access it from the main hub.

Adjacent to the library is another dormitory, check it out too. In the library
is more loot, and the charges. Take the charges back down to the dorms to blow
open the door. Inside are two lockers and a Sith holocron. Loot the lockers and
check the holocron. If you told Atton that Revan had gone to the dark side,
you’ll see a very interesting holo log from a dark sided Bastila Shan. No
matter. Head to the training room. It’s time to find Lonna Vash.

Go right at the top. You’ll find more stealthed Sith Assassins. Kill them and
go into the training room. Access the console and kill the Tu’kata. Access the
console again to unlock the opposite room, where you’ll find Lonna Vash.

Not surprisingly, she’s dead, and has been for some time. Use her datapad to
unlock the doors back to the valley. Your quest is done. It’s time to meet the
Jedi Council again, at the Dantooine Jedi Enclave.

Alternatively, if you have M4-78 installed, this is where that mod’s tie-in
occurs. Instead of finding Lonna Vash’s corpse, you’ll find a bag. Loot it,
check the computer, find another datapad stuck in there, and you’ll get a holo
of Lonna Vash and her padawan.

On your way out, you’re stopped by Darth Sion and his minions. Speak with him,
then fight him. Eventually Kreia will warn you to run, Sion is unable to be
killed here on Korriban. You flee, and make your way outside the academy.

Now you see why I told you to investigate the cave first. Why would you want to
stay on Korriban while Darth Sion is after you? In any case, your quest is
finished. Head back to the Hawk. It’s time to head back to Dantooine.

10E. M4-78

I won’t write a full walkthrough of the M4-78 mod, but I will give a quick
overview to get you to the main action. M4-78 is a nice charming little mod,
very telling of the dedicated modders who put it together (some of whom provided
their own voice work). Basically with M4-78 there’s a few key chapters you
have to get through to find Lonna Vash and her padawan. The first part of the
planet can be confusing, after which everything is pretty straightforward. That
being said I’ll stick to just the first bits of the mod, and trust you get the
rest just by playing through.

First things first, you need to find M4-78 on the galaxy map. That’ll be
difficult however considering Kaah deleted the planet’s coordinates. So, talk
to T3-M4 and have him repair Kaah’s datapad to scour the coordinates from
that. Once you have it, hit the galaxy map and travel there.

You’ll get a nice little scene of your entire party assembled on the landing
pad, with some choice remarks from Kreia, Atton, HK-47 and Goto. Head out and
speak with the droid out front. He won’t let you inside but he will let one of
your droids in. T3-M4 seems like an optimal choice but since he doesn’t speak
basic, your best bet is HK-47.

The first segment here involves shutting down the poisonous gas. Take HK inside
into the central zone. You’ll be met by a greeter droid. Talk with him. Time
to head to the vent chamber.

- Speak to IS-18 at the vent chamber.

- Speak to IS-02 in droid manufacturing.

- Go to the central zone computer. You’ll be attacked by guard droids there.
Access the computer and transfer the codes to the vent chamber.

- Return to IS-18. You’ll be stopped by security droids on the way over.
Either destroy them or persuade them to let you pass. Keep in mind the number of
droids you’ve destroyed. You’ll need to input the exact number of droids on
the planet into IS-18’s computer.

Once that’s finished, you’ll have cut the poison gas and made it safe for
the rest of the party to go inside. Now you need to get past the door at the end
of the vent chamber to speak to the industrial zone archon.

- Go to the vent chamber computer at the very end, and play the logs.
- Speak to IS-43, near manufacturing.

- Go to the central zone computer again and upload a sanitary report, which will
cause the cleaner droids to malfunction.

- You’ll find the memory core you need in a cleaning droid in the long hallway
between manufacturing and the central zone/industrial zone exit.

- Once you find the memory core, take it to the maintenance droid in the central
zone. He’ll tell you it belongs to CS-45.

- Speak to CS-45 nearby. For dark side points, destroy him to open the gate, or
(light side points) convince him logically he needs to shut himself down and
report to maintenance.

With that done, all you need left is to gain access to the environmental zone
where Kaah, and presumably, Lonna Vash are. Head back to the large gate at the
end of the vent chamber and head inside. You’ll be greeted by a large droid.

- There’s a workshop nearby. Speak to the maintenance droid inside about
I1-01. He’ll deny seeing him.

- Access the console in the same area to view a camera feed of I1-01 being
destroyed. Go speak to the maintenance droid again and have him repair the feed.

- Go to R&D, to the very end. Speak to IS-56 to see about reconstructing I1-01.

- Speak to droid designer IS-84.

- Speak with droid tester IS-99.

- Go to diagnostic/droid manufacturing to gain I1-02’s permission to speak to
IS-24, the industrial archon.

- Speak to IS-24 to gain his permission to go to the environmental zone. It can
be accessed via the central zone.

There you have it. I hope I saved you a headache, because that first bit of the
mod can be a real pain trying to figure out. The rest of the mod is pretty
straightforward. Breach the environmental zone, battle through Kaah’s droids
(lots of mines too so having a party member with demo skills is handy), confront
Kaah, then go find Lonna Vash. Before I leave you to it though, a few words of
advice:

- DON’T KILL KAAH. It’s literally game breaking. Instead, persuade him to
let you speak to ES-05. After he accesses the console and gives you permission,
then you can kill him.

- Before you fight Kaah, you’ll fight a surprisingly difficult boss battle
against a large construction droid and some regular battle droids, all of whom
are stacked with massive amounts of hitpoints. Keep an eye on your party’s
health, and drop life support packs/force heal when necessary.

- After defeating Kaah and speaking to ES-05, the game won’t let you use the
escort droid to zip back to the central zone, you’ll have to hoof it. There
will be yet another trio of HK-50 droids on the way back.

- The power station puzzle is not as bad as you think. Here’s the trick:
Activate all four of them by inserting the power cores. Then, go to two opposing
ones (opposite from each other, not directly connected), such as 1/3 or 2/4,
turn them both off, then both on again.

11A. Dantooine finale

It would be wise, at this juncture, to make sure your party is ready. There are
a lot of moving pieces coming up, so ensuring your party is properly equipped is
key. If need be, head to Nar Shaddaa and use Tienn Tubb’s workbench to make
any weapon/armor mods for your party.

For starters, make sure HK-47 is armed and ready to kill. He’ll conduct a
one-droid commando raid on the HK-50 factory. An ion weapon, fully modded, is
highly recommended. Make sure too that HK-47 is outfitted with your best droid
gear (and anti-droid attachments such as ion beams), and that you have plenty of
droid shields.

Next, make sure Mandalore and Visas are properly armed too. They’ll come with
you to take down Visas’ master, Darth Nihlius, aboard his ship. Make sure
Mandalore at least has a good solid melee weapon for your fight with Darth
Nihlius himself.

If you’re playing a male Exile, make sure Handmaiden is ready. She’ll
confront her Echani sisters, and Atris, at the Telosian academy.

If you’re light side, make sure Mira is armed for a rematch with Hanharr.
He’ll hunt her down in the final level of the game.

Also be sure to have two party members ready for a battle with Darth Nihlius’
forces at Citadel Station, before boarding his ship with Visas and Mandalore.
This section is very short but have a party ready anyway. It is essentially the
last time you can fight enemies with a party of your choosing, before the plot
forces you down a linear path.

Atton will come under attack by Sion much later. Make sure he’s ready for a
battle with lightsabers, or if you didn’t turn him into a Jedi, then a good
melee weapon or two.

If you have any remaining quests you’d like to finish, do so now.

Finally, remember all those chemicals you’ve picked up along the way? Time to
use them, if you haven’t already. You can find a lab bench in Khoonda’s
medbay (and in the Ebon Hawk’s medbay), where you can churn out plenty of life
support packs. While you’re at it, create ion grenades too. They’ll be
incredibly handy for HK-47’s attack on the droid factory.

Lastly, disarm Kreia of her weapon and any gear she has. She won’t need any of
it after the enclave.

11B. Dantooine enclave

RCM – There’s a quick scene of Tobin speaking to Darth Nihlius about the
Telosian Jedi Academy, having been manipulated by Kreia. This may be only
viewable if playing on the light side plotline, however.

Once you’re fully ready, head to the enclave. You can go in alone, or with
Kreia. For story purposes, bring her though. Don’t bother bringing another
party member though. The plot will move quickly and they won’t be present for
the following events anyway.

The events proceeding vary heavily, depending on if you killed any of the Jedi
Masters, or whether you let them live. This is a major critical moment for the
Exile, and his/her party. It’s also a major moment of character development,
as well as a massive plot shift. If you have the ‘extended enclave’ mod
installed, the dialogue is further modified from the RCM’s own changes, which
are extensive. Suffice to say, the enclave mod changed the dialogue
significantly (light and dark side), along with other bits (Visas confronting
Kreia, the Exile’s companions and their inner thoughts, Sion confronting
Nihlius, etc), and that’s all I’ll say for that.

Once you’re done meeting with the Jedi, scour the enclave for loot. You’ll
notice you’ve learned a new power, dependent on your alignment. When you’re
finished, find the exit.

You’ll auto-travel back to the Hawk, where you’ll meet with Atton. Once you
leave, you’ll see a scene of the Exile meditating in the crew quarters (the
same crew quarters where Revan and Bastila kissed in KOTOR1). Depending on your
PC’s gender, and how much influence they have with certain romance options,
the scene can play out in whatever way you choose to.

11C. Confronting Atris

Kreia will meet Atris and speak to her, convincing Atris into finally admitting
and accepting that she’s fallen to the dark side.

RCM – With the mod, the dialogue between the two has been extended, most
notably with Kreia’s line saying that it was Revan, not Malak, that ordered
Telos’ destruction. This is in contrast to what was established in KOTOR1,
that it was Darth Malak that destroyed Telos. Though it could be explained that
Revan ordered Malak to destroy it. In either case, you’ll also learn that it
was Kreia who had the PC exiled to begin with, further deepening the ties
between the two.

If you’re playing a male Exile, the Handmaiden will have taken Kreia to Atris
personally. You then take control of the Handmaiden. RCM – In the vanilla
game, the fight between Brianna and her sisters was cut, and you would simply
fight Atris before the Exile showed up. With the mod, you can now fight her
sisters. You can KO each of them, and for dark side points, deliver killing
blows on each.

After dealing with the sisters, Handmaiden will fight Atris. Despite defeating
her, Atris will unleash force lightning on her, torturing her until the Exile
arrives to fight her.

As a female Exile, you simply land the Hawk in the academy hangar, then head
inside to fight Atris.

In either case, after beating Atris for the first time, she retreats to her
personal quarters, filled with Sith holocrons. You follow her and fight her
more. After she’s had enough, she yields. This is a critical moment of
character development – what will the Exile do with Atris? Execute her? Let
her live? Let her go mad with the Sith holocrons? However you decide to deal
with her, once you finish it’s time to head out. The Sith are attacking
Citadel Station.

12A. HK-50 factory

Before the big showdown, HK-47 has some unfinished business to attend to. Those
pesky clones of his need to be dealt with. This entire section of the game is
courtesy of the RCM, and it’s great. HK-47 goes on a lone rampage. It can be
technical at first, but once you get over that curve, its battle after battle.

On one final note, don’t be afraid to deploy shields. Be extremely liberal
with them. Last thing you want is to be in a huge firefight dropping repair kits
and holding onto that last scrap of hit points and hating life throughout this
whole section.
</pre><pre id="faqspan-5">
You’ll take control of HK-47 in a very familiar looking area – the
underground Telos base. Yah you guessed it, the HK-50 factory is right below it.
Move forward and take the elevator down. You’ll get a scene of three HK-50
droids checking on the intruder.

You’ll arrive in a security control room but there’s not much you can do
with the consoles. There are turrets on either side of the elevator so deploy a
shield and deal with them. Now here’s where it gets technical. HK-47 and his
bastardized clones are unable to attack each other due to their
self-preservation programming, so HK-47 has to remove that.

You have three wings to go to. First head right down the hallway. Just click on
the force field to remove it. Dispose of the droids and turrets you find on your
way and you’ll enter the reactor control room. Go to the console in the back
and attempt to shut down the reactor. You’ll be mocked by your clones but now
you know you need to shut down communications. Go back up.

Head to the wing immediately opposite the reactor core. Head up the walkway and
deal with more droids. In the very back is a control room (note the hologram of
Telos) and a console, use the console to shut down communications. This will
deter your clones from stopping you in your mission. Go back to the main area
and go to the last area you haven’t touched yet – manufacturing.

You’ll fight a few more droids. Head right to head to manufacturing. Access
the console and you’ll discover there’s a new generation of HK droids being
made. Very interesting. Use the pull chain and a maintenance droid will come out
of the locked room nearby. Use it to tamper with HK-47’s memory so he can shut
down the reactor. Check the storage room where it came from, and you’ll find
another droid, check with it and you’ll receive a core template uploader.
You’ll need it for later.

Scour the rest of the area, and you’ll find more loot along with a firing
range being used by HK-50 droids. They can’t hurt you and you can’t hurt
them so ignore them for now and head back to the reactor.

With communications out, you can now shut down the reactor as well as open all
security doors, the latter giving you access to the main factory (the doors
behind the elevator). Go to the reactor console and do so. Save. Be prepared for
a major firefight with your clones. Head back up to the main area and a team of
clones will confront you. HK-47 will conclude he needs to end his
self-preservation programming and does so. Upon returning he’ll kill one of
the clones and now you’re in the firefight.

You’ll notice one of the clones is using a disruptor rifle, penetrating your
shields and causing you damage. Destroy him first, and then the other one. With
them destroyed, you can now access the factory. Head to the doors behind the
elevator, check any lockers for loot, and take the turbolift down.

12B. HK-50 factory main floor

You’ll exit the elevator and come under immediate attack by clones. Deploy
shields and dispose of them. Left or right, you’ll find the same layout
throughout this area. You’ll encounter more clones, training on interrogation,
torture, etc. Dispose of them all before continuing to the main event. Remember
how I said create a bunch of ion grenades? This is where you use them. Most of
the teams of clones will be bunched together close enough that you can use ion
grenades on the center clone, with the kill radius spreading out to harm the
other two.

After you clear this first level, find the walkway leading down. SAVE before
going in. This is where you’ll engage in a massive firefight with eight
clones. Remember, deploy shields, take it nice and slow. As long as you have
shields deployed they can’t harm you. Remember, in addition to your main
weapon, you also have grenades, and HK-47’s droid attachments (ion beam mark 3
will split to attack multiple targets within range of each other, USE IT).

Despite being completely outnumbered, the battle is not as bad as it seems. None
of your clones here have disruptor weapons, so it’s really just a matter of
patience and discipline, deploying shields as they become depleted. Once
they’re finished off, here is where you can make your life really easy, or
make it a living hell. The goal here is to cease your clones’ production, and
churn out an army of HK-51 droids – loyal to HK-47. From the main hub, you
have two ways to go, left or right. Left goes to the HK-50 factory, right to the
HK-51 area. Keep in mind that the moment you shut down the HK-50s, they will
confront you, and so too will the HK-51 droids. For that reason you need to gain
control of HK-51, so head right.

You’ll come to a console. Here, not only can you download HK-51 upgrades to
HK-47, but you can also upload your core template to them, making them loyal to
you. You’ll also notice their base template is corrupted – hence why they
would attack both you and your clones. Once you’re finished here, head to the
HK-50 wing.

You’ll encounter one more team of clones, dispatch them quickly (ion blast
works wonders) and head to the control console in the HK-50 wing. You can
download an upgrade from them while you’re at it. Shut down their production
and watch the fun.

Progenitor unit HK-47 sounds pretty cool right? Now just imagine if you hadn’t
uploaded HK-47’s core template. You’d be facing an army of hostile HK-51
clones. I’ve said it before and I’ll say it again: the game does not hold
your hand. While I commend Bioware for making classic good vs evil titles, I
equally commend Obsidian for creating more adult themed/critical thinking
required titles. Just my two cents.

In any case, head back to the main hub. You’ll see a small army of HK-51
clones, loyal to you, assembled and ready for battle. Access the console on the
walkway and use it to begin production of HK-47 imbued clones. Cue one of the
most amazing scenes in the entire mod – HK-47 asserting his independence, and
evolving to become the leader of a droid army, modeled after him.

13A. Telos finale

After the HK-50 base, you’re back to the Exile and co. The Exile, Atton, and
Lt. Grenn will meet in resmod 082 west and discuss the Sith attack. RCM –
There will be some remarks about how Bao-Dur and HK-47 are missing.
Additionally, Lt. Grenn will remark on the fuel you provided, along with
Samhan’s black market weapons. In the vanilla game, even if you completed
those quests, Lt. Grenn would still talk about the fuel situation being dire.

In any case, gather a team. This is a short venture, you’re simply going
through from the resmod’s Ithorian compound to the entertainment module. There
will be mines too. Speak with Mandalore in the hallway before venturing out,
then move on. Chodo Habat is also in the adjoining room if you want to talk to
him.
In the main room you’ll see reinforcements (led by either Azkul or Zherron)
assemble to attack the Sith. They don’t make much headway though so it’s up
to you. Dispatch the Sith, loot, and go into resmod east.

You’ll find a slightly larger battle here, with the TSF supporting you. If you
have M4-78 installed, battle droids will come to your aid as well. In any case
kill the Sith and destroy their turrets, then move on to the entertainment
module.

INF – The last opportunity for influence here. There’s a wounded Onderonian
soldier. For obvious dark side points and INF with the usual violent characters,
kill the guy.

Continue on into the entertainment module. There will be Sith troops inside the
merchant’s shop (use the workbench to mod anything to your liking) and then
continue on to the TSF office. Don’t go towards the shuttle bay just yet or
you’ll trigger Mandalore’s entrance and miss clearing out the TSF offices of
Sith. Once the TSF office is cleared (finishing a small side quest offered by
Lt. Grenn), go back to the shuttle to meet with Mandalore. You, Mandalore, and
Visas will now board Darth Nihlius’ ship.

13B. The Ravager

Once you get into the shuttle, you’ll see a scene of Republic forces finally
arriving. Admiral Onasi will remark about the enemy ship, and Malachor. Next
you’ll see an epic scene (borrowed from 1977’s A New Hope) of the
Mandalorians breaching into The Ravager. Mandalore and Zuka will talk, then
Visas will approach Mandalore. RCM – In the vanilla game, Mandalore and Visas
would finish talking after one or two remarks. With the mod, Visas will now
refer to him as Canderous, and the two will have a slightly longer dialogue.

Once you’re in control, search the room you’re in for a locker and more loot
from the dead Sith troopers. The goal here is to not only kill Darth Nihlius,
but blow up his ship with proton bombs. For that matter, scour every nook and
cranny of the ship. You need to set four proton cores in the main body of the
ship before heading to the bridge.

The enemies you face here are pretty standard. Sith troopers and officers, who
can be easily dispatched with a combination of insanity (rendering them
incapable of doing anything) followed by a few charges of force storm. In
addition you’ll find a handful of high DC lockers, so use security
tunnelers/spikes to get through them.

After you set three proton cores, you’ll get a scene of a Mandalorian carrying
the 4th being killed. You’ll have to make one. Roughly in the middle of the
area you’ll find a room with a missile bay and a workbench. Use the workbench
to modify as needed, and use the missile bay (in conjunction with a console on
the wall) to unlock a proton missile. You now have your fourth bomb. Continue
scouring the ship to find the last target zone.

You’ll find your old buddy Colonel Tobin, having been made a slave to Darth
Nihlius. For an INF gain, kill him (usually only Visas will gain from it, though
by this time it’s a moot point). Alternatively, persuade Tobin into having him
set off the proton cores, after talking to him about how Nihlius will come back
for Onderon.

You’ll also find Visas’ quarters from when she was a slave to Nihlius. Let
her inside to see a scene of Visas speaking to her people through the Force,
light or dark, she’ll gain force points. Check the rooms for loot and move on.
Just past her room is the turbolift to the bridge. Deal with the troopers inside
and head up.

13C. Ravager bridge

Before the bridge you’ll have to clear a series of rooms, but now you’ll
fight Dark Jedi along with the usual troopers and officers. Check every inch of
the rooms too, you’ll find lockers hiding behind corners. Never know what loot
you’ll pick up. I picked up Darth Malak’s armor on the command deck, so you
never know.

After clearing those out you’ll come upon the bridge itself after Visas warns
you of it. Heal up, switch Mandalore to a melee weapon, save, and approach the
Sith Lord.

You’ll have a dialogue with Nihlius after he’s stunned you. There are a few
additional RCM dialogue options too (“I have come to be your apprentice”).
Once you’re back, engage him in melee. Use your force buffs here. It’s 3 v 1
so it shouldn’t be difficult, but keep an eye on your HP anyway.

There will be a pause in the fighting, as your strike team struggles to fight
the Sith Lord. NOTE: It is possible to permadeath Visas, EVEN WITH ARMOR ON.
Simply telling her “you’re his link to this world and you must sacrifice
yourself if I am to live” will cause her to impale herself. This is a feature
that was present in the vanilla game too. RCM: A new way to kill Visas and
weaken Nihlius too is to force choke her. This is new with the mod. With her
death though, Mandalore won’t be KO’d, and will simply leave the scene with
you.

Finish off Nihlius, and Visas (provided you didn’t sacrifice her) will go to
his body. Have her bring you the mask for extra force points. RCM - As the three
of you flee, the Sith Lord’s dying body will explode, KO’ing Mandalore in
the process. Visas and he will converse, and if you’ve been following the
overarching story about "where the heck did Revan?" go by talking to Kreia,
you’ll get a better understanding.

With the Sith Lord dead and the proton cores set, it’s time to GTFO. Head back
to the shuttle to conclude the battle.

13D. Aftermath

Provided you told Atton in the very beginning that Revan was a light side Jedi,
you’ll get a cherry on top by being able to speak with Admiral Onasi
personally. Once you’re done talking to him and leave, Bastila Shan, alive and
well, will speak to him.

Time for the final showdown at Malachor. Mentioned only once in KOTOR (by
Canderous talking to the PC) and probably at least 100 times in KOTOR2, it’s
where the “past must meet the present” for resolution.

14. Malachor

You’ll get a touching scene of your party and their inner thoughts – this is
courtesy of the RCM. Next you’ll get a scene of Kreia entering the planet’s
core. She’ll kill the Sith Assassins about to ambush her, before confronting
Sion. RCM – In the vanilla game, she simply talked to Sion and then said
“there is much to be done.” With the mod, she now breaks Sion’s will with
force choke, makes him her apprentice again, then you get another scene of him
kneeling before her (ala Darth Vader and the Emperor in 1980’s Empire Strikes
Back).

Once you’re in control, you are on the planet’s surface with just the Exile.
It’s a lone wolf operation from here on out, the rest of your party having
gone ahead without you (more and more RCM content, by the way).

14A. Malachor surface

You’re to make your way to the Trayus Academy on Malachor to confront Kreia,
but there are many obstacles in the way. Even before you get to the academy, you
need to clear the surface of the native wildlife – storm beasts. There will be
a section coming soon where you will use Bao-Dur’s remote to activate the mass
shadow generator, so you need to have the PC clear the entire area of hostiles.
Also beware gas vents coming out of the ground, so use breath control to protect
yourself. Scour every inch to clear the area of storm beasts, and loot.

You’ll come upon a land bridge. If you’re light side, you’ll get a scene
of Mira waking up and Hanharr pursuing her. RCM – There will be dialogue
between Sion and Kreia layered over the scene, about Mira and Kreia sending
Hanharr after her.

Continue clearing the area. You’ll find the exit to the next zone.

14B. Malachor depths

If you’re light side, this is where Mira and Hanharr will fight again.
Surprisingly, this was in the vanilla game (there will be other RCM scenes later
with your party so it’s a wonder this bit stayed in). Defeat Hanharr. You can
either execute him, or have him lead you to the academy.

Once you have the PC back, continue clearing out as usual. You’ll find more
storm beasts, nothing else. Once you’re sure you’ve cleared the area,
continue on through some rock tunnels to find a massive gate. There is a
“mini” boss just up ahead, so save and be ready for a fight.

Once you cross the gate, it’ll close behind you. In the distance a massive
storm beast will emerge. Set some mines down if you can, or deploy force buffs
and stims and engage in battle. Like the regular storm beasts, he hits hard and
does a deafening scream, so be ready. Once you finish it off, scour the area for
loot and move on to the entrance of the Trayus academy.

RCM – You’ll come across Sith corpses, notably killed by blaster fire. This
is evidence of your party having gone ahead of you.

As you head up the ornate walkway into the academy, stealth camouflaged Sith
Assassins will reveal themselves, but allow you to enter unharmed.

14C. Bao-Dur’s remote

RCM – You’ll get a scene of the Exile’s padawans – Atton, Visas, Mira
(if LS) and Disciple/Handmaiden planning an attack on Kreia within the
planet’s core. This may be viewable only by playing on the light side,
however.

Now you get control of Bao-Dur’s remote. Remember all those Republic ships you
found littered throughout the area? You have to take the remote to each of those
to power up the mass shadow generator. Hopefully you cleared out the area of
storm beasts.

Find each of the ships, and use the computer console inside to power up the MSG.
Save before activating the fourth console. At the last one, the remote will be
confronted by Goto, who has plans of his own. RCM – HK-47 will arrive in time
to destroy Goto, bringing with him reinforcements. In the vanilla game, this
small albeit very important plot point simply ended with Goto confronting the
remote.

RCM – Now you get to see the padawans confront Kreia (regardless of
alignment). After the remote section ending with Goto being destroyed (though
one wonders how it would go if the player didn’t upload HK-47’s template
into the new droids), you get to see the Exile’s padawans attack Kreia. Not
surprisingly she KOs all of them except Atton who flees. Atton then fights Sion.
Don’t be afraid to drop life support packs, Sion hits hard and Atton isn’t
the best melee fighter. If Atton goes down, the game doesn’t end though…but
you’ll get a sad ending with him later.

14D. The Trayus Academy

You’ll get a scene of Sion speaking to his assassins. RCM – In the vanilla
game, Kreia simply told Sion “The Exile will be faced with a choice.” And
that was that. Now with the mod, she tells Sion of the two different choices the
PC has, either save his/her friends and be weaker, or come to her directly for
revenge. Don’t worry though – you can clear out the entire academy without
it affecting the ending, so whether you go left or right in the next bit
doesn’t matter.

Once you have the Exile again, you’ll have gone into the main entrance to the
academy. Kill the Sith in the first room. For the sake of writing this, go left
(west) first. You’ll go through several long hallways filled with Sith. Again,
with crowds, use your dark powers – insanity to incapacitate them, then force
storm repeatedly to kill them. Eventually you’ll find exits to the west wing
of the academy, known as the Trayus crescent.

RCM – Before I mentioned that Nar Shaddaa had received some architectural
redesigns with the mod. It’s fair to say Malachor has received the most
modding in this respect, as both wings of the academy have been expanded
significantly. You’ll find more rooms, classic Dark Jedi (imported from
KOTOR1), interrogation/torture rooms (remember Atton talking about Revan
breaking Jedi down mentally and turning them into Sith?), along with your party
members locked up in prison cells (in the east wing of the academy).

14E. Trayus crescent

The west wing of the academy is pretty straightforward. As I said before, the
physical design here has been expanded, so in addition to more rooms and a
prison block (loot the Jedi corpses inside, one will have a decent crystal),
you’ll encounter plenty of Dark Jedi. They can hit pretty hard so watch your
HP. Once you’ve cleared it out, continue on towards the east wing.

Between the east wing (proving grounds) and the west wing is the back area of
the academy. There are only about five rooms here, four of which have enemies.
You’ll notice the middle room is familiar, and empty. It’s where Atton
fought Sion. You’ll come back here to fight Sion, but to avoid triggering the
fight with Sion don’t walk towards the left side of the room (the exit leading
to the Trayus Core). Travel along the middle or right side to get to the proving
grounds. Clear out two more rooms of Sith and continue on.

14F. Trayus proving grounds

The east wing is equally straightforward. Clear the rooms, but in addition to
Dark Jedi there will also be a storm beast or two, and they hit hard. RCM - In
one of the prison blocks you’ll find your party members. Use the computer
console at the end of the block to either release them or kill them with poison
gas…with the mod you can kill the party. You read that right. You can kill
your party members.

In any case, kill, loot, and just for killing’s sake, exit through the east
wing back into the entrance to the academy to finish off the Sith in those
hallways. With that done, you’ll have cleared the Trayus academy of life,
congratulations you gloriously bloodthirsty bastard you. If you want to mod any,
there’s a workbench in one of the corridors of the proving grounds. Head back
to the ‘Sion Duel Room’ in the back of the academy to proceed to the final
showdown. Save before confronting him. Make for the rear door and he’ll
confront you.

14G. Darth Sion

Darth Sion can hit hard so keep dropping life support packs. You can weaken him
between fights though by talking to him, using various persuade options. With
those, you can reduce his saving throws and constitution, weakening him to both
force powers and direct attacks.

If playing as a female Exile, Sion will have different dialogue. Apparently he
has some measure of feelings for her, which he hates, almost as much as he hates
Kreia. He tries to show you mercy by convincing you to flee, so Kreia won’t
break and torture you as she did to him. No matter though, defeat him and head
into the Trayus core.

14H. Darth Traya

Just as Kreia was there at the beginning, so too is she here at the end. Before
fighting her, you can talk to her and ask her a few questions, about Atris, and
about why she chose you. When you’re satisfied, you engage in battle. After
witling her down, she yields, the Exile having sliced off her other hand. The
fight isn’t over however – she spawns three lightsabers.

Now, you might think you could just go straight to her and kill her, ignoring
the sabers. However, she now has over 1,000 hp (trust me I tried killing her
with dozens of thermal detonators once), so concentrate on the sabers. Once you
destroy them, you’ve won – speak to Kreia again.

With the power emanating from Malachor, it’ll allow her to see the future.
Everything you’ve worked for is answered – the fates of your companions, as
well as the planets you visited.

The events immediately after she dies varies by alignment. If dark side, you
throw her body into the planet’s core, but Malachor survives. If light side,
Bao-Dur’s remote will have stayed behind to detonate the mass shadow
generator, with the Ebon Hawk and her crew fleeing.

RCM – As a dark sider, with Malachor still intact, your padawans will
approach. One of them (Visas/Handmaiden/Disciple) will ask what your orders are.
The Exile can tell them to wait at Malachor, to ‘show others the way,’ etc
etc. Regardless of what you say and your alignment, Atton (provided he survived)
will be leaning against one of the pillars, and begins walking with you as you
leave.

Alternatively, if he lost to Sion, he will be laying mortally wounded on the
ground, where you can talk to him before he bleeds out and dies.

Cue credits.

And there you have it, KOTOR2 with the restored content mod. I can tell you,
having played vanilla numerous times, the mod makes the game complete. It’s
not just a mod – it’s playing the game as it was meant to be. It’s in the
name – restored content mod – playing without it is like doing a disservice
to the developers at Obsidian who struggled under the burden placed on them by
the now defunct LucasArts (good riddance on them), and to the dedicated modders
who brought TSLRCM to life. Obsidian, knowing their released game would be
tainted because of the greed of LucasArts, hid within the game files the cut
content they couldn’t add, and hoped that some curious fans would do some
digging. Their efforts paid off, and we now have an incredible game and mod
that’s beauty is hard to describe, but deep down you know what it is.

"Perhaps you were expecting some surprise, for me to reveal a secret that eluded
you, something that would change your perspective of events, shatter you to your
core. There is no great revelation, no great secret. There is only you."

- Darth Traya

15. INFLUENCE GUIDE

It was not my original plan to include an INF guide in this faq, but I figured
it would be convenient and helpful for you dear reader to have one anyway.

Currently, there is an in-depth guide here on gamefaqs written by Dan Simpson.
I’d like to credit him with writing one of the first (probably the first)
guides on the topic during the very early vanilla days of 2005. I’ve used his
guide extensively during my time playing KOTOR2. For this guide, I will be more
direct during the early phases (so as to garner INF with select party members in
order to turn them into Jedi) but will become hands off towards the middle and
latter stages, as by then you’ll have figured out how the game flows.

Lastly, at the end, I’ll also include a “kill list” of NPCs you can murder
for INF with your violent party members (Atton, HK-47, Hanharr, Visas, G0-T0,
Mandalore).

Additionally, you’ll find many light side options throughout the game. While
those more ‘sensible’ party members you’ll gain INF with in those events,
sometimes their names won’t be listed for that event. Suffice to say, it
doesn’t hurt to experiment.

While I write this guide based off of Dan Simpson’s guide, in the years since
I’ve found situations where other party members (not originally mentioned in
the guide) will gain INF. For example, I found Mira can gain INF by having her
with you when you heal Geriel, the sick man. In other instances I’ve killed
NPCs from the “kill list” with G0-T0 and gained INF with him too.

That said, in situations where you can gain LS points, try using other LS party
members (Disciple, Handmaiden, Bao-Dur, Mira, and sometimes Visas and Atton) not
previously mentioned.

15A. PERAGUS

- Aboard the Harbinger: Immediately after coming aboard with Kreia and Atton,
you’ll be given a chance to gain INF with either of them. Pick Atton by
suggesting his plan is a good idea (INF can be gained with Kreia much later)

- Harbinger engine deck: When Atton mentions the classic line (“I’ve got a
bad feeling about this”) tell him ‘we have to keep moving but let’s be
careful.’

- Fuel lines: While escaping with Atton from the Harbinger, you regroup with
T3-M4. Simply be nice to him for LS points and INF.

15B. TELOS

- Sullustan being harassed: Two mercs will be harassing a lowly Sullustan
outside the cantina. For dark side points and INF with Atton, kill the Sullustan
after killing the mercs.

- Echani training: Before letting Kreia, Atton, and Bao-Dur out of prison, speak
to the Echani sisters to where they talk about Atton using an Echani fighting
form. When you let your party out of prison, talk to Atton about it. DO NOT use
persuade, simply follow it up with ‘it could be a useful asset.’

- Bao-Dur: Bao-Dur will feel bad about being unconscious and unable to help you.
Simply be kind to him and tell him it wasn’t his fault.

- T3-M4: When you break T3-M4 out of his little droid prison, simply be nice to
him and tell him it’s not his fault.

15C. DANTOOINE

- Protocol droid at the docks: With T3 in the party, allow the two droids to
chit chat. Compliment T3 afterwards for INF.

- Tarn, mechanic at the docks: You can gain INF with either Atton or Kreia, by
using your awareness and persuade skills to have him tell you things going on
around the area. Alternatively, Tarn is also on the “kill list” for your
violent NPCs.

- Saedhe: Saedhe is on the ‘kill list’ for your violent NPCs. Alternatively,
follow through on the atmospheric sensors quest.

- Atmospheric sensors part 1: After talking to Saedhe, you’ll find the sensors
in the first pile of rubble inside the crystal cave. Have Bao-Dur with you so he
can inspect the devices and find monitoring equipment inside. Compliment Bao-Dur
for inspecting them for easy INF.

- Atmospheric sensors part 2: After finding the sensors, confront Saedhe about
the spy equipment inside. With either Bao-Dur, Atton, or Visas, give them to him
for 3,000 instead of 5,000. Recommended to use Bao-Dur, in order to turn him
into a Jedi.

- Jorran: Easy INF gain with Kreia, along with DS points. With the area still
hostile and full of laigreks, lie to Jorran and tell him the coast is clear.
When he opens the door and tries to escape, he’ll be eaten alive. Kreia will
compliment you on your manipulation. Alternatively, kill him yourself with your
usual ‘violent’ party members.

- Kaevee: This is courtesy of the RCM. For obvious LS points, simply speak with
the female padawan in the enclave and let her live. For DS points and INF with
your violent party members, kill Kaevee. Killing her will yield a lightsaber of
various styles, so save before confronting her.

- Mercenaries in the crystal cave: When confronting the mercs in the cave, tell
them ‘the Jedi belongs in the cage’ followed with ‘I’ll leave you be,
take the Jedi to Nar Shaddaa’ for easy INF with Visas or Kreia.

- Confronted by Azkul: After defeating the mercs in the cave, you exit outside
and are accosted by Azkul and more of his mercs. For INF with Kreia, lie to them
and say you’ll join them (or just side with them). For INF with HK-47, yell
“die mercenary scum!” for a humorous response from him. Finally, with
Handmaiden, turn down their offer for INF with her.

- Akkere, the Sullustan merchant: After you find Akkere’s Hydrospanner in the
battle droid, confront him. For easy INF with either Bao-Dur, Mira, or T3-M4,
show compassion on the guy and let him go. Or with your violent party members,
kill him.

- Mandalorians at the mercenary camp: With Mandalore in the party, approach the
Mandalorians. Esok will challenge Mandalore. The two will duel one-on-one (RCM),
Mandalore kills him, then tells the other Mandos to head to Dxun.

15D. NAR SHADDAA

- The beggar: There will be a beggar next to Tienn Tubb’s workshop who asks
you for credits. However you deal with it, Kreia (whether in your party or not)
will chide you on your decision. Listen to her, go with the usual ‘I
understand/I’ll take this lesson to heart/you’re probably right’ line, and
you’ll gain INF with her.

- Refugee hassled by thugs: In the main square, there will be a refugee getting
a shake down by Exchange thugs. He sees you and tells them you have his credits.
For INF with either Bao-Dur, Visas, Atton, or Handmaiden, send them on their way
and demand nothing from the man in return. As you will be passing through this
area quite early after leaving Telos in order to construct your lightsaber,
bring Bao-Dur in order to gain INF with him to turn him into a Jedi.

- Kodin, the droid merchant: You’re given a quest by Tienn Tubb’s droid
assistant to retrieve his predecessor from the Aqualish, Kodin. Send the droid
back to Tienn Tubb, and with Visas in the party, return to speak to the droid
assistant. Badger him for a discount, and Visas will compliment you on your
manipulation. A high INT score is needed for this, however.

- Lootra and Aaida: You can either doom this couple to death and tragedy or
reunite them. There are multiple options for INF gain here. For INF with Kreia,
convince Lootra that his wife is dead and he should work for Czerka. For INF
with either Atton, Bao-Dur, Disciple or Handmaiden (bring Kreia with you),
reunite them and meet them in the flophouse. Kreia will chide you, but retort
that you would do anything to help her or any of your friends, and the other
party member will thank you for it. Alternatively, Lootra is also on the ‘kill
list’ so eliminate him with a violent party member for INF and DS points.
Lastly, you can also doom Aaida to death in the refugee sector by tricking her
into trying to run, only for her to be intercepted by Exchange goons and killed
(will happen if you don’t clear the area of Exchange thugs).

- Geriel, the sick man: As with Lootra and Aaida, there are multiple ways to
handle this. Simply healing him with either Atton, Bao-Dur, Handmaiden or Mira
in the party will yield INF with one of them. Typically, I leave Geriel alone
till after the main planetary quest, then heal him with Mira in the party so I
can gain that last bit of INF with her in order to turn her into a Jedi.
Alternatively, with Kreia in the party, convince Hussef to kill off Geriel for
the good of the community. Or, with Visas in the party, convince Geriel to kill
himself. Additionally, you can also speak to Saquesh (Exchange overseer of the
sector) to deal with him, and see what results you get by having Kreia, Visas,
or even HK-47 in the party. You never know.

- The airspeeder: After finding all of the missing parts, use either Atton,
Bao-Dur, or T3-M4 to repair the airspeeder and have them check your work for
easy INF.

- Mandalorians in the alley: Down flophouse alley you’ll find a small group of
Mandos living in one of the rooms. With Mandalore in the party, talk with them
and convince them you work for Mandalore, and he’ll order them to Dxun.

15E. DXUN/ONDERON

- Zhug brothers: With Mira in the party, the Duros will talk trash to her. Stick
up for her with the ‘she’s a real bounty hunter’ line. She’ll talk back
at you but you’ll get INF anyway.

- Kumus trapped on the ridge: For INF with your sensible party members,
including Bao-Dur, Disciple, Handmaiden (and probably Mira too), save Kumus. For
DS points as well as INF with your violent party members, kill Kumus by setting
off his charges.

- Kelborn: With HK-47 in the party, meet up with Kelborn in the jungle. When the
conversation is ending and he asks if you want to go and eliminate the
Onderonian scouts, respond with “let’s stop talking and get to the
killing!” for easy INF with HK-47. Most likely works with Hanharr and Visas
too.

- Iziz docks: The guard at the tower will stop you. With HK-47, use force
persuade on him for easy INF.

- Political discussion: At the end of the merchant quarter will be a Twi’lek
and Devaronian discussing politics. Voicing your support for Vaklu will yield
INF with Mandalore.

- Anda: After siding with Vaklu in the mob led by Ponlar, talk to Anda to
receive a mission to kill three of Talia’s captains. Accepting this quest
yields INF with Visas, Mira, Mandalore, or Kreia.

- Ponlar’s riot: This can play out any number of ways. Preventing the riot (by
using either the 1st or 2nd tier of force persuade) can yield INF with Disciple,
G0-T0, Bao-Dur, or Handmaiden. If you decide to revel in the violence, you can
gain INF with Mandalore, HK-47, or Hanharr. Lastly, if you decide to stay
neutral and butt out of the riot, you’ll gain INF with Mira.

- Twi’lek bounty hunter: After going to Dhagon’s place and heading back to
speak to Cpt Riiken, a team of bounty hunters will attack you. With Mira or
Hanharr in the party, the leader will insult them. Stick up for them (“I
won’t let you insult my companion”) and boom easy INF.

- 1B-8D: During your investigation of Sullio’s murder, you’ll have to speak
with this droid merchant outside the cantina. With G0-T0 in the party, convince
the droid to reset in order to get a discount on his prices. G0-T0 will assist
in the effort and compliment you on your scheming.

- Starport visa for Xaart: Giving an open visa to Xaart will yield INF with
Bao-Dur, Disciple, or Handmaiden.

- Starport visa for Terlyn: Giving an open visa to Terlyn will yield INF with
Disciple, Handmaiden, or Visas (and possibly Mira too).

- Starport visa for Sakarie: Giving an open visa to Sakarie will yield INF with
Hanharr or G0-T0.

- Tobin crashes the party: When Tobin leaves to pursue Kavar, you’re given the
convo option to be careful of civilian casualties, or say the hell with it and
kill them too. Obvious DS and INF options for killing civvies includes HK-47,
Visas, G0-T0 and Hanharr. The obvious LS INF options for avoiding casualties are
Handmaiden (and most likely Disciple, Bao-Dur, Mira, and T3-M4 too).

- Landing the Basilisk in Iziz: If you have Mandalore in the party during the
civil war, he’ll remark about the war. Butter up his ego by replying about how
the Mandalorians have impacted the Onderonians for easy INF.

- Talia/Vaklu duel in the Palace: If you sided with Talia, Vaklu will be
defeated. You will be given the option to kill him or let Talia deal with him.
For INF with Kreia, allow Talia to decide his fate. Alternatively, with
Mandalore, agree to kill off Vaklu for Talia and Mandalore will commend you for
it.

15F. KORRIBAN

- Ajunta Pall: Provided you set Revan to LS during your first convo with Atton,
Kreia will chide Ajunta’s restless spirit for trying to redeem himself with
Revan’s aid. Argue with Kreia and tell her ‘no one is beyond redemption’
for INF and LS points.

15G. TELOS/THE RAVAGER

- Wounded Onderonian soldier: With your usual assortment of violent characters,
goad the soldier into attacking you and then kill him. Most likely, you can gain
INF and LS points with your sensible party members (Handmaiden, Disciple, Mira,
Bao-Dur, T3-M4) if you heal him instead.

- Tobin: You’ll encounter Tobin, corrupted and dying by Darth Nihlius’
powers. Kill him for INF with Visas.

15H. KILL LIST

There are an assortment of NPCs throughout the game you can murder for DS points
and INF with your violent party members: Mandalore, Hanharr, HK-47, Visas, and
Atton. I keep these characters alive (don’t kill them right when you find
them) in the off chance I’m missing that last bit of INF with a party member,
in order to learn their backstory or turn them into a Jedi. These NPCs are
essentially variables in an equation; whether you keep them alive to interact
with them and complete their quest, or keep them alive as ‘backup’ in order
to come back and kill them later to get that last drop of INF needed to open
extra dialogue options with your chaotic party members. Conversely, don’t
commit murder with your ‘sensible’ party members (Kreia, Bao-Dur, Mira,
Disciple, Handmaiden, T3-M4) as they will chastise you for it and you’ll lose
INF with them. I’ve also included a small list of other NPCs I’ve found
throughout the game, who you can murder. I’ve not known them to be yielders of
INF with your violent party members but they can be killed regardless for
instant DS points. Here it is:

- Telos: Sullustan being harassed by mercs, Opo Chano, citizen in the apartment,
Vula the Exchange secretary, Czerka employee in the underground military base,
wounded Onderonian soldier

- Dantooine: Tarn, Saedhe, Jorran, Akkere, Kaevee

- Nar Shaddaa: Lasavvou, Lootra, Lunar shadow crewmen

- Dxun: Kumus

- Maybes: Rodian doorman (Telos’ Exchange front entrance, keep killing the guy
for DS points) Bith merchant (outside of Vogga’s lair), Aaida (refugee
sector), Twi’lek mercenary (wandering around the crystal cave), Taepalae
(enclave scavenger), Mandalorian camp guards (poised around the entrance leading
to the Dxun outpost)

16. RESTORED CONTENT LIST

This faq would simply be incomplete without listing every single bit of restored
content that the mod adds. I’ll be listing it planet by planet.

16A. PERAGUS

- Sion’s arrival: While the Exile is faffing about on the asteroid surface,
The Harbinger arrives with Sion and his Sith onboard. The RCM moment is when
Kreia telepathically communicates with you and says “he has come.”

16B. TELOS

- Duros assassin: After showing the modified blaster to Lt. Grenn, a creepy
Duros assassin will be waiting to ambush you near the shuttle to dock module
126.

- Slusk’s finest men: Benok’s Aqualish and Rodian goons in the cantina will
properly appear in the Exchange headquarters. In the vanilla version, despite
them being an Aqualish and Rodian in the cantina, they would both be Rodian in
the HQ. The mod fixed this for obvious continuity issues.

- Shuttle crash: While adventuring on the planet’s surface, you’ll be shot
down twice, both in the restoration zone and the polar region. Both times will
include little snippets of your team inside the shuttle as the ship is going
down. Also, the HK-50 dialogue has an extra line.

- The Handmaiden’s reason: Provided you’re playing as a LS male Exile, the
reasons for the Handmaiden stowing away will be different – she’ll have been
ordered to join you by Atris. In the vanilla version, it was always played out
that the Handmaiden joined on her own accord. With the RCM, there’s now scenes
of Atris mentioning that she ordered the Handmaiden to board the ship.

- HK-50 hit team: Upon returning to Telos, there will be a trio of HK-50 droids
waiting to ambush you in dock module 126.

16C. DANTOOINE

- Saedhe: In the vanilla game, Saedhe was black. The mod changed him into a
white guy.

- The Enclave: Upon first reaching the Jedi enclave, Kreia will now have a short
dialogue about the Jedi eventually gathering there. In the vanilla version, the
camera simply panned around the enclave with no dialogue.

- HK-50 hit team: A trio of HK-50 droids will be waiting to ambush you at the
enclave. Additionally, upon completing the main planetary quest, another team
will be waiting to ambush you just inside the landing pad.

- The Padawan: A young female padawan named Kaevee will be hiding out in the
enclave, in the rooms just behind the fountain. She will attack you with
laigreks before revealing herself. The mod also changed it to where Kaevee, not
Jorran, is the thief that Suulru was complaining about. Additionally, there will
be extra dialogue with Suulru because of it.

- The Battle for Khoonda: The battle has been expanded. No longer just a
cutscene, the battle now includes dividing up militia forces between Khoonda’s
exterior flanks and fighting off several waves of mercs (if fighting on the side
of Khoonda, that is), along with Azkul spying on Khoonda from across the creek.

- Esok: Take Mandalore to the Mandalorians at the mercenary camp, and he’ll
fight and kill Esok (the red Mandalorian) one-on-one.

16D. NAR SHADDAA

- Bounty hunters aboard Goto’s yacht: This scene was present in the vanilla
game. However, with the mod, the Zhug brothers will now only have one Duros
present, rather than a trio.

- Tienn Tubb: With Bao-Dur in the party, talk to the Sullustan near the landing
pad. It’s revealed that Bao-Dur and Tienn served together during the war many
years ago.

- Refugee square: There will be an extra alcove between the entrance to the
refugee sector and Tienn Tubb’s shop. A handful of refugees milling about, and
Vossk, will be inside.

- Gran thug and Twi’lek girl: Inside the cantina there will be a Gran thug
harassing a female Twi’lek.

- Hussef: The mod changes Hussef from a young man to an old man.

- Saquesh’s 2nd in command: In the vanilla version, Saquesh’s right hand man
was a Weequay. He’s now been changed to a Gamorrean.

- The Red Eclipse: The attack by the Red Eclipse slavers has been expanded.
There’s now a scene of the slavers boarding the ship and KOing the crew, along
with Ratrin Vhek when he comes onboard. At the end, the Exile (provided they
hired the slavers as their pawns) can now choose to give Vhek to them as a
reward.

- Vogga’s docks: Several changes here. Fassa will be changed from a blue
Twi’lek to a Toydarian. There will also be a maintenance alcove between the
flophouses and Vogga’s headquarters.

- Sullustan in the Jekk’Jekk Tarr: There will be a Sullustan in the Gand
section of the JJT who will offer you a quest to find the name of a great Gand
warrior.

- The bounty hunter wars: While the Exile is in the JJT, Atton, Bao-Dur, and one
other party member will now be able to go around refugee square and fight teams
of Gand, Duros, and HK-50 droids. Also, after the droid warehouse mission,
T3-M4, Atton, and Mira/Hanharr will have to fight their way out of flophouse
alley to the refugee square through several teams of Duros and Gand bounty
hunters. Additional scenes show the Zhug brothers plotting away in the cantina.

- B-4D4 and T1-N1: These two former Czerka droids will show up at the end of the
droid warehouse. T3-M4 will have to fight T1-N1 in order to continue.

- Mira’s escape: Playing the LS path, there will be a scene of Mira escaping
Visquis’ stronghold, and Atton meeting with her.

- HK-50 hit team: A trio of HK-50 droids will ambush your rescue party as soon
as you’re onboard Goto’s yacht. Another team will ambush the Exile outside
flophouse alley, and in the refugee square after he/she has met with Master
Zez’Kai-Ell.

- Goto’s yacht: With the mod, Goto will now vocally instruct his droid minions
to set up certain defenses, along with berating you and your party. You’ll be
given scenes showing the defenses popping up, with Goto’s voice played over.

16E. DXUN/ONDERON

- HK-50 hit team: There will be a trio of HK-50 droids waiting to ambush the
Exile at the top of the mountain, just before reaching the entrance to the
Mandalorian camp. There’s also another team in the back corner of the Iziz
merchant square (behind where Ponlar is rioting). Lastly, another team will
ambush the Exile at the Iziz docking bay after finishing the main quest in the
city.

- Pause option 1: When returning to Dxun to end the Onderonian Civil War,
you’ll regroup with the Mandos in their camp. With the mod, you can now exit
the convo with Kelborn in order to better prepare. In the vanilla version,
you’d have no option to pause and would be forced to immediately pick a team
to attack the Sith tomb.

- Pause option 2: When you reach the throne room, you’ll now have an
opportunity to loot the room (after killing the enemy soldiers and
Kavar/Vaklu/Talia) before ending the quest.

16F. KORRIBAN

- HK-50 hit team: There will be one last trio of HK-50 droids at the end of the
valley, on the hill leading up to the Sith Academy.

- Visas: Visas will now have an extra line of dialogue when you land on
Korriban, while you, she, Atton, and Kreia talk aboard the Hawk.

- The tomb: When you approach Ludo’s tomb, your party will now make remarks
about not going in.

- Vision of the Exile and Revan: The final vision in Ludo Kressh’s tomb now
allows you to fight both Revan, and the Dark Side version of the Exile. In
vanilla, you’d only be able to fight Revan.

- M4-78: If M4-78 is installed (either by itself or coupled together in the
Steam workshop with TSLRCM), that entire level is courtesy of a mod. An HK-50
hit team will also ambush you after you’ve dealt with Master Lonna Vash.

16G. DANTOOINE/TELOS/RAVAGER

- Tobin meets Darth Nihlius: There will be a scene of Tobin boarding The Ravager
and informing the Sith Lord of the Jedi Academy on Telos. Only viewable on the
LS path.

- Extra dialogue with Kreia: After speaking to the assembled Jedi, the Exile and
Kreia will converse. Her dialogue has been altered and expanded from the vanilla
version. Additionally, with the extended enclave mod added, there will be even
more dialogue and scenes, including one between Sion and Nihlius.

- Kreia confronts Atris: Their dialogue has been altered and expanded.

- Handmaiden battle: The Handmaiden, before fighting Atris, will now be able to
fight her five other sisters. The player can either KO them or kill them.

- HK-50 factory: This entire level was cut from the vanilla version, and is now
present courtesy of the mod and its developers.

- Battle of Citadel Station: Lt. Grenn will now remark on the player’s
choices, depending on whether they finished the fuel quest and the black market
contraband quest. He and Atton will also remark on the absence of both Bao-Dur
and HK-47. Additionally, with M4-78 installed and its quest finished, battle
droids will join the fight against the Sith.

- Mandalore and Visas: They will have extra dialogue, most notably with Visas
referring to him as ‘Canderous.’ Also when Nihlius dies, his body will
explode and KO Mandalore. Visas will speak to him and motivate him to get back
up.

- Darth Nihlius: There are now more convo options with the Sith Lord during your
fight against him, along with additional options for sacrificing Visas.

16H. MALACHOR V

- The party’s inner thoughts: During the hyperspace trip to Malachor, there
will be several scenes of your surviving party, the Exile listening to their
inner thoughts.

- Kreia and Sion: An epic scene reminiscent of The Empire Strikes Back shows
Kreia breaking Sion’s will and making him her apprentice again. An additional
scene shows Sion reporting to Kreia about the Exile’s arrival. Before in the
vanilla version, it simply showed Kreia telling him “there is much to be
done” with no rhyme or reason why Sion started obeying Kreia.

- Mira and Hanharr: While the final duel between them is in the vanilla version,
the dialogue about them between Sion and Kreia was not. There’s now a short
line of dialogue by Kreia about sending Hanharr to finish off Mira.

- The padawans confront Kreia: There will be two separate scenes, one in which
your padawans (except Bao-Dur) make a plan to attack Kreia, and finally where
they do attack her. They’re all KO’d, except Atton who flees. The planning
scene is only viewable if playing on the LS path.

- Atton versus Sion: After Atton flees from Kreia, he’s ambushed by Sion. The
player takes control of Atton and must fight Sion. Whether Atton wins or loses
affects the ending.

- HK-47: After G0-T0 confronts Bao-Dur’s remote, HK-47 will arrive, and with a
team of HK-51 droids, destroy G0-T0.

- Sith corpses: Just outside the academy are dead Sith assassins, killed by
blaster fire.

- The Exile’s choice: Upon entering the academy, Kreia will talk to Sion about
the Exile’s choice, whether he/she will come straight to fight them, or try to
save his/her friends. In the vanilla version, her line of dialogue here was
short and vague, and literally went “the Exile will be faced with a choice.”
In any case, whether the Exile goes left or right doesn’t matter. The whole
academy can be cleared with no impact on the ending.

- The Trayus Academy: The academy’s architecture and overall square footage
has been greatly expanded. The Exile will now be able to visit more rooms,
including prisons and torture chambers. Also, the Exile will now be able to find
their party locked away, and either release them or kill them with gas. Finally,
many of the Dark Jedi and Sith in the academy have had their skins swapped out
for the old Dark Jedi skins from KOTOR1. Before, they were just random civilian
skins, given light sabers, and titled ‘Dark Jedi.’

- The finale: If playing as DS, the player can speak to one of their padawans
and instruct them to stay behind, in order to show others the way to the Unknown
Regions, where the Exile travels to fight alongside Revan against the True Sith.
Additionally, this is also where you can either find Atton alive, or dying. If
alive, you and he walk together out of the academy and he makes some amusing
remarks. Cue credits.

16I. ABOARD THE EBON HAWK
</pre><pre id="faqspan-6">
- Atton and T3-M4: Atton and T3 will argue about pazaak.

- Duel with Visas: When you fight Visas, there will be a scene of your crew
KO’d, lying in the crew quarters. Her ‘force sight’ attack will also be
used against you. In the vanilla version, it simply showed the Exile walking
onboard, looking around, and then fighting Visas (and no ‘force sight’
attack).

- Atton plays pazaak with the Exile: There’s now a charming scene of the Exile
and Atton playing pazaak in the main hold after the Exile talks to him about
counting numbers in his head.

- T3-M4’s holorecords: With enough influence, the Exile can persuade T3 to
show holologs about Canderous, Revan, and Bastila.

- Mandalore: Mandalore will remark to you about the ship and where you got it
from. There are also additional convo options when you gain more INF with him.
There’s also two scenes where he speaks to Bao-Dur – one in which the Exile
intervenes to end their argument (which was in the vanilla version), and a
second in which Mandalore respects Bao-Dur’s choice to activate the mass
shadow generator. The second scene is RCM.

- HK-47: After assembling HK-47, and then destroying several more teams of HK-50
droids, you’ll get a hilarious scene of HK-47 torturing an HK-50 for
information about the HK-50 factory. HK-47 will now also allow Bao-Dur to repair
him, giving him permanent stat bonuses.

- Echani poetry: A new convo option allows you to ask the Handmaiden about
Echani poetry.

- Lightsaber training: A new convo option allows you to have Kreia setup a
training match between you and Visas. Requires the Exile to equip two sabers,
and Visas one.

- Turning Bao-Dur into a Jedi: In the vanilla version, you could turn Bao-Dur
into a Jedi while outside the ship. Now, in order to continue the convo and
convert him, you must be inside the ship. Additional scenes show them saber
sparring.

- Teaching your padawans: New convo options allow the Exile to train saber
forms, along with certain Force powers, to your padawans.

- Famous robes and armors: This isn’t really an Ebon Hawk moment, but
throughout the game you’ll loot new robes and armor that belonged to other
characters in the SW universe, including Darth Malak, Nomi Sunrider, Jedi Master
Thon, along with other Jedi and Sith from the Tales of the Jedi comics.
Ironically, Exar Kun’s armor (along with Krath and Cinnagar armor) was already
in the vanilla version.

- Mandalore’s mission: This can be accessed on any planet, so for
simplicity’s sake I put it here. After Mandalore gathers the clans on Nar
Shaddaa and Dantooine, talk to him and he’ll tell you about Revan, and how
he/she gave Canderous the mission of gathering the clans.

…That’s about it. Suffice to say, there’s still many RCM moments I missed,
but these are the biggest and most obvious ones I noticed during my
playthroughs. Other bits I missed are lines of dialogue and other very small
scenes that are easy to miss but are still very interesting. For the sake of
knowledge of this amazing mod, I'll show the link for where to find a complete
list of RCM content:

https://deadlystream.com/topic/139-whats-restored-in-tslrcm/



....And that's murder she wrote, folks. I want to thank the brilliant modders
who brought TSLRCM to life, George Lucas for creating Star Wars (and all the
cast, crew, production teams, authors, artists, and game developers who built
the Star Wars universe, both in the movies and in the expanded universe),
Bioware for developing Knights of the Old Republic, and most importantly, Chris
Avellone and his team at Obsidian who developed Knights of the Old Republic II,
all those years ago. Without them, we'd never be playing this beautiful game in
the first place.