GOTO SECURITY CONSOLE -- SECURITY CAMERAS -- ACCESS: LIMITED CAM-402 SUB MENU [SUCCESS] Switching to camera. | GOTO SECURITY CONSOLE -- SECURITY CAMERAS -- ACCESS: LIMITED CAM-402 SUB MENU [FAILURE] Insufficient spikes. | Limited access also lets you download a program: Download program "Overload." | GOTO SECURITY CONSOLE This program will overload a system in an effort to maximize its performance.
If you upload this program into the Goto Command Console, you will be able to run it on any systems you have unlocked. | -- ACCESS: LIMITED | -- ACCESS: FULL | Program "Overload" has been downloaded. | Full access is only granted after entering the correct count, slicing the computer after bypassing security for limited access, or a highly-skilled security bypass: GOTO SECURITY CONSOLE
-- ACCESS: FULL
Correct Count of # entered. FULL access granted. | [Computer] Slice the computer. [2 spike(s)] | [Computer (26)] Attempt to bypass security. [1 spike(s)] | GOTO SECURITY CONSOLE
-- ACCESS: LIMITED
[FAILURE] Insufficient spikes. | GOTO SECURITY CONSOLE
-- ACCESS: FULL
Full access granted. | Full access to security console | Other than experience received, the only reason to upgrade from limited to full access is if your party has a droid or two ( T3-M4 or HK-47 , or both): Upgrade droid combat algorithms. GOTO SECURITY CONSOLE
-- ACCESS: FULL
The droid T3-M4 has received new targeting algorithms. (DEX +1) | GOTO SECURITY CONSOLE
-- ACCESS: FULL
The droid HK-47 has received new targeting algorithms. (DEX +1) | GOTO SECURITY CONSOLE
-- ACCESS: FULL
The droids T3-M4 and HK-47 have received new targeting algorithms. (DEX +1) | If you have a Stealth character and want to sneak past as many droids (and defense turrets) as possible on your way to getting the Droid Controller access code from the Bridge , then you may want to enter Stealth mode now, and ensure your other character is out of sight, before opening the door in the bottom wall of the right corner. Beyond this door is a corridor containing five floating mines (you can never control them, but they can be useful later): Once a floating mine detects you, it approaches and explodes, inflicting variable piercing damage which can be halved if a successful Reflex save is made against DC 15. Killed Floating Mine (5) (level 14) | Cells [ edit | edit source ]Beyond the door at the bottom end of the mined corridor is the Goto starboard commander: Goto Starboard Commander (main character level 16) | | | | 12 | Class | | | 50 (neutral) | Skills | | 2 | | | | Strength | 14 | +2 | Dexterity | 12 | +1 | Constitution | 18 | +4 | Intelligence | 6 | -2 | Wisdom | 6 | -2 | Charisma | 4 | -3 | | 138 | | - | | 27 | | Fortitude | 22 | Reflex | 17 | Will | 14 | Ranged | Main | Off hand | | - | - | | - | - | | - | - | Melee | | 19 | - | | 5-14 | - | | 20-20,x2 | - | Killed Goto Starboard Commander (level 14) | This code will allow unrestricted access to the containment system through the Goto Command Console.
Use the computer console to run software on the containment system. | | There's a decorative diamond in the middle of the floor indicating the position of a hidden Average Gas Mine , and a command console by the bottom wall: If you select Systems Control first then access is restricted, only allowing you to run the Basic Diagnostic program on each system: Dialog | GOTO COMMAND CONSOLE -- SYSTEMS CONTROL | Access Containment Cells. (RESTRICTED) | GOTO COMMAND CONSOLE -- SYSTEM: CONTAINMENT CELLS -- ACCESS: RESTRICTED | Return to Systems Control. | Run program: Basic Diagnostic. | BASIC DIAGNOSTIC: Containment cell force fields are active. | Access Minefield. (RESTRICTED) | Access Turret Defense. (RESTRICTED) | GOTO COMMAND CONSOLE -- SYSTEM: MINEFIELD -- ACCESS: RESTRICTED | GOTO COMMAND CONSOLE -- SYSTEM: TURRET DEFENSE -- ACCESS: RESTRICTED | BASIC DIAGNOSTIC: The minefield is inactive. | BASIC DIAGNOSTIC: The turrets are operating normally. | Access Droid Controller. (RESTRICTED) | Access Power Distribution. (RESTRICTED) | GOTO COMMAND CONSOLE -- SYSTEM: DROID CONTROLLER -- ACCESS: RESTRICTED | GOTO COMMAND CONSOLE -- SYSTEM: POWER DISTRIBUTION -- ACCESS: RESTRICTED | BASIC DIAGNOSTIC: Droids functioning normally. | BASIC DIAGNOSTIC: Primary and secondary power supply systems are available. | Selecting Program Library allows you to upload any other programs you acquire: Program | Area | Source | Overload | docking hatch | (limited or full access) | Shut Down | Utility Droid | Reset | (port wing) | Damaged Utility Droid | Once uploaded, you can check what each program does. Dialog | GOTO COMMAND CONSOLE -- PROGRAM LIBRARY | Only Basic Diagnostic can be run on RESTRICTED systems. Unlock RESTRICTED systems to gain FULL access. | New program has been uploaded. | Check the program called Basic Diagnostic. | Check the program called Overload. | Basic Diagnostic will provide status information for any system. | Overload allocates additional resources to a system, while also disabling safeguards. May be dangerous. | Check the program called Shut Down. | Check the program called Reset. | Shut Down attempts to disable a system. May be dangerous. | Reset restarts a system with its initial defaults. May be dangerous. | However, you cannot run any uploaded programs on restricted systems. You can unlock a restricted system once you have its access code: Access Code | Area | Source | Minefield | | Goto Central Commander | Turret Defense | Starboard | Damaged Utility Droid | Containment Cells | Starboard Cells Command Console room | Goto Starboard Commander | Droid Controller | | Plasteel Cylinder | Power Distribution | | Auxiliary Console | To escape from Goto's yacht you only really need the Shut Down program and Power Distribution access code to use on the Bridge Command Console, but acquiring other programs and access codes can be useful, and grant experience when run on unlocked systems: System | Overload | Shut Down | Reset | Containment Cells | Failure | 250 XP | Success | Minefield | 500 XP | 500 XP | Success | Turret Defense | Success | 500 XP | 500 XP | Droid Controller | 0 / 500 XP | Success | 0 / 500 XP | Power Distribution | Failure | 500 XP | Failure | For example, if you acquired the Containment Cells access code from the Goto starboard commander: Unlock Restricted System. | Dialog | GOTO COMMAND CONSOLE -- UNLOCK RESTRICTED SYSTEM | All programs can be run on a system after it is unlocked. To unlock a system, you must acquire its Access Code. | Unlock Containment Cell System. | Access to the Containment Cell System is now unrestricted. | If you return to main menu and select Systems Control: Access Containment Cells. | GOTO COMMAND CONSOLE -- SYSTEM: CONTAINMENT CELLS -- ACCESS: FULL | BASIC DIAGNOSTIC: Containment cell force fields are active. | BASIC DIAGNOSTIC: Containment cell force fields are inactive. | OVERLOAD: Failure. This program cannot be run on this system. | SHUT DOWN: Success. Containment cell force fields are inactive. | SHUT DOWN: Failure. Containment cell force fields already inactive. | RESET: Success. Containment cell force fields are active. | Ran Shut Down program on Containment Cells system | There are other command consoles throughout the yacht, any of which can be used to upload programs, unlock systems using access codes, and run programs on those systems. However, running programs on the Power Distribution system is restricted to the Bridge Command Console. Beyond the door in the left wall at the bottom end of the commander's room is another room, containing a maintenance droid, a Goto guard droid, and a plasteel cylinder by its left wall, at the back. The maintenance droid repairs any damage inflicted on the guard droid, so destroy it first: Once destroyed it explodes, inflicting variable piercing damage which can be halved if a successful Reflex save is made against DC 15. Goto Guard Droid (main character level 16) | | Strength | 16 | +3 | Dexterity | 24 | +7 | Constitution | 20 | +5 | Intelligence | 6 | -2 | Wisdom | 6 | -2 | Charisma | 4 | -3 | | 150 | | - | | 30 | | Fortitude | 21 | Reflex | 21 | Will | 12 | Ranged | Main | Off hand | | 18 | 12 | | 2-20 | 3-21 | | 20-20,x2 | 20-20,x2 | Melee | | - | - | | - | - | | - | - | Killed Maintenance Droid (level 14) | Killed Goto Guard Droid (level 14) | | Beyond the door in the right wall at the top end of the commander's room is another room, containing another maintenance droid and two Goto guard droid, one of which is shielded: | Strength | 16 | +3 | Dexterity | 16 | +3 | Constitution | 16 | +3 | Intelligence | 8 | -1 | Wisdom | 6 | -2 | Charisma | 4 | -3 | | 126 | | - | | 26 | | Fortitude | 19 | Reflex | 17 | Will | 12 | Ranged | Main | Off hand | | 14 | 8 | | 2-20 | 3-21 | | 20-20,x2 | 20-20,x2 | Melee | | - | - | | - | - | | - | - | Killed Maintenance Droid (level 14) | Killed Goto Guard Droid (2) (level 14) | There's a security door in each wall of the bottom right corner of the room: | (2) | Lock DC | 21 (1) | | Resist | 5 | Vitality | 20 | Beyond the right door is a long corridor with three containment cells in its top wall, sealed with force fields: | (3) | Lock DC | 21 | | Resist | - | Vitality | - | [This force field seems to be impenetrable to normal attacks. Maybe Bao-Dur could destroy it with his fist.] | If Bao-Dur isn't in your party and you haven't used the command console to unlock and shut down the Containment Cells system, you can blast them instead. The left and right cells are empty, but the center cell contains a damaged utility droid: Bzzzzt. [This droid appears badly damaged.] [Computer] Access droid's memory core. | [Leave.] | [Success] You are able to recover access codes to the turret system. | | This code will allow unrestricted access to the defense turrets through the Goto Command Console.
Use the computer console to run software on the turret system. | Bzzzzt. [This droid appears badly damaged.] | Audience Chamber [ edit | edit source ]Returning to the entrance of the starboard wing of the containment cells , beyond the security door in the bottom wall is another room, containing two Goto guard droids (one shielded), with a plasteel cylinder in its bottom right corner: Killed Goto Guard Droid (2) (level 14) | | There's a door in each wall of the bottom left corner of the room. The bottom door leads to a corridor containing a maintenance droid and two Goto guard droids (one shielded). There's another door at its bottom end, and another Command Console by the middle of its left wall. If you have the Turret Defense access code from the damaged utility droid in the starboard Containment Cells , then you can unlock the turret system and run programs: Dialog | Access to the Turret Defense System is now unrestricted. | GOTO COMMAND CONSOLE -- SYSTEM: TURRET DEFENSE -- ACCESS: FULL | If you run the Overload program: BASIC DIAGNOSTIC: The turrets are inflicting maximum damage. | This doesn't seem to have any actual effect on turret damage. However, if you run the Shut Down program: SHUT DOWN: Failure. WARNING! Perform diagnostic immediately! | BASIC DIAGNOSTIC: The turrets are malfunctioning and targeting both hostile and friendly units. | BASIC DIAGNOSTIC: The turrets are malfunctioning and targeting both hostile and friendly units. The turrets are inflicting maximum damage. | If you return with the Reset program from the damaged utility droid in the port Containment Cells : RESET: Success. Advanced targeting protocol removed. | GOTO COMMAND CONSOLE -- SYSTEM: TURRET DEFENSE -- ACCESS: FULL
BASIC DIAGNOSTIC: Turret accuracy is reduced. Calibration or other change to targeting algorithms necessary. | Ran Shut Down program on Turret System | Ran Reset program on Turret System | Running the Shut Down program causes any defense turrets to malfunction and target both hostile and friendly units, while running the Reset program affects their accuracy, adding Effect Bonus -50 to Attack Breakdowns, reducing them to minimum 5% chance to hit and 0% critical conversion. If both programs are run then turrets become much less of a threat to your party, but also to any other hostile or friendly units, which respond in kind when attacked. There's a security door in the middle of the right wall: | | Lock DC | 21 (1) | | Resist | 5 | Vitality | 20 | The corridor beyond contains three Goto droid heavy guardians and six defense turrets: if you used the command console to unlock the turret system and then tried to shut it down, then they'll be attacking each other. If you get to the audience room door at the other end of this corridor before all turrets are killed: [This door cannot be opened until the nearby turrets have been destroyed.] | Goto Droid Heavy Guardian (main character level 16) | | Strength | 24 | +7 | Dexterity | 14 | +2 | Constitution | 12 | +1 | Intelligence | 8 | -1 | Wisdom | 6 | -2 | Charisma | 4 | -3 | | 102 | | - | | 26 | | Fortitude | 19 | Reflex | 18 | Will | 14 | Ranged | Main | Off hand | | - | - | | - | - | | - | - | Melee | | 23 | - | | 9-15 | - | | 20-20,x2 | - | Defense Turret (main character level 16) | | | | 12 | Class | | | 50 (neutral) | Skills | | 5 | | | | Strength | 10 | 0 | Dexterity | 16 | +3 | Constitution | 10 | 0 | Intelligence | 10 | 0 | Wisdom | 10 | 0 | Charisma | 10 | 0 | | 90 | | - | | 26 | | Fortitude | 15 | Reflex | 18 | Will | 15 | Ranged | Main | Off hand | | 19 | - | | 2-20 | - | | 20-20,x2 | - | Melee | | - | - | | - | - | | - | - | Killed Goto Droid Heavy Guardian (3) (level 14) | Killed Defense Turret (6) (level 14) | Once all turrets are killed, you can open the audience room door and your main character joins the rest of your party here. There are two sentry droids at the back of the chamber, which had been flanking your main character: This droid has shut down. The power down sequence from the bridge has frozen it in place. | [Repair] Scavenge the droid for components. | rank 9 or less | Repair rank 10-15 | Repair rank 16 or more | [Success] You have only been able to scavenge a few components from the droid. | [Success] Your repair skill has allowed you to remove a number of components from the droid. | [Success] Your high repair skill has allowed you to remove a great deal of components from this droid. | (3) | (10) | (15) | [Failure] You have already scavenged this droid. There are no components left. | If you get the Droid Controller access code from the Bridge then use any Command Console to unlock that system and run either the Overload or Shut Down programs, you can scavenge any remaining droids for components as well (maximum 450 (15 * 30) more). You can also do the following: [Computer (13)] Examine the unit's behavior core. | Dialog | [Success] This behavior core is extremely sophisticated. There is an arsenal of sensory and combat logic upgrades, but they seemed to be governed by a simple defense protocol. | [Failure] This droid behavior core is incredibly complex. You don't think you can access it. | [Computer] Switch defense protocol to include you and your companions. | [Success] This droid has now been switched to defense mode. If someone chooses to attack you, this droid will attempt to protect you. | This droid has now been switched to defense mode. If someone chooses to attack you, this droid will attempt to protect you. | Switched defense protocol to include you and your companions | However, you only receive experience for the first droid. These sentry droids don't follow you out of the audience chamber, so this is of limited immediate use. There's an auxiliary console by the wall in the bottom right quadrant of the chamber: GOTO AUXILIARY CONSOLE
-- ACCESS FULL | Dialog | Acquire Power Distribution Access Code. | GOTO AUXILIARY CONSOLE
Power Supply Access Codes acquired. | After acquiring the Power Distribution access code and logging out, the following (optional) options won't be available until you get to the bridge: Access Primary Power Supply System. | GOTO PRIMARY POWER SYSTEM CONSOLE -- PRIMARY POWER SUPPLY | STATUS: Active. SUPPORTING: Containment cells, docking hatch seal. | STATUS: Active. SUPPORTING: Docking hatch seal. | STATUS: Active. SUPPORTING: None. | STATUS: Active. SUPPORTING: Containment cells. | Switch containment cells to secondary system. | Switch docking hatch seal to secondary system. | -- OPERATION SUCCESSFUL STATUS: Active. SUPPORTING: docking hatch seal. | -- OPERATION SUCCESSFUL STATUS: Active. SUPPORTING: None. | -- OPERATION SUCCESSFUL STATUS: Active. SUPPORTING: Containment cells. | View Secondary Power Supply System. | GOTO PRIMARY POWER SYSTEM CONSOLE -- SECONDARY POWER SUPPLY | STATUS: Active. SUPPORTING: Cloaking device. | STATUS: Active. SUPPORTING: Containment cells, cloaking device. | STATUS: Active. SUPPORTING: Containment cells, cloaking device, docking hatch seal. | STATUS: Active. SUPPORTING: Cloaking device, docking hatch seal. | | This code will allow unrestricted access to the power distribution system through the Goto Command Console.
Use the computer console to run software on the power distribution system. | If you return to use the command console at the other end of the corridor to the audience chamber, then you can now use this access code to unlock this system: Dialog | Unlock Power Distribution System. | Access to the Power Distribution System is now unrestricted. | Access Power Distribution. | GOTO COMMAND CONSOLE -- SYSTEM: POWER DISTRIBUTION -- ACCESS: FULL | Run program: Overload. (RESTRICTED to Bridge) | Run program: Shut down. (RESTRICTED to Bridge) | Run program: Reset. (RESTRICTED to Bridge) | Operation RESTRICTED to Bridge Console only. | So you cannot run programs on the Power Distribution system until you get to the bridge: if you also have the Shut Down program from the utility droid in the Ebon Hawk 's docking bay then you have everything you need to go there directly via Exterior Defense , but you might as well explore the port side of the yacht (which isn't necessary, but can make breaching the defenses easier). Torture Room & Lab Station [ edit | edit source ]Beyond the door below the command console outside the Audience Chamber is a room containing three Goto guard droids: one is shielded, but only one of the remaining has a Molten Cannon . | Strength | 18 | +4 | Dexterity | 16 | +3 | Constitution | 18 | +4 | Intelligence | 6 | -2 | Wisdom | 6 | -2 | Charisma | 4 | -3 | | 138 | | - | | 26 | | Fortitude | 20 | Reflex | 17 | Will | 12 | Ranged | Main | Off hand | | 14 | 8 | | 2-20 | 4-22 | | 20-20,x2 | 20-20,x2 | Melee | | - | - | | - | - | | - | - | Killed Goto Guard Droid (3) (level 16) | The room beyond the door in the bottom wall is clearly an interrogation chamber or torture room due to the presence of a force cage and various other restraints, with a Lab Station by the top wall. There's also a plasteel cylinder in the top left corner, by this lab station. Beyond the door in the right wall of the interrogation chamber is a long corridor with three containment cells in its bottom wall, sealed with force fields: If Bao-Dur isn't in your party and you haven't used a Command Console to unlock and shut down the Containment Cells system, you can blast them instead. The left and center cells are empty, but the right cell contains a damaged utility droid: Bzzzzt. [This droid appears badly damaged.] [Success] You are able to recover the "Reset" program. | [Leave.] | [Success] You are able to recover access codes to the turret system. | | This program will reset a system, causing it to restart with its default settings.
If you upload this program into the Goto Command Console, you will be able to run it on any systems you have unlocked. | Maintenance Room & Workbench [ edit | edit source ]Beyond the door in the left wall of the interrogation chamber is a room with a decorative diamond in the middle of the floor indicating the position of a hidden Average Gas Mine , and a Command Console by its top wall. If you have the Reset program from the damaged utility droid in the port Containment Cells , then you can upload this to the Program Library and run it on any unlocked systems. Beyond the door in the top left corner of the console room, there's a storage room with three plasteel cylinders at the back, by the left wall. | (2) | Lock DC | 21 (1) | | Resist | 5 | Vitality | 15 | Beyond the high security door in the bottom wall of the console room is another high security door in the right wall, beyond which there's a maintenance room with a Workbench by its bottom wall and three plasteel cylinders in the back right corner. Beyond the door in the bottom wall opposite the first high security door is the port docking bay, with a Security Console by its bottom wall, a plasteel cylinder by its top wall and a docking hatch in its left wall. Exterior Defense [ edit | edit source ]Go through the door above or below the command console outside the Audience Chamber and then through the door in the left wall, and either way you'll be in a room with a Security Console by its left wall and a hidden Average Gas Mine in the middle of its floor. Through the door in the top or bottom wall is the right side of Exterior Defense: on the left side there are eight defense turrets, like those guarding the Audience Chamber , and all but the two leftmost use their shields. If you've used a command console to unlock the turret system and then run the Reset program after getting what's needed from the damaged utility droids in the starboard and port Containment Cells, then Effect Bonus -50 is added to the Attack Breakdowns of these turrets, reducing them to minimum 5% chance to hit and 0% critical conversion. Otherwise, use shields of your own, Damage Immunity or Damage Resistance vs Energy to withstand their focused fire, or position yourself carefully to limit the number firing on you while attacking with ranged weapons, grenades or Force powers. Killed Defense Turret (8) (level 16) | You could also simply run or sneak past and go through the door in the top or bottom wall on the right side. Either way, there's a Goto droid heavy guardian just inside the door, a Command Console by the right wall and a fire suppression unit in the opposite corner on the left side of each room: | Strength | 18 | +4 | Dexterity | 14 | +2 | Constitution | 12 | +1 | Intelligence | 8 | -1 | Wisdom | 6 | -2 | Charisma | 4 | -3 | Ranged | Main | Off hand | | - | - | | - | - | | - | - | Melee | | 20 | - | | 6-12 | - | | 20-20,x2 | - | Fire Suppression Unit (main character level 16) | | | | 14 | Class | | | 50 (neutral) | Skills | | 3 | | | | Strength | 10 | 0 | Dexterity | 10 | 0 | Constitution | 10 | 0 | Intelligence | 10 | 0 | Wisdom | 10 | 0 | Charisma | 10 | 0 | | 200 | | - | | 24 | | Fortitude | 17 | Reflex | 19 | Will | 17 | Ranged | Main | Off hand | | - | - | | - | - | | - | - | Melee | | - | - | | - | - | | - | - | Killed Goto Droid Heavy Guardian (2) (level 16) | Killed Fire Suppression Unit (2) (level 16) | Central Command [ edit | edit source ]As you approach the sealed hatch at the left end of either room beyond the Exterior Defense turrets: Mmmm, they have gotten farther than I calculated. They are very resourceful. But they shall go no farther. Activate the mines. Let us see how far they get now. | If you're in Stealth mode then this cancels it. The semi-circular corridor linking the two sealed hatches is mined, five to either side of a junction guarded by the Goto central commander and two more Goto droid heavy guardians: | (10) | Detect | 25 (5) | | Disable | 30 (10) | Recover | 40 (20) | These mines are not part of the Minefield system. Goto Central Commander (main character level 16) | | Strength | 18 | +4 | Dexterity | 14 | +2 | Constitution | 18 | +4 | Intelligence | 6 | -2 | Wisdom | 6 | -2 | Charisma | 4 | -3 | | 138 | | - | | 28 | | Fortitude | 22 | Reflex | 18 | Will | 14 | Ranged | Main | Off hand | | - | - | | - | - | | - | - | Melee | | 21 | - | | 7-16 | - | | 20-20,x2 | - | Killed Goto Central Commander (level 16) | Killed Goto Droid Heavy Guardian (2) (level 16) | | This code will allow unrestricted access to the minefield through the Goto Command Console.
Use the computer console to run software on the minefield system. | There's another sealed hatch down the corridor left of this junction, beyond which is central command, a console hub with a circular corridor around its perimeter. If you enter the hub with your party, one of them can comment on it: What is this place? Some kind of control center? | Dialog | A lot these plot points are for galactic trade routes and resource allocation. | [Computer] These systems aren't controlling the ship - they're tracking signals on a planetary scale - maybe even galaxy-wide. | I'm not sure. | Dee-deereet, dee-deet, reedee? Dee-woooo. This is a droid control center? For the ship? | So if we shut it down, then we shut down all the droids it controls. | Any idea where the off switch is? | Dee-deet! Deereeeet! Wait... it controls thousands of droids? | On Nar Shaddaa and elsewhere? | But how does the signal travel that far? | Looks like someone's been busy. This is a droid control center - but on a huge scale. It could control thousands of droids, on Nar Shaddaa and elsewhere. This looks like some kind of monitoring station... but it's tracking incredible amounts of data. | This place resembles some of the Republic monitoring stations on Citadel Station - but much more complex. | This must be the nerve center of the ship. I say we take it out. I don't think I've ever seen so many consoles - wha- what is this place? This looks to be a control center of some sort. This place feels strange... I sense nothing living, yet there is activity here. If you haven't used a Command Console to unlock and shut down the Containment Cells system, then there's a force field in the back wall of the hub: | | Lock DC | 21 | | Resist | - | Vitality | - | If Bao-Dur isn't in your party then you can blast it instead. The hub's perimeter corridor also allows you to go around to the other side of the force field. However, if you take it down then what you see of Interior Defense may prompt you to use the command console in the middle of the hub's top wall to reset it, or use the Minefield access code from the Goto central commander to unlock that system and run programs: Dialog | Access to the Minefield System is now unrestricted. | GOTO COMMAND CONSOLE -- SYSTEM: MINEFIELD -- ACCESS: FULL | OVERLOAD: Success. WARNING! This operating mode is unsafe. | BASIC DIAGNOSTIC: WARNING! The minefield is hyperactive. All units are considered hostile. | If you run the Shut Down program: BASIC DIAGNOSTIC: The minefield is disabled. | If you run the Reset program: BASIC DIAGNOSTIC: The minefield is operating normally. | Ran Overload program on Minefield system | Ran Shut Down program on Minefield system | Interior Defense [ edit | edit source ]The corridor exiting the right side of Central Command is heavily mined: | (13) | Detect | 25 (5) | | Disable | 30 (10) | Recover | 40 (20) | If you used a Command Console to unlock and shut down the Minefield system then neither they nor the mines outside the high security doors to the Bridge can be triggered, but they can still be disabled or recovered for experience. However, the junction beyond the minefield is guarded by seven Goto droid heavy guardians. If you used a command console to overload the Minefield system then both you and the droids can now trigger them: since they're melee attackers, once they become aware of you they can run over the mines, triggering them and heavily damaging or killing themselves. Killed Goto Droid Heavy Guardian (7) (level 16) | Bridge [ edit | edit source ]The junction beyond the minefield is in the middle of a corridor between two high security doors in the left wall at its top and bottom end, which are mined (five a side): If you used a Command Console to unlock and shut down the Minefield system then the mines cannot be triggered, but they can still be disabled or recovered for experience. There are also windows at the top and bottom of this corridor, and the back of the Ebon Hawk can be seen through the top window, to the right. Beyond the doors is the bridge, a semi-circular room with a plasteel cylinder in its top right corner, by the door: | This code will allow unrestricted access to the droid control system through the M4-78 Central Computer.
Use the computer console to run software on the droid control system. | There are two consoles in the middle of the bridge. The Bridge Command Console is the top one, on your left. Like any command console it can be used to unlock and access the Droid Controller system to run programs although, in the likely event that you've already killed every droid on the yacht, this may only be good for experience: Dialog | Unlock Droid Control System | Access to the Droid Controller is now unrestricted. | GOTO COMMAND CONSOLE -- SYSTEM: DROID CONTROLLER -- ACCESS: FULL | OVERLOAD: Success. All organics currently onboard treated as friendly. | If you run the Overload program after disabling the yacht's cloaking device: OVERLOAD: Failure. Organics onboard exceed specifications. Droids will exterminate all. | BASIC DIAGNOSTIC: Droids set to protect. All guests onboard when order was issued will be defended. | SHUTDOWN: Success. Droids disabled. | RESET: Success. Droids functioning normally. | Ran Overload or Reset program on Droid Control system | However, if you ran or sneaked past droids then you can get them to defend you against any remaining turrets, and the bounty hunters that board once the yacht's cloaking device is disabled. You need to run the Overload program before you disable the cloaking device, otherwise any remaining droids will ignore turrets and bounty hunters, but still attack you: if you run it afterward by mistake then you can still run the Shut Down program to prevent droids attacking you, and scavenge them for components like the Sentry Droids back in the audience chamber, as well as examine each unit's behavior core to switch its defense protocol to include you and your companions. Afterward, you can run the Reset program to allow you to kill any surviving droids. The primary power system console is the bottom console in the middle of the bridge, on your right, which can be used to switch the docking hatch seal (and containment cells) from the primary power system to the secondary: GOTO PRIMARY POWER SYSTEM CONSOLE | Dialog | Access Primary Power Supply System. | Only the Bridge Command Console can be used to both access the Power Distribution system and run programs on it, to shut down the (secondary) power system: Dialog | OVERLOAD: Failure. Safety protocol in effect. Primary power supply system is unavailable. Overloading secondary system could result in catastophic failure. | SHUT DOWN: Success. Secondary power offline. Attached systems disabled. | SHUT DOWN: Failure. Primary power supply system cannot be disabled. | BASIC DIAGNOSTIC: Primary power supply available. Secondary power offline. | RESET: Failure. Safety protocol in effect. Reseting power supply system could result in catastrophic failure. | Once you've switched the docking hatch seal to the secondary power system and shut it down, or vice versa: PROXIMITY WARNING CLOAKING DEVICE DISABLED MULTIPLE SHIPS ON INTERCEPT COURSE | PROXIMITY WARNING CLOAKING DEVICE DISABLED MULTIPLE SHIPS ON INTERCEPT COURSE | Ran Shut Down program on Power Distribution system | Switched docking hatch seal to secondary system | After disabling the cloaking device using the Bridge Command Console, when you return through Central Command to the junction in the middle of the mined corridor, there's a pair of Duros bounty hunters to either side, and another pair in the rooms at each end of the corridor: Duros Bounty Hunter (main character level 17) | | Strength | 14 | +2 | Dexterity | 14 | +2 | Constitution | 14 | +2 | Intelligence | 10 | 0 | Wisdom | 10 | 0 | Charisma | 10 | 0 | | 123 | | - | | 27 | | Fortitude | 20 | Reflex | 20 | Will | 18 | Ranged | Main | Off hand | | 20 | - | | 3-36 | - | | 19-20,x2 | - | Melee | | 16 | 10 | | 6-21 | 4-19 | | 20-20,x2 | 20-20,x2 | Killed Duros Bounty Hunter (8) (level 17) | When you return to the Exterior Defense turrets, the Twi'lek Twin Suns await you. If Atton is in your party as you enter: Not again. | We meet again, handsome, strong... fearful human. | Next time, strike to kill, not to wound. You will not escape us this time. | Run?! I didn't run from you two schuttas last time - and this time, I'm going to make sure you stay down. | Finally, we meet the exile. You should tell your companion that he should strike to kill, not wound. | If any of the turrets remain then you can use the command console by the right wall of the room above or below to access the turret system, causing them to malfunction after trying to shut them down so that they can target the Twin Suns as well (although they'll be much less effective if you reset them as well). This isn't necessary, but it can be satisfying: since the Twin Suns' cantina encounter with Atton, each has lost a sword, but Atton can gain up to eight guns (and two party members). Twin Suns (main character level 17) | | 104 | | - | | 25 | | Fortitude | 21 | Reflex | 19 | Will | 17 | Ranged | Main | Off hand | | - | - | | - | - | | - | - | Melee | | 19 | - | | 5-15, +2 Slashing | | 20-20,x2 | - | Ranged | Main | Off hand | | - | - | | - | - | | - | - | Melee | | 20 | - | | 5-15 | - | | 20-20,x2 | - | Killed Twin Suns (2) (level 17) | | All that remain of the boarders are four trios of Gand, each consisting of two Gand and a Gand Findsman. One trio is in the Interrogation Chamber , and you can now use one of the Security Consoles in either of the rooms at the right end of Exterior Defense to overload the power conduit there, killing them: the rest of the port wing remains unpopulated, so there's no need to go there unless you want to see if the Gand left any remains. The remaining Gand are between you and the Ebon Hawk docking hatch: there's a trio in the room to the right of the top security console room, another in the room above (at the left end of the starboard Containment Cells corridor), and the last trio is in the corridor up to the docking hatch (if any floating mines remain, they can damage Gand when triggered or killed). Gand (main character level 17) | | 80 | | - | | 23 | | Fortitude | 19 | Reflex | 17 | Will | 17 | Ranged | Main | Off hand | | - | - | | - | - | | - | - | Melee | | 13 | 7 | | 4-24 | 4-24 | | 20-20,x2 | 20-20,x2 | Gand Findsman (Goto's Yacht) (main character level 17) | Ranged | Main | Off hand | | 13 | 7 | | 2-12 | Ion 2-12 | | 18-20,x2 | 20-20,x3 | Melee | | - | - | | - | - | | - | - | The off hand Ion Blaster adds no Ion vs. Droid . Killed Gand (8) (level 17) | Killed Gand Findsman (4) (level 17) | Save game before going through the unsealed docking hatch to enter the Ebon Hawk. As you escape, Goto's yacht is attacked and destroyed. Aboard the Ebon Hawk, if Hanharr joined your party: We have slain Goto... burned the leader of the greatest tribe of the Exchange. The fire of his death shall bathe the moon below in red... flickering, a beacon. *All* shall know what was done in the skies over Nar Shaddaa... that we crushed Goto's life from him where he was strongest. | Dialog | So what? | He deserved nothing less. | I only wished he'd suffered more. | Plus, the power vacuum... even if Vogga gets up and running again, the system is going to be feeling the effects for years to come. From one death, many. *That* is power. Keep your primitive thoughts to yourself. | Well, we didn't come to Nar Shaddaa to fight with crime lords. | But Zez-Kai Ell wasn't aboard the yacht. We've lost him. | You came to Nar Shaddaa for another Jeedai, another of your tribe. Hanharr knows where this one may be found... Take me there, then. ...and I will take you there. Otherwise, if Mira joined your party: I can't believe we just blew up Goto's yacht. That's going to destabilize crime throughout this whole sector. | Yeah, well you'll understand if I hold back the tears. | Dialog | You don't understand. Crime in the Y'Toub System - it's like the economy. Plus the power vaccuum? Even if Vogga gets up and running again, the system is going to be feeling the effects for years to come. | Yeah, well at least we didn't find that Jedi Master with the weird name. | Zez-Kai Ell? Um... well that's not true. I already found him. Actually he found me first. He hired me to watch out for you, keep Goto off your back... until he could meet with you. We'll need to head back to Nar Shaddaa, to that safe house off the docks. I said I'd meet up with him there if we ran into any trouble. | In either case: One of Goto's machines. *Here.* | What do you want now? | If you thought to escape my notice so easily, you would be wrong. As a token of my goodwill, I present to you a gift: this droid. It will serve you well on your journey. Dialog | How did you get on my ship? | Wasn't your ship just destroyed? | I am afraid I do not understand what you mean. | A common misconception, not supported by facts. | Tell me more about the droid. | I think your "gift" is useless. | Why would I want this droid? | You would be surprised at how little I care about what you think. | As I indicated, this unit will remain with you and guard you. It will also serve as an effective voice for my orders during your journey. I accept your gift. | How do I know it won't try to kill me? | I cannot harm you. You are the key to saving the Republic. Pray that you do not prove yourself otherwise. | [ has joined your party. He has special powers over droids and cannot set off mines.] | Dialog | Maybe I should shut it down. | That would be unfortunate. I would merely lose a droid, while you would lose your entire ship and a sizable chunk of whatever planet you were on when you tripped the failsafe detonator. | Maybe you're bluffing. | I don't want your help. | Oh, yes, I excel at that. Regardless, testing it would benefit neither of us, I assure you. Do not be concerned. The detonator is primed only when the droid's behavior core is tampered with - if we enter combat, such actions will not trigger an explosion. | It was not a request. Any attempt to interfere with my duties would be... unfortunate. | As much as I need you, you will find you will need me as well - and this droid will prove useful on your journey. Thanks for the droid, Goto. Let's get to Nar Shaddaa. | Let's get to Nar Shaddaa. | Zez-Kai Ell is waiting for us. Enough talk. | Nar Shaddaa [ edit | edit source ]Back on Nar Shaddaa, you return alone to the flophouse on the docks to meet Zez-Kai Ell... Lost Jedi [ edit | edit source ]If Alignment < 40: So you have returned from exile, though I do not know why. You were always difficult to read, when you were tied to the Force, and even more when it was lost to you. But I can sense the death of others upon your hands - I know how this will end. But I will answer your questions, if only for some measure of peace. In exchange, I wish only the answer to one. Why have you done this to the Jedi? Was it just revenge - or something more? | Dialog | I am not the one responsible for this. | Do you think I am the one killing the Jedi? | What do you mean? | But you are. Whatever this threat is, it leaves echoes in the Force, wounds that do not heal. Whatever this threat is, it leaves echoes in the Force, wounds that do not heal. | It is something that we had never felt before - until you stood before us in judgment. And we exiled you. So you blamed me? | Whatever is killing the Jedi is not being done by my hand. | If I could have done this, I would have. | Yes. Whatever was killing the Jedi, it was something tied to you, something you had experienced - and had survived. | Not directly perhaps. But it is something tied to you, something you had experienced - and had survived. | You are more involved than you know. Whatever is striking at us, it is something tied to you, something you had experienced - and survived. | Some of us sought to understand you, to find you. It seems we succeeded, even though we thought you were lost to us. Now as we hoped, you have returned, and you know nothing that could help us. Such irony. | | I have heard enough. Prepare to die. | Otherwise, if Alignment 40 or more: So you have returned from exile. Kavar thought you might, if only to wander your old battlegrounds. But I did not think you would come to Nar Shaddaa. Still, you were always a difficult one to read - both when you were tied to the Force, and even more when it was lost to you. | Dialog | Why did Kavar think I would return from exile? | I do not know. It was a sense he had, and he had served in war, as you had. Perhaps he thought he understood you, or maybe he simply hoped he did. He felt you were the key to understanding the threat we face - the others were not so certain. But so many of them are gone now, as you no doubt know. | Why me? | He sensed some connection between you and many of the worlds touched by war. He thought by traveling to such places, he could achieve understanding. | Then you know I have come to end you. | I have questions I want answered. | I had other questions. No doubt. I think the answers will provide us both with some measure of peace - I have kept secrets for far too long. | What I can tell you, I will. | Very well. | Dialog | They have scattered, but there is a purpose in their movements. It is to both to hunt - and draw out our enemies. Somehow, they... we... are being targeted through the Force - and when Jedi gather, we are vulnerable. So we have chosen places where it is difficult to sense others through the Force... whether on planets dense with life, or touched by war. In such places, we may conceal ourselves, gather information - without presenting ourselves as targets. It was part of Kavar's plan. | Plan? | Yes - he felt if our enemy cannot detect us, then perhaps they would believe themselves victorious and show themselves. And we knew that the war would be lost if we continued to act as we had. I do not know where they wander now. There are few of us, though, too few... and I have not heard from them in some time. | I encountered Vrook upon Dantooine. | Vrook still lives? I had not felt his presence for some time. | Atris is on Telos. | Atris? But I had thought she had gone to Katarr, with the others. | You sound surprised. | Yes, she holds the last of the Jedi teachings... it is good she survived. | [Intelligence (16)] Why didn't you go to Katarr? | I had not finished my investigations here, and I did not wish to reveal myself. There was nothing I could do. | Dialog | It is a long story, but there is no harm in you knowing. And someone should know. Only a handful of us remained after the Jedi Civil War, barely a hundred in number. Then even that hundred began to vanish, in places where the Force seemed blind. The only pattern we determined that when Jedi gathered, they were seen no more. At the last Jedi conclave on the Miraluka world of Katarr, the entire planet was wiped out. An entire race, destroyed... because the Jedi chose to gather there. It was only then that we realized we were facing something far more powerful than we knew how to fight. Why did you hide? | Is that why you hid? | So you retreated? | We could not allow the fact when we gathered, we placed everything around us at risk... a Jedi's life is sacrifice, but we cannot allow our presence or actions to endanger others. And we could not fight an enemy that would not reveal itself. But any Jedi, anyone who was strong in the Force, who attempted to track down such a threat... vanished, without a trace. But that makes no sense. Tell me about this threat. | It does, but you must step back to see it. I know little about it. I know more of the absence it leaves behind than its face. | Whatever this threat was, it was targeting us and everything around us. Yet it was somehow weak enough that it was afraid to confront us openly. If it believed us defeated, then perhaps it would finally show itself. It was a faint hope, but it was the best we had. It was Kavar's plan - he was always the greatest tactician among us. And had seen war more than the rest of us. I need to know why you cast me out of the Order. | Dialog | We told you it was because you followed Revan to war. But you ask because you are not certain of that answer. Nor were we. The day we cast you out, that is the moment I decided to leave the Order. Because I do not believe we truly faced the reasons you were exiled, and if we do not examine such truths, then we are already lost. I think it was because we were afraid. It is a difficult thing to live one's life with the Force - to see a vision of what it would be like to be severed from it. It is more frightening than you know. | Why are you on Nar Shaddaa? | Dialog | I had thought perhaps that here upon the smuggler's moon, I might find some evidence of the threat we faced. The bounties on Jedi and their disappearance - I did not believe the two were connected, but there was a chance. And the strong currents of life here on Nar Shaddaa make perceiving a Force user difficult. I could use it to cloak my movements and watch without being discovered. | [Awareness (21)] That is not the only reason... you came here to hide. | Dialog | No, you are right - that is not the whole truth. It is difficult to detect a Force user on Nar Shaddaa, and I knew it. This threat we face... it leaves wounds in the Force when it strikes. It leaves nothing. | And you were afraid. | To live life without the Force, to vanish and die and leave only an echo - it was terrifying. To be connected to all life around you, then to have it stripped... | ...I can only imagine what it must have been like for you. But even that imagining cannot compare with the truth. But there is more than that. On Nar Shaddaa... one cannot escape what was left from the Jedi Civil War. From the failure of the Masters, from our failure to properly train Jedi, came disaster. And I wondered, if perhaps, the teachings of the Jedi had been our failing all along. There have been so many failures, by teachers who believed in the Code with all their being - Master Arca failed Ulic, as Master Baas failed Exar Kun, as Kae and Zhar and the others of the Council failed Revan... and Malak. For all the acts we do to preserve the galaxy, from such an arrogance that all we do is right and just, I wonder if there is a counter-effect that is created, that strikes back at us. Exar Kun, Ulic Qel-Droma, Malak, Revan, you... all Jedi. There is something wrong in the Force, a wound, a sound that is growing, like a scream. You can hear it echo on Nar Shaddaa, sometimes when the moon is on orbit. It is a frightening thing to feel, that perhaps being connected to all life is not enlightenment at all, but simply another doom. And I think that maybe, perhaps, to forsake the Force as you did, to cut loose our bonds, may not be the wrong thing to do. You taught me something important in the Council Chamber long ago, exile, and it has stayed with me all these years. You were right to do what you did. Everything you did. | Why did you cut me off from the Force? | Dialog | Is that what you think? We did no such thing, but it is a technique that has been used as punishment in the past, yes. It is a rare sentence, and to my knowledge, it has only be done once, at a moment where a Jedi discipline has failed. What caused your loss I fear, was different. I am not certain I understand it - we did not understand it fully, then, and only recently do I feel we may have become enlightened. The other masters may have more knowledge of this, but I do not - and I do not know if they even live. Does it matter? It seems your power has returned. Perhaps the loss was not a loss at all. | At the end of my trial, you and the other masters said something had happened to me. What was it? | Dialog | Ah, so the records of your trial were found. Good... sometimes I think this galaxy would be a better place if there were less Jedi secrets. But I have no answer for you, as much as I would like to give one. We vowed never to speak of it - and although I would not keep promises to Jedi, I keep promises I make to others. And Kavar was a friend. If we were gathered as one, then the promise might be revoked. Until then, I can say nothing. | Do you know anything of Force Bonds... and how to end them? | Dialog | Yes... such bonds are a connection that can be formed at moments of crisis - or in the slow understanding that grows between master and apprentice. It is most common between two beings who are sensitive to the Force. It allows the transmission of feelings, of influence. It was something you were gifted with, as I recall, before your fall. You formed such attachments easier than most - even to those who could feel the Force only faintly. Even Vrook could not ignore it, which is saying something. | I have developed a bond with another - one that is lethal to us both. That is most unusual - and unnatural. I have never heard of a bond of such strength. How would I end it? There were a few within the Order who knew more than I did of such bonds - but their students were few, lost in the Mandalorian Wars. It was rumored that Revan studied such bonding deeply, both through the Jedi histories and with certain teachers, before he left the Order and went to war. | It was rumored that Revan studied such bonding deeply, both through the Jedi histories and with certain teachers, before she left the Order and went to war. | Is there any way to remove such a bond? | How would I end such a bond? | I do not know - a bond between two living beings is not something easily broken. It not a choice... it is like breaking a feeling. Like turning away from the Force. To break a bond, your feelings would have to change, or one of you would have to die - but even then, the bond wouldn't go away, it would simply... it would simply be empty, a wound. One of you would have to die, but even then, the bond wouldn't go away, it would simply... it would simply be empty, a wound. That is all I wished to know. What happens now? | Now... now I must take up the role I was ready to cast aside. This threat has finally revealed itself, and we Jedi will need to stand together. I did not speak fully of what I have felt. Staying on Nar Shaddaa - it is an exile of sorts. One that I have chosen. I, too, lost a Padawan on Malachor. Not to the battle, but to the alternative - to the teachings that Revan brought from the Unknown Regions. And I was not the only Jedi Master to watch a student turn on them. | Dialog | So you blamed them? | To fight in the Mandalorian Wars was no betrayal. | Your students... your disciples were taught to protect innocents, even when you would not. | No, no - they were not to blame, but many of the Order did so - it was a difficult time, a time of strong emotion. Perhaps the Council, perhaps the Order itself had grown arrogant in their teachings. It is easy to cast blame, but it is perhaps time the Order accepted responsibility for their teachings, and their arrogance, and come to recognize that perhaps we are flawed. Not once did I hear one of the Council claim responsibility for Revan, for Exar Kun, for Ulic, for Malak... or for you. Yet... you were the only one who came back from the wars to face our judgment. And rather than attempting to understand why you did what you did, we punished you instead. Our one chance to see where we had gone wrong, and we cast it aside. And now, that decision has come back to us, and may carry with it, our destruction. Perhaps there is something wrong in us, in our teachings. And though I tried, I could not cause that thought to leave me - so I left the Council. And I was not the only one. That is why many scattered... and why many in the Republic do not trust us. And why we do not trust ourselves. Make no mistake - I am no Jedi. This is the end you see. After this, there will be nothing. And I think it will be for the best. Do you wish to do battle now? I have nothing more to say. Let us end this. I am sick of your ramblings. | But Revan redeemed himself. Certainly that must give you some hope. | But Revan redeemed herself. Certainly that must give you some hope. | I urge you to reconsider. For all the failings of the Jedi, there have been so many successes. | No, letting you live seems more punishment - and it will serve as a lesson to other Jedi, perhaps weaken them with your doubts. | It provides no comfort at all, for reasons on which I still must keep secret. Suffice to say redemption was not Revan's choice, and I have never believed those of the Council who attempt to console themselves otherwise for the crime they committed. Before Zez-Kai Ell leaves you, if you are a Jedi Consular , Jedi Master or Sith Lord then he teaches you a Force form , otherwise he teaches you a lightsaber form : Is there anything you can teach me? | But we have spoken enough, I think. And words I think dull us both. Let us speak through the Force - through sparring. | Dialog | It has been some time since you have used the Force, it is true. But there are techniques to enhance one's tie to the Force, to make your influence through the . Yet even as such techniques can enhance the Force, they should be used cautiously - they can drain you quickly, leaving you at the mercy of your opponents. | This is a long war, I fear, with many battles left to fight - you will need to conserve your strength when using the Force if you hope to make it through the long road ahead. This form heightens your , allowing you to gather your strength faster, even in the midst of combat. | This is among one of the greatest techniques of the Jedi - yet when one has seen all that you have, it is such a simple thing, you may wonder why you did not notice it before. Do you feel it gathering within you - now, slowly, let it out... slowly - this technique allows you to maintain your Force Powers for longer than normal, though the energy and discipline required is great. | This form you may have already seen much of during the Mandalorian Wars - but it is fitting to speak using elements of the past, I think. is the name given to the movements of this form - though it is aggressive, it is focused, and its best use is in combat against a single opponent. This form is somewhat less useful in deflecting blaster shots - use it when dealing with opponents in close combat, not against a battalion firing heavy blasters at you. | This form should prove appropriate - its best use is when you are outnumbered, which I fear suits your... our predicament perfectly. You will find it easier to deflect blaster fire with this form - and it shall also guard you against critical strikes by your opponents. | Sometimes sparring with another can achieve a form of meditation - the form is one of the best such techniques. There is no great strengths, no edge in such a form, but yet, its achieves worth in not leaving you as exposed as some of the more aggressive forms. Its strength is its balance. | You are at home in places of war and battle - this form may already be known to you. It is , a ferocious form of lightsaber offense. Against an armed enemy, it is powerful indeed - but against an enemy armed with the Force, you will find them a difficult foe, indeed. | Perhaps exile has been good to you indeed - it has certainly not dulled your instincts, nor the speed at which you learn. I shall go to Dantooine, to the ruins of the Enclave. If you gather the others, I will meet you there. And... thank you, exile. Your returning... it is good that you are back among us. | You encountered on Nar Shaddaa and spoke with him. He agreed to meet you at the Jedi Enclave on Dantooine when you had united all the Jedi Masters. | Otherwise, you engage in combat. The door in the left wall at the bottom end of the room remains locked until Zez-Kai Ell is defeated: [This appears to be a magnetically-sealed storage door, locked from the inside. You don't see any means of opening it.] | Zez-Kai Ell (main character level 17) | | | | 12 | Class | | | 80 (light) | Skills | | 3 | | | | Strength | 12 | +1 | Dexterity | 16 | +3 | Constitution | 16 | +3 | Intelligence | 16 | +3 | Wisdom | 16 | +3 | Charisma | 12 | +1 | | 135 | | - | | 30 | | Fortitude | 25 | Reflex | 25 | Will | 24 | Ranged | Main | Off hand | | - | - | | - | - | | - | - | Melee | | 15 | 9 | | 7-73 | 6-72 | | 20-20,x2 | 20-20,x2 | Once Zez-Kai Ell has been reduced to less than 50% Vitality, if you are a Jedi Consular , Jedi Master or Sith Lord then you learn the Force form he's using (despite him not having any Force powers to use), otherwise you learn the lightsaber form he's using: Dialog | Note the strength of his Force powers. He is desperate to finish you quickly, so he uses a . Defeat him by going on the defensive and absorbing his attacks with the Force. He will quickly run out of energy and then you can finish him easily. | He is being typically cautious. He isn't sure of your strengths and weaknesses, so he is using a force form that grants him greater . This allows him to more quickly regenerate his energies. Don't be drawn into a long battle. Once you understand his technique, attack him aggressively while he dawdles. | He may appear stronger in the Force than you, but this is merely an illusion granted by a certain . The powers he uses against you will not directly harm you, but he seeks to weaken and confound you. Exploit the weakness of his form by using your own Force powers against him. | He is overconfident. Observe how he handles his lightsaber. He is using , an aggressive form, best suited for single opponents. You can easily defeat him by encircling him with your companions or by using blaster fire. Be wary of his Power Attack, however, as it is further enhanced using this form. | You have him on the defensive. He uses the form. Study his movements carefully and try to emulate them. This form will be useful when you face multiple opponents or ranged attack. Shien also allows you to make more devastating critical attacks. | It would serve you well to assimilate the style this Jedi is demonstrating. It is called , and it is a very balanced form. Niman offers none of the specific strengths of other forms, but neither does it have their weaknesses. | Predictably, he seeks to unbalance you with his erratic attacks. His technique is called , the most chaotic of the lightsaber forms. This form sacrifices much to bolster offense, leaving one exposed to attack by the Force. He has made a grave error in assuming you lack the power to harm him with the Force. | Unh. If you think to learn anything from my death... mm...then you are wrong. I am already learning from you. | If you think I am done with you, you are the one who is wrong. | Your form is still formidable, old one - but your speed is sluggish, weak. | If battle is the only thing you yet learn from me, then that is the only victory this day. What are you waiting for? I merely wished to see how you held the blade - first to mock it, then to use it to kill you. | That form is one I have not seen in some time, "master" - but it will be the last thing you see. | Your lightsaber form speaks volumes - and so will your death. | So it as Kavar feared... you have taken what you have learned of the Jedi, and used that knowledge against us. Come, that form is still new to you. Let us see if you have the years to back it up. Once Zez-Kai Ell is defeated (for which you receive no experience), you subconsciously drain Force power from him: Dialog | What was that? | I feel stronger... what happened? | My perceptions feel strange - expanded. | It is something the Sith, the assassins that stalk us, can do- it is of the dark side, the ability to feed on life, the Force, the closer one comes to it. It makes them stronger - for a time. But how do I know how to do it? | What technique is it? | I've never done anything like that before. | Not all techniques in the Force are learned through practice and training - this is something instinctual, born from experience. It is a way that they fill the hollow places where the Force used to be. Maximum Force Points Increased (+25) | You encountered Zez-Kai Ell on Nar Shaddaa and defeated him. | Now if you speak to a commoner on the refugee landing pad, or a Duros in the entertainment promenade's Cantina : Did you hear? The Republic's destroyed Goto's yacht. Blew it up, right in orbit! | Goto's yacht was fired on by a Republic warship. Has the Republic declared war on the Exchange? | I heard Goto's on the way out ever since that "accident" in orbit. | Anybody hear anything about Goto? Word is, the boss is dead. | Seeking Passage [ edit | edit source ]If you spoke to a woman named Kahranna in the refugee quad who told you her family are Seeking Passage off Nar Shaddaa, and you told her you'd help, then if you speak to the dockmaster Fassa at the Pylon 2 junction on the docks: Could you help transport a family to Telos? | Dialog | What? Do I look like passenger ship to you? Ack. All right. You helped me, I help you. | Forget about that. I'd like to talk about something else. | Fine but you hurry up. I have a lot to do. | The mother's name is Kahranna. She's in the refugee quad. Fine. I do for you. But don't ask of Fassa again! What else?! | | You've helped Kahranna and her family secure a trip from Nar Shaddaa to Telos and they are off to a better life. | Helped Kahranna and her family | If you return to the refugee quad, then Kahranna is gone. Will Work for Fuel [ edit | edit source ]If you spoke to a man named Odis in the refugee quad who told you he's looking for work and Will Work for Fuel , and you've spoken to the Lunar Shadow crew in the flophouse on the docks about their Wayward Captain but not reunited them or told them about Odis, then if you speak to the dockmaster Fassa at the Pylon 2 junction on the docks: Do you have any need for pilots? | Dialog | Now that freighters can depart safely, I can use a good pilot. The refugee Odis, will work for you for sponsorship. | If I find one, I'll let you know. | Fassa can do this. Good. I'll send someone for him. | Good, good. What else? | You found a job for Odis working for Vogga the Hutt and Fassa. | Found a job for Odis | If you return to the refugee quad, then Odis is gone. New Fuel Source [ edit | edit source ]If you return to Vogga's Enclave in the top left corner of the docks and speak to Vogga the Hutt again after saying you'll help deal with Goto in exchange for a New Fuel Source for Telos' Citadel Station: You've returned. But I do not see Goto chained behind you, can it be that you have not had success yet? | Dialog | I do not have Goto here, but rest assured, he will trouble you no longer. | Indeed, I had heard as much. I wouldn't have thought you could have so easily disposed of him. Rarely am I as impressed by a human. I believe that means we have a matter of business to discuss. My freighters have already begun their work. I will open trade with the Telosians, however I believe they will be reluctant to listen to my offer, should it come from me. Here. These credits should cover your expenses and a fee for services rendered. I do expect you to do what I have asked. If you do not, you will find that you will have little time to enjoy those credits. Now leave, I haven't grown so fond of you I'd like you around. | Vogga the Hutt has set up a trade route between Sleyheron and Telos. Telos has a new source of fuel! | | Dealt with Goto | Telos has new source of fuel | - Goto's Yacht
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Banshee Network Exit to . You won't be able to reboard the 'Hawk until after you shut down Goto's power distribution system. Using a character with the computer skill, slice into the console and download the "overload" program. If you fail to do this, in order to get the optional "overload" program, you will need to defeat Goto Guard Droids, witness their final transmission binary code, which has three bits labeled something like: ZERO ONE ONE (which is 3). You must then keep a count, meaning the total of the final transmissions you've seen, and enter it into this console in order to get the "overload" program. If you ask me, it's too much trouble and you are better off simply fighting your way past the turrets at #5, which is one of two places you'd want to use the program. Here is a list of binary numbers, in case you need to do it the hard way: zero zero zero = 0 zero zero one = 1 zero one zero = 2 zero one one = 3 one zero zero = 4 one zero one = 5 one one zero = 6 one one one = 7 Also check the Utility Droid and receive the "shut down" program. Execute your own shut down program on this defense droid, and then check its remains for the access code to the Containment Cells. It's likely you'll also have to defeat a few curious Goto Guard Droids here as well. Now use the command console, upload the programs you currently have (shut down and possibly overload), unlock the restricted system: containment cells (using the access code you just got), access system control for containment cells, and run the program shut down. Now you have access to #4 and #7. Proceed to #4, taking out any droid resistance along the way. After shutting down the containment cell shields, scavenge this droid to acquire the Turret Defense access code. Head back to the command console you were recently at, at #3, and unlock the Turret Defense system. Now select system control for Turret Defense and run both overload and shut down (or at least shut down). The turrets at #5 will then turn on one another and the droids in the room will be destroyed, making this difficult battle virtually harmless. If you didn't run any programs on the turret defense (see above), then you'll be facing a tough battle. Activate your energy shields and your force power Energy Resistance if you have it, and use your most potent mass-affecting force powers on the droids and turrets. When you open the door to #6, you'll be reunited with your main character, finally. After you find your main character, access the console here to acquire the crucial Power Distribution access code. This code is required in order to escape the ship. Map points #7, 8 and 9 are completely optional. All you need to do now is head straight toward #15, however I'd recommend exploring anyway for experience. Scavenge this droid to acquire the Reset Program. Aside from the hostile droids here, you can access the possibly handy Lab Station. Another useful utility, the workbench. On your way to the bridge at #15, you'll encounter several turrets around the perimeter of the room. Concentrate on one at a time to defeat them quickly. On the way back from the bridge, you'll have your second and final encounter with the Twin Suns (who apparently didn't die). They are actually much easier this time around, and when they've fallen, search the remains for a pair of Twi'lek Spinning Blades. The easiest way past these deadly mines is simply running over them (preferably in solo) and healing, however you can also enter Stealth mode and disable or recover them too. Just past the mines are a few droids you'll have to fight including the Goto Central Commander. Search its remains for the Minefield access code, which can come in handy just ahead at #12. Use this command console once you acquired the Minefield access codes at #11. Unlock the restricted system: Minefield, and then under system control for Minefield, run either the overload or shut down program. The overload keeps the mines active but will destroy most of the droids who rush at you at #13... very handy. The shut down program will deactivate all the deadly mines at #13 plus more at the entrance to the bridge. You'll still have to battle the multiple droids at #13 however. Just past the rows of deadly mines are the droids, waiting to get at you. In Stealth mode you can disable or recover them before having at the droids, or use the console at #12 to take down the mines, or shoot the droids from afar using one of your characters in Solo mode. The possibilities are many. When the area is clear, head to the right, pass up the mines and open the door to the bridge area. Surprisingly, you'll find among some other good items the Droid Controller access code, not that it will do any good now. Use this central command console to run the shut down program on the power distribution system. Remember, the access code for the system was at #6. After this is accomplished, you will meet heavy resistance on your way back to #1 and the Ebon Hawk including Duros Bounty Hunters and the Twin Suns at #10. Continue fighting your way to #1 and the next time you regain control over your character, you will be face to face with Zez-Kai Ell at . See the link for details. | WalkthroughIntroduction & faq. - Introduction & Advice
- Walkthrough FAQ
- Ebon Hawk Adrift
Peragus Mining Facility- Administration Level
- Mining Tunnels
- Asteroid Exterior
- Dormitories
- Command Deck
- Crew Quarters
- Engine Deck
- The Ebon Hawk
- Residential 082 East
- Entertainment 081
- Dock Module
- Czerka Offices
- Residential 082 West
- Bumani Exchange
- Restoration Zone
- Czerka Site
- Underground Base
- Polar Plateau
- Secret Academy
- Jungle Landing
- Mandalorian Ruins
- Iziz Spaceport
- Merchant Quarter
- Western Square
- Iziz Cantina
Nar Shaddaa- Refugee Landing Pad
- Entertainment Prom.
- Refugee Quad
- Jekk'Jekk Tarr
- Jekk'Jekk Tunnels
- Goto's Yacht
- Khoonda Plains
- Crystal Cave
- Jedi Courtyard
- Enclave Sublevel
- Valley of Dark Lords
- Sith Academy
- Shyrack Cave
- Secret Tomb
- Ruined Merchant Qtr.
- Jungle Tomb
- Royal Palace
- Rebuilt Jedi Enclave
- Res 082 West Redux
- Res 082 East Redux
- Ent 081 Redux
- Ravager Cmd. Deck
- Ravager Bridge
- Trayus Academy
- Trayus Crescent
- Trayus Proving Gnds.
- Trayus Core
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How do I get past (Gotos ship)?Star wars: knights of the old republic ii - the sith lords, pc android ios (iphone/ipad) linux macintosh nintendo switch xbox, star wars: knights of the old republic ii - the sith lords (pc). - How do i get past docking doors on Gotos ship? JohnathanAllen - 15 years ago - report
- I have killed all droids, Found everything(i think). But i cannot get docking hatches to open.Been all over the ship several times!!!. Please Help!!!! JohnathanAllen - 15 years ago - report
Top Voted Answer- For JohnathanAllen: the thing is that after u kill the droids/bounty hunters and what so ever u have go back to Ebon Hawk (ur ship) and get to the next mission.As i`ve read u r not supossed to get past docks door even if u switch support to secondary power and turning it off. djduh - 14 years ago - report 6 2
- When you get your main character back in the same room there should be a console with the codes for the power. Use that at the bridge console. RedLead5 - 15 years ago - report 11 9
- In the room you find the exile, there is an "auxilary console" in the back of the room. get the codes for the power sytem from this computer and use the on the the bridge console. you need to switch the cloaking device the secondary power and then run the shutdown program Bueller117 - 13 years ago - report 3 1
- To open the doors just unlock all programs in the computers. Use the override, shut down and the reset programs to leave. That will unlock the docking doors to your ship. Cheatman101 - 15 years ago - report 3 2
- Try to check all the robot bodies, and activate all the computers.... I think you have to turn off some power source from the bridge to open them up, and to do that you have to have a certain access key. JC_Phoenix - 15 years ago - report 0 5
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To escape from Goto's yacht you only really need the Shut Down program and Power Distribution access code to use on the Bridge Command Console, but acquiring other programs and access codes can be useful, and …
Upload the software, unrestrict the access, and then shut down the power system. You should get a message saying that the shields are down and there are ships incoming to …
After you find your main character, access the console here to acquire the crucial Power Distribution access code. This code is required in order to escape the ship. Map points #7, 8 and 9 are completely optional. All you need to do now is …
You can get the override codes for power distribution there. When you get to the bridge, use the power distribution terminal to transfer systems from primary power to secondary power. Then …
I've been playing KOTOR II for the PC for a while now, and I cannot get off of GOTO's yacht. Here's what I've tried: * Shutting down power on Secondary Power, moving …
After you have disabled the secondary power, the cloaking system on Goto's craft will be shut down and bounty hunters will board. Check the map and head back towards the Ebon Hawk to.
In the room you find the exile, there is an "auxilary console" in the back of the room. get the codes for the power sytem from this computer and use the on the the bridge console. …