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Walkthrough

Introduction & faq.

  • Introduction & Advice
  • Walkthrough FAQ
  • Ebon Hawk Adrift

Peragus Mining Facility

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

Nar Shaddaa

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

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Gamer Walkthroughs

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Walkthrough

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

Nar Shaddaa

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

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Refugee Landing Pad

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

11) Exit to Entertainment Promenade

12) Exit to Docks

13) Exit to Refugee Quad

Entertainment Promenade

1) Exit to Refugee Landing Pad

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

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

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

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

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

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

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

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

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

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

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

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

Refugee Quad

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Jekk’Jekk Tarr

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

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

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

Jekk’Jekk Tarr Tunnels

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

2) Sealed Door

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

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

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

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

6) Workbench

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

Back to the Ebon Hawk

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

Goto’s Yacht

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

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

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

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

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

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

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

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

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

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

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

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

8) Lab Station

9) Workbench

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

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

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

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

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

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

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

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

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

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Nar Shaddaa

(Rework in progross)

Swoop Racing The Docks Entertainment Promenade After landing on Nar Shaddaa inform the winged creature who hassles the group about the parking job that you work for the exchange. He will back off quickly under threats to his life and you will gain some more dark side points. Be sure to level up your new characters and equip them with new armor and weapons. As you leave the landing pad you will run into two thugs harassing a human for wandering from the refugee sector. Beat down the thugs and tell the helpless human that he owes you. He tells you that a member of the exchange has been clamping down on the refugee sector recently. Tell the loser to shut up and get lost to gain some dark side points.      Influence - Kreia There will be a man begging for money close to where the thugs were standing. Listen to Kreia's advice after dealing with them and tell her that you will take her lesson to heart. This will increase influence with her.  Influence - Handmaiden In the northeast section of Nar Shaddaa there are two more thugs shaking down a citizen. You can use force persuade to convince one of them to jump off the nearby ledge. This will gain you some dark side points. After killing the other thug the handmaiden will interject with her thoughts on helping people. You can disparage Atris, but tell the handmaiden that each person learns from their experiences to gain influence with her.  Tienn Tubb's Shop Take a lap around the large square area to reveal the map screen. One of the first attractions in Nar Shaddaa is Tienn Tubb's shop in the southwest corner of the map. Tienn is blind, but his droid will approach you and ask for you to find a missing droid which has been appropriated by a junk dealer named Kodin.  Kodin is located in the north west section of the map in a corner. Threaten him with harm in order to obtain the droid and take it back to Tienn. Talk to Tienn's droid to obtain a free shield upgrade. If you choose to shake down the droid for more compensation you will loose influence with T3-M4.  Outdoor Merchant Quest There are two outdoor merchants on the landing pad: Geeda and Oondar. You can play them off of each other to gain a discount at both shops. There is also a light and dark side points opportunity. Side with Oondar and kill Geeda to receive dark side points and side with Geeda to receive light side points. Behind Oondar the merchant is a door leading to a supply room. There is a deal gone bad going down behind the door so get ready for a battle against four thugs once you enter the room. Collect the items from the containers after the battle. 

Swoop Racing The swoop racing track is in the north west corner of the refugee area behind a door. You will see a man passed out on the floor. To the right of him is a Twi'lek named Borna Lys. She explains that the swoop races are rigged because there is a droid challenger who cannot lose. Negotiate with her to obtain the access codes to this droid's cage, reminding her that you both stand to benefit from its sabotage.  Access the droid in the next room and reprogram it to think that it is about to crash in a swoop race. The droid will self destruct. Lie about your involvement with the explosion and suggest that the track is sold to Borna to cover the cost of the droid. Then speak to Borna to take your share of the profits. You can now enter the swoop races. If you win (the swoop race cheat helps) you can use force persuade to take all of the winnings thus gaining dark side points.  The Docks If you decide to take the dancing quest you will be transported to Vogga's Enclave on the docks. Speak to Vogga and negotiate a deal for a new fuel source for Citadel Station in return for getting rid of Goto, an Exchange member. Also, mention that you have been sent to dance for him for some experience. 

Down the hall from the Hut there is an alien named Bith. He has found an alternate fuel source that would be useful for the inhabitants of Citadel station. If you have taken the quests from Lt. Green on Citedel station you will want to take this fuel source idea for yourself. This can either be done through negotiations, or by killing Bith. The latter will give you glorious dark side points.  Pylon Quest Outside on the docks there are three pylons in a row. At the entrance walkway to pylon two there is a computer console. You can use a computer spike to optimize power to the three pylons and receive experience. Walk towards pylon 1 to trigger a scene with Han Har the Wookiee. Walk towards the doorway to the Landing pad to trigger another scene with this bounty hunter.  Talk to Fassa who is by the walkway leading to pylon 2 to receive the pylon quest. You must first power up all of the pylons from the console next to Fassa. Then there is a puzzle involving the ship's signatures. The rules to this puzzle are as follows. The higher set of numbers gets priority. The first set of two numbers is always the same as the second set of two. If there is a tie, then the last set of two numbers takes priority. Using these rules the ships should be arranged in this order: Silver Zypher Alakandor Toorna For completing this task you will receive the Jal Shey Neophyte Armor which is very useful because it does not restrict force powers.  The Flop House On the western side of the docks there is a door to the flop house. The first room on the right contains a group of Mandalorians that can be taunted. In the room across from this one there is a container filled with items. 

 ?    In the first room across from the entrance, use stealth to come across two thugs discussing how to break into Vogga the Hut's chambers. This will allow you to purchase juma juice at the cantina. You will use this item when you accept the dancing mission which begins in the Cantina. During the course of that quest you will put Voga the Hut to sleep with your dancing and then spike the Kath hound's drinking bowl. This will give you access to Voga's storage room.   ?    The second room contains a crew member of the Lunar Shadow. Here you can receive a quest to get the captain of the ship out of the alien bar Jekk'Jekk Tarr. Also, take the credits from the container in this room and the next room on the right. The Jekk'Jekk Tarr Bar is located next to pylon 3. The captain is located in the corner of the Arid Room and you can force persuade him to rejoin his crew.   ?    In the fourth room on the right there is a Sith Scientist investigating a signal that is only audible to his ears. Tell him that his work sounds interesting and eventually he will offer you a fetch mission leading to Pylon 3. When you reach this destination you will find a dead Twi'lek who has been robbed. The door will slam shut and you will have to battle against the cleaning droid. This enemy drops a number of very useful droid upgrades. Return to the flophouse to find the scientist's arm and a data pad that recorded his demise.   ?    Turn the corner and speak to Lasavvou in the first room on the left. You can trick him into thinking you are the docking authority and gain some credits. You can also agree to talk to the dock master for him and receive a new quest.   ?    The next room on the left has a backpack filled with items.   ?    The third room of the left contains a man who is looking for his wife. You have the option to tell him to join the exchange and tell them that you sent him. Entertainment Promenade This section is located to the east of the landing pad. To the left of the entrance there is an alien named Twik'Gar who will ask you to get Geredi to leave the Pazak Den. To the right of the door there is a small mousy creature named Kaalah-nah. Because the Pazak den is locked to those who don't have a code, pay the mouse to give you the password.  Pazaak Den  Geredi can be found in a corner in the Pazaak Den. Lie to him and say that there is a female Twi'lek waiting for him outside and he will meet his doom in the form of the thugs you spoke to earlier. This little trick will earn some dark side points.  Speak to the Twi'lek in the corner next to Geredi to automatically win a game of Pazaak and increase your reputation amongst the players. Near the bar there is a droid that has been programmed to love playing Pazaak even though she is not a very good player. This character can be used to slowly win money, or you can offer to repair her. An awareness response will indicate that there is a transponder located under the droid's arm just like the swoop racing droid. Repair the droid and she will thank you. At this point, a mouse like creature will enter the den and claim to be an unbeatable Pazaak player. The importance of this character is that he allows a maximum wager of 500 credits. Be warned, he also plays with rare tie breaker cards that will win on a push and + or - 10 cards that can drastically change his hand. Its best to face this player when you have an elite side deck. 

Cantina Enter stealth mode and walk to the right side of the bar to overhear the Vogga thugs and gain some experience. (Before starting this quest, see the section on the flophouse. In order to break into Vogga's chambers you need to prepare yourself before dancing for him.) In the cantina, walk up to the group of dancers on the left side of the room. A Twi'lek named Domo will ask you to help him find dancers for Vogga the Hut. If the handmaiden is in your party, you can offer her as a dancer. She will not have a problem with performing this task and this will gain you access to Vogga's chambers. You also get to keep the slave dancer outfit.  Jekk'Jekk Tarr Bar Before entering this bar be sure to equip all organic party members with a breath mask so that they are not harmed by the fumes inside. If there are not enough masks to go around, enter solo mode. At first there are three rooms open in the Bar. The captain of the ship mentioned in the flop house is in the Arid room and can be convinced to return to his shipmates. There is nothing left to do in this area, you must first  Refugee Sector Upon entering the refugee sector you will be stopped by two thugs who demand a toll payment. You have the option to ask them about Lorta if you talked to him in the Flophouse. You can force persuade the thugs to let you pass, or face them in battle. The only open direction is to take a left down a ramp. Keep heading down to enter the Refugee commons Refugee Commons Upon entering this sector there is a sick man to your right. Convince him to kill himself for the good of others to earn some dark side points. Wandering through this area will cause you to be approached by two Twi'lek who inform you that Atton is a cold blooded murderer. There are many refugees in this sector that ask for help, but these lead to light side points so it is better to ignore their pleas for help.  Serroco Thugs If you continue to walk east using the ramps you will eventually reach an area filled Serroco Thugs. You can choose to pick a fight with this scum, but be warned you will have to fight them all at once. On the very eastern edge of this area there is an air speeder that requires part to get it working again. Be sure to check all of the cargo bins in the Serroco controlled areas for lots of useful items.  Exchange Travel to the south and then take the ramps to the west to find the entrance to the exchange headquarters. In the Exchange there are plasteel containers in almost every room. You can take the items inside using a stealth field generator, or just grab them and prepare to fight the thugs in the room. 

About three rooms into the exchange there is a locked door where Nadaa's daughter Adana is being kept. She was the woman living in the Refugee Commons. You can save the girl without gaining light side points, and gain experience for completing the quest. If you return to the mother after saving the daughter she will reward you with a Sigil crystal lightsaber crystal.   Take the hallway through the dining room and into the heart of the exchange where Saquesh is standing by a window. Speak to Saquesh and force persuade him to let Adana go, even though you have just saved her. Then use the response "you will die anyway". This will lead to experience and dark side points. Be aware that once you start battling Saquesh you will also have to face the thugs in the dining room behind you. Don't let yourself be overwhelmed with the large number of enemies in the area. After clearing out the exchange, you should be out of quests to perform on Nar Shaddaa. Your only option is to return to the Ebon Hawk. But don't get too excited, this planet still has a few surprises to throw at you.

Up Next: Nar Shaddaa II

Top guide sections.

  • Introduction
  • Basics and Experience
  • Characters and Influence

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

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STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™

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

Table of Contents

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

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

  • 1 Computer Use
  • 2 Demolitions
  • 4 Awareness
  • 8 Treat Injury

Intelligence modifier (INT) resulting from points allocated at character generation and on level up determines how many skill points a class is granted at those times:

Characters are always granted at least four skill points at character generation, and at least one on level up:

All points do not have to be invested at character generation or level up, so they can be saved for a future level up. After becoming a different class, a character’s skill points on level up are determined by the new class, but the class skills of the earlier class are retained and those of the new class are gained. Class skills cost one point to raise one rank, while cross-class skills cost two points to raise one rank:

Class Skill feats can change a cross-class skill to a class skill. Points can be invested in class skills to maximum rank equal to level + 3, while they can only be invested in cross-class skills to maximum rank equal to [ (level + 3) / 2].

If you select Auto Level Up or Recommended, skills are given the following priority when investing points:

However, unlike at character generation, class skills take priority over cross-class skills: for example, for an Expert Droid like T3-M4 , Awareness is prioritized over Demolitions until he has the Class Skill: Demolitions feat.

Computer Use [ edit ]

Computer Use is a class skill for the following:

  • Jedi Sentinel
  • Tech Specialist
  • Jedi Watchman
  • Sith Assassin

Minimum rank 15 is needed for your main character to fully upgrade T3-M4 .

Demolitions [ edit ]

Demolitions is a class skill for the following:

  • Jedi Guardian
  • Combat Droid
  • Jedi Weapon Master
  • Sith Marauder

Difficulty Classes for setting, disabling or recovering mines are reduced by 5 on Easy but increased by 5 on Difficult. According to Feedback , DC increases to disarm and recover mines are cumulative rather than separate:

Successfully setting, disabling or recovering mines requires that the sum of Demolitions skill rank and a d20 roll is equal to or greater than the DC. When not in combat 20 is always rolled, so minimum skill rank (in brackets) is DC - 20.

A maximum of 15 mines can be set in any map. While friendly mines can normally be recovered without a DC check, after leaving a map and returning to it any mines left behind can only be recovered after a successful DC check (although they remain friendly).

Hostile mines must be detected by passing an Awareness check before they can be disabled or recovered. Disabling a mine always grants experience equal to 10 * user level, while that granted for recovering a mine depends on its strength and user level:

Frag , Plasma and Sonic mines can also be used to blast locks instead of bashing or Security : unlike bashing this doesn't result in broken items (although it seems broken items are only added to inventory rather than replacing items in it), but unlike Security it doesn't grant any experience. However, according to Feedback attempts only succeed if 20 + (Demolitions rank / 2) + mine strength equals or exceeds lock DC:

Strong and Deadly mines have the same strength. Lock DC decreases by 5 on Easy and increases by 5 on Difficult, so minimum rank for success decreases or increases by 10.

The only Devastating mines that can be disabled or recovered are actually Deadly mines in all but name so, unless you want to recover your own Devastating mines after leaving then returning to an area, your party only needs to be able to disable or recover Deadly mines. Your main character only solos some areas containing Average mines, which can also be triggered using a Stun Droid power.

Stealth [ edit ]

Stealth is a class skill for the following:

The Force Camouflage power granted to a Jedi Watchman or Sith Assassin enables the use of Stealth without a Stealth Field Generator .

To use Stealth while in a party, Solo Mode must be turned on as well. Movement speed in Stealth Mode is normally even slower than walking, and cannot be increased with any Adrenal Alacrity or Hyper-adrenal Alacrity stimulant, or any Burst of Speed power. However, movement speed is unaffected by Stealth Mode once the Stealth Run feat is selected.

An Awareness check is made on first entering enemy awareness range, and every 20 seconds thereafter unless Stealth skill rank decreases (due to removing equipment with Stealth or Dexterity bonuses, a buff expiring or a debuff taking effect): however, if undetected then the next check is still 20 seconds after the previous one. The details of these checks are only recorded in Feedback when the party leader is successfully detected, which requires Awareness Breakdown > Stealth Breakdown:

When multiple enemies are in range, each makes a separate Awareness roll against a single Stealth roll.

Standing still modifier 5 is added to both Breakdowns even while moving (even with Stealth Run), but if an enemy is running then it's replaced with run modifier -5 in the Awareness Breakdown.

Enemies are less likely to detect you the greater the distance between you, if you are behind them in their rear arc, or they are engaged in combat. However, to guarantee you remain undetected normally requires Stealth skill rank ≥ Awareness skill rank + 9. Otherwise, the maximum chance of being detected is normally as follows:

For example, if Stealth = Awareness then the chance of detection when face-to-face is 22.5% (45/200), but with distance modifier -4 (effectively Stealth = Awareness + 4) it's only 7.5% (15/200). The table below should help illustrate how the probabilities above were derived:

However, sometimes detection can still succeed when Awareness Breakdown is less than Stealth Breakdown, even though the values in each Breakdown all sum as expected. It can happen sometimes when a distance modifier is added, although its magnitude doesn't correspond to the discrepancy. The reason for this is unknown.

Although Stealth Mode doesn't prevent computer use or droid repair, doing so cancels it in the same way as entering dialog.

Awareness [ edit ]

Awareness is a class skill for all classes.

According to Feedback , Difficulty Classes for detecting mines are reduced by 5 on Easy but increased by 5 on Difficult.

Successfully detecting hostile mines requires that the sum of Awareness skill rank and a d20 roll is equal to or greater than the DC. When not in combat 20 is always rolled, so minimum skill rank (in brackets) is DC - 20.

Although running imparts a -5 penalty (maximum roll 15), this isn't an issue if you stop briefly every 30 meters or so: for example, pause upon turning a corner, reaching a junction or entering a room (if opening a door hasn't already obliged you to do so).

The only Devastating mines that need to be detected are actually Deadly mines in all but name, so your party only needs to be able to detect those. Your main character only solos some areas containing Average mines.

Awareness is also used in dialogue checks to get additional information about the motives etc. of characters.

Persuade [ edit ]

Persuade is a class skill for the following:

Minimum rank 27 is required to pass every persuade check in the game.

Repair [ edit ]

Repair is a class skill for the following:

  • Jedi Consular
  • Jedi Master

Minimum rank 21 is needed for your main character to fully upgrade T3-M4 .

Minimum rank 20 is needed for your main character to receive 100% of an item's component value when it's broken down by any character using a workbench .

Security [ edit ]

Security is a class skill for the following:

According to Feedback , Difficulty Classes for locks are reduced by 5 on Easy but increased by 5 on Difficult. Successfully opening a lock requires that the sum of Security skill rank and a d20 roll is equal to or greater than the DC. When not in combat 20 is always rolled, so minimum skill rank (in brackets) is DC - 20.

Successful use of Security to open a lock normally grants experience equal to 5 * user level. However, more difficult locks have DCs based on main character level, and successfully opening these grants experience equal to 10 * user level:

Treat Injury [ edit ]

Treat Injury is a class skill for the following:

  • Jedi Prestige classes

Minimum rank 20 is needed for any character to receive 100% of an item's chemical value when it's broken down by that character using a lab station .

Navigation menu

IMAGES

  1. KOTOR2 (LS) 86: Goto's Yacht Part 1

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  2. Star Wars KOTOR 2 Walkthrough (Dark Side) 91: Goto's Yacht Part1 [HD

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  3. KOTOR2 (LS) 87: Goto's Yacht Part 2

    kotor 2 yacht count

  4. Kotor 2 OST Goto's Yacht

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  5. (Lets Play) Kotor 2 Part 17: Goto's Yacht pt 1

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  6. Kotor 2 goto yacht

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VIDEO

  1. Kotor 2 TSLRCM 1.8.1 Walkthrough part 20

  2. Pemilu kotor (Pakar Hukum Tata Negara) #shotrs #viral

  3. KOTOR Remake

  4. KOTOR2 Glitch!

  5. The most underrated part of KOTOR 1

  6. Chapter 5 yacht vs chapter 2 yacht

COMMENTS

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

    If you enter the incorrect count then you have to log out before attempting to unlock the console, using a Computer Spike each time, to enter the count again. You can brute force the correct count in this way (there's no way of knowing that it starts at two) or you can destroy Goto guard droids, which can communicate the current count upon their destruction as a binary number:

  2. Guide part 9

    Take this info and wheel towards the exit of the warehouse. You are stopped short by HK assassin droids. Fry these enemies with regular laser blasts and the shock arm if needed. Don't forget to ...

  3. Gotos security console

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

  4. GameBanshee

    2 - Console & Utility Droid 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 ...

  5. GOTO's bullshit security : r/kotor

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

  6. Star Wars: KOTOR II

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

  7. Nar Shaddaa

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

  8. Useful Information for playing TSLRCM (Spoilers)

    Note 2: the HK-50 team you fight as T3-M4 in the droid warehouse on Nar Shaddaa as well as any HK-50s you encounter on Goto's yacht do not count for this quest. The HK factory level is rather difficult, I would advice you to check all of the loot found in the level, many of them are specific to HK-47 and they are very strong for tackling this ...

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

    3. It was necessary to destroy the planet to stop the Sith. 1. That wasn't an option, either. G0-T0: I hope you do not decide that the next thing that must be destroyed to stop the Sith is the galaxy itself. Perhaps one must ask themselves at what point defending your religious ideals is advantageous to the Republic as a whole.

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

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

  11. How do I get past (Gotos ship)?

    6 2 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

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

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

  13. Guide part 7

    Focus on one guard at a time until they are all put down. After the battle, pick up any dropped items, heal yourself, and use the lab table if necessary. Speak to the Gamorrean by the door in the ...

  14. Stuck on Goto's Yacht

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

  15. Star Wars: KotOR 2 (Modded)

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

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

    Star Wars Knights of the Old Republic II: The Sith Lords is a role-playing video game developed by Obsidian Entertainment and published by LucasArts.It is the sequel to BioWare's Star Wars: Knights of the Old Republic and was released for the Xbox on December 6, 2004, for Microsoft Windows on February 8, 2005, for OS X and Linux on July 21, 2015, for Android and iOS on December 18, 2020 and ...

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

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

  18. Nar Shaddaa

    In the northeast section of Nar Shaddaa there are two more thugs shaking down a citizen. You can use force persuade to convince one of them to jump off the nearby ledge. This will gain you some ...

  19. Terminal Codes and Answers 'Cheat Sheet'

    Terminal Codes and Answers 'Cheat Sheet'. By Landon Keyser. This guide merely serves as a 'cheat sheet' for various puzzles in Knights of the Old Republic 2: The Sith Lords (aka Kotor 2) Note: It is recommended you save before entering codes. 3.

  20. Star Wars Knights of the Old Republic II: The Sith Lords/Skills

    All points do not have to be invested at character generation or level up, so they can be saved for a future level up. After becoming a different class, a character's skill points on level up are determined by the new class, but the class skills of the earlier class are retained and those of the new class are gained.

  21. Star Wars: KOTOR 2 Walkthrough Part 23 "Gota's Yacht" (No ...

    Star Wars KOTOR 2 Gameplay Walkthrough Part 23 includes the quest "Ebon Hawk ID Signature". This walkthrough for Star Wars KOTOR 2 on the Xbox, Xbox 360, Xbo...

  22. Goto's Yacht : r/kotor

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

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

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