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

Refugee Landing Pad
As you first enter from the Refugee Landing Pad, the Wookiee bounty hunter Hanharr approaches Vogga the Hutt in his enclave on the opposite side of the docks:


 * }

As Hanharr advances angrily, the two kath hounds flanking Vogga growl at him.

The passage ahead leads to the walkway around the perimeter of the docks.

Pylon 1
To the right at the end of the walkway is a door leading to the control room for Pylon 1. The Pylon 1 console is against the middle of the back wall:

Once you've activated this console by continuing along the walkway and using the pylon power console at the junction leading to, you can examine freighter ID Signatures:

Otherwise:


 * }

You need to speak to dockmaster Fassa at the junction leading to Pylon 2 before you can assign freighter priorities, although this can be done at any of the three pylon consoles.

Flophouse
As you go along the walkway away from, it turns right. As you continue past the turn and approach the junction leading to, you'll see the door to the flophouse in the wall to the left. The hallway beyond turns left to another door, beyond which is another hallway to the right with doors along both walls.

Vogga's Horde
Beyond the first door on the left of the hallway are a Gran and an Aqualish thug. If you approach or try to speak to them:

They only speak when they think they're alone, so you or one of your party need to turn on mode before approaching again:


 * }

The second door on the left of the hallway is locked, but the room beyond is empty except for a metal box in the back right corner.

Beyond the first door in the right wall are three Mandalorians, the leader in the middle. If you speak to either of the two others:

You can speak to the leader:

Otherwise:

Otherwise:

Otherwise:

If you speak to him again:


 * }

However, there's not much point until you've traveled to Onderon and Mandalore has joined your party.

Wayward Captain
Beyond the second door on the right of the hallway are three Lunar Shadow crewmen, and a metal box in the back right corner.

Two of the crewmen will only comment:

You can speak to the other:

Otherwise, you can pick a fight:

All three have I, so don't let them flank you.

However, this can be avoided by indulging your curiosity instead:

Otherwise:


 * }

If you speak again before finding their captain:

The Lunar Shadow captain is a Weequay who can be found in the back left corner of the ../Jekk'Jekk Tarr/ bar's. After leaving the flophouse, turn left and continue along the walkway past the junction to Pylon 2 and round to : once inside, the Arid Room is to the left. Persuade him to return, and receive 1500 XP.

Will Work for Fuel
Otherwise, once you've spoken to Odis in the Refugee Quad:

Otherwise:


 * }

If you speak to any of the crewmen again before leaving the docks:

Beyond the third door on the right of the hallway is an empty room with a metal box in the back right corner:

Experiment in Delivery
Beyond the fourth door on the right of the hallway are a metal box and a Bith scientist on the right, with a droid lab assistant at the back.

You can speak to the Bith scientist:

Otherwise:


 * }


 * }

Otherwise:


 * }

If you speak to him again:

After leaving his quarters and the flophouse, turn left and continue along the walkway past the junction to Pylon 2 and round to at the very end to meet his contact.

Overtaxed Ithorian
The hallway turns left. Around this final corner and beyond the first door on the left is an Ithorian named Lasavvou, with a metal box in the back left corner:

Otherwise, you can attack him:

Lasavvou doesn't attack you. You can trick him instead:


 * }

Otherwise:

Otherwise:


 * }

If you have any :


 * }

After leaving the flophouse, turn left and you can now talk about Lasavvou with the dockmaster, Fassa, at the junction to :

Being rude at any point completes this quest, but Lasavvou is gone and you receive no experience. Otherwise, if you haven't already assigned the correct docking priority to :

If you're not aware Lasavvou is transporting cryogenic power cells:


 * }

After asking how much he owes and then saying you'd like to pay his debt, you don't actually pay but it proceeds as though you have. Otherwise:

Since he cannot be persuaded to let Lasavvou depart, you actually have to pay the debt, help him or be aware Lasavvou is transporting cryogenic power cells:

Otherwise:


 * }

When you return to Lasavvou in the flophouse:

If you made a deal for his power cells rather than paying his debt or helping Fazza:


 * }

The cryogenic power cell is only received if you asked for one earlier, and it can now be used to fix the pylon power supply: otherwise, if you helped Fassa assign the correct docking priority to his freighters, or made a deal for the power cells, then Fassa fixes it himself and all pylons are now active, but you don't receive any experience for this.

In every case:

Around the final corner of the hallway and just inside the second door on the left, is a backpack to the left:

Intergalactic Reunification
Around the final corner of the hallway and beyond the third door on the left is Lootra, with a metal box in the back left corner:


 * }


 * }

While Aaida can be found in the Refugee Quad, you can complete this quest most quickly by convincing him to give up on finding her, although you receive no experience or immediate benefit for doing so:

Considering you can always lie or persuade him, it's surprising you can't force the issue:

You need to be more subtle:


 * }

Crafting a Lightsaber
The quickest way to receive a lightsaber or one of the fixtures needed to craft one is to kill Lootra:

If you haven't already crafted a lightsaber:

Otherwise:

Beyond the fourth and final door on the left of the hallway, there's an empty room with a door in the back wall:

Pylon 2
Beyond the flophouse is a junction: the walkway to the right leads to Pylon 2, while it continues straight ahead around to. Just before this junction you'll see the pylon power console to the right:

Otherwise, you can toggle power to one of the pylons:

If you toggle power to the same active pylon, or when another is already active:


 * }

You can toggle power to one pylon at a time to use its console to examine freighter ID Signatures, and then assign freighter priorities after speaking to Fassa, the dockmaster. However, if you fix the pylon power supply then all three pylons are active, and there's no need to toggle power between them.

Fassa, the Twi'lek dockmaster, is standing at the junction just beyond the pylon power console:

If you've already tried to assign freighter priorities at one of the Pylon consoles then you can use the Force to persuade him to give you access, otherwise you'll need to ask who he works for and then how business is these days:

Otherwise:


 * }

You can also talk to him about the Exchange:


 * }

Once you've spoken to Kahranna and Odis in the Refugee Quad:

To the right at the end of the walkway is a door leading to the control room for Pylon 2. The Pylon 2 console is against the middle of the back wall:

Once you've activated this console from the pylon power console, you can examine freighter ID Signatures:

Otherwise:


 * }

You need to speak to Fassa before you can assign freighter priorities, although this can be done at any of the three pylon consoles.

Fassa's Freighters
Fassa doesn't actually tell you any of this unless you tell him you'll try to help fix the pylon power supply:

There are only six possible assignments so you can use trial and error, but you receive less than half experience if any assignment is faulty. You only need to examine freighter ID Signatures on the console and one of the other two to be able to correctly assign freighter priorities based on the information in your, although examining all three gives you the full signature of every freighter:

You can assign freighter priorities at any active pylon console:

Otherwise:


 * }

Obviously, this is the only acceptable assignment:

Save game before you next speak to Fassa, so you can load game afterwards if you didn't get what you wanted:

The item received depends on your experience level:

🇨🇴

🇨🇴

🇨🇴

You cannot receive robes or armor before level 4, or upgrade items for lightsabers before level 10. You may also receive a color crystal. If you try to use any of the pylon consoles again:

Power Shortage
This quest can be effectively completed if you resolve the predicament of the Ithorian trader, Lasavvou, in the flophouse by helping Fassa assign the correct docking priority to his freighters, or making a deal with him for Lasavvou's power cells, but you don't receive any experience for this.

If you ask for, and receive, a cryogenic power cell from Lasavvou beforehand then you can use the pylon power console to install it and fix the pylon power supply. However, the power cell can also be used to fix the airspeeder in the Refugee Quad, and you receive the same experience if you or one of your party can fix it with sufficient skill in (and at least one ):


 * }

Vogga's Enclave
Beyond the junction to, the walkway continues until it turns right. As you approach this corner, you'll see the door to Vogga's enclave in the wall ahead. Inside, a Bith stands by the left wall:

Otherwise, you can ask him about what he's doing here, Goto and Vogga's problem:

Otherwise:


 * }

You can show him why it's not safe to compete with you to ship Vogga's fuel to Citadel Station:

The door to is in the back wall. The security door in the right wall is locked and guarded by Vogga's thug, a Gran:

Otherwise:

Otherwise:


 * }

He opens the security door, revealing a short hallway leading to Vogga. There's a low security door in the left wall, beyond which is an empty barracks.

Vogga the Hutt
As you approach, the Twi'lek servant standing to the left of Vogga speaks:

She ignores you if you try to speak to her again. If you try to interact with either of the kath hounds flanking Vogga, or approach the security door in the left wall:

There's a watering urn in the corner to the left of the entrance:

Vogga sits in the back right corner:

Otherwise:

Otherwise:


 * }


 * }

New Fuel Source

 * }

If you speak to him again before his freighters are safe from Goto's hijacking:

Vogga's Warehouse
Once inside Vogga's enclave, there's a warehouse door opposite the entrance. Beyond, another warehouse door to the left is locked, and the droid B-5D8 stands behind a desk in the back right corner:


 * }

Jekk'Jekk Tarr
The walkway to the right of the door to leads to, past the entrance to the Jekk'Jekk Tarr bar in the wall to the left. As you approach, the bounty hunter Mira is now watching you from the opposite side of the docks:

The Wookiee bounty hunter Hanharr comes up behind her menacingly:

He picks her up by the throat:


 * }

He releases her, and both are gone by the time you return to their location.

A Gran stands to the left of the entrance to Jekk'Jekk Tarr, and a Trandoshan to the right:

The Trandoshan becomes more talkative as you try to enter:

Otherwise:


 * }

Entering ../Jekk'Jekk Tarr/ is unnecessary at this point, but you (and any other organic member of your party) should really have Immunity: when you do...

Pylon 3
At the end of the walkway beyond the entrance to is a door leading to the control room for Pylon 3. Inside, a cleaning droid patrols to the right and far side, and there's a plasteel cylinder in the corner to the left of the door:

Maneuvering flaps are needed to fix the airspeeder in the Refugee Quad. The Pylon 3 console is against the middle of the back wall:

Once you've activated this console from the pylon power console, you can examine freighter ID Signatures:

Otherwise:


 * }

You need to speak to Fassa before you can assign freighter priorities, although this can be done at any of the three pylon consoles.

Experiment in Delivery
Once you've been to the flophouse and accepted the Bith scientist's offer to deliver payment to his contact in Pylon 3, you'll find a Twi'lek corpse by the plasteel cylinder in the corner to the left of the door:

The door is closed and locked as the patroling cleaning droid attacks:

It starts by using its. If it attacks a droid, reduce its Attack by 3 (since its grants it Attack Modifier: +3 vs. Human). Surprisingly, its damage never changes.

When you return to the Bith scientist's quarters:

The Bith scientist may not have disppeared entirely, since there's a Bith arm holding a datapad on the floor: