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

Ebon Hawk
If you have a lightsaber equipped when you first exit the Ebon Hawk, then this doesn't go unnoticed by a woman named Dillan:

Otherwise:

Whenever dialog ends, she walks away towards the. A battered protocol droid walks in circles in front of the Ebon Hawk, and a mechanic named Tarn stands to the right as you stand with your back to it. There are three plasteel cylinders by the back wall of the docking bay behind the Ebon Hawk, one in the left corner as you face it and the other two to the right behind it (the middle one is locked, and can only be blasted open); there's another plasteel cylinder by the right wall close to the bottom corner, where an Ithorian named stands with a footlocker to the right.

Relics of the Past
If you do not have a lightsaber equipped when you first exit the Ebon Hawk:

Dialog ends in the latter two cases. Otherwise:

Otherwise:

In both cases:

Otherwise:

Dialog ends. Otherwise:

Otherwise:

Dialog ends. Otherwise:

Otherwise:


 * }

In every case:

After dialog ends, if you speak to her again she'll be more welcoming if you told her you lived here once:

Regardless of her welcome, you can ask the following:


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Whenever dialog first ends:

Redemption
Once you've spoken to Dillan, as she walks away you'll notice a battered protocol droid nearby, walking in circles in front of the Ebon Hawk. If T3-M4 isn't present:


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Otherwise:


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You can ask what it can tell you about Dantooine, if there's any work available here, and what the local areas of interest are:


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If you ask about the Sith invasion:

A nearby mechanic overhears this and comes running over:


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Otherwise:

Otherwise:


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Otherwise:

Otherwise, or if you fail to persuade him:

If you speak to the battered protocol droid again then you can ask it why it called you a Jedi, and it can now tell you about the Sith invasion and play back a partially corrupted holo recording of a conversation between Masters Vrook and Vandar regarding you:

Otherwise:


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With your back to the Ebon Hawk, if the mechanic Tarn remains then you'll see him when you turn to the right. If you don't have a lightsaber equipped when you speak to him:

Otherwise:

Otherwise:

In both cases:

In every case:


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Otherwise:


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Otherwise:

Otherwise:


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If you do have a lightsaber equipped when you speak to him:

Killing Tarn is psychotic. Otherwise:

Pato Ado
When you're facing the Ebon Hawk, an Ithorian named Pato Ado stands in the lower right corner of the docking bay:


 * }

Dialog ends. Otherwise:


 * align=left| Pazaak Card +/-1
 * 200 || 1
 * align=left| Pazaak Card +3
 * 50 || 1
 * align=left| Pazaak Card Flip 2&4
 * 150 || 1
 * align=left| Pazaak Card -5
 * 12 || 1
 * align=left| Pazaak Card -1
 * 100 || 1
 * align=left| Pazaak Card -6
 * 5 || 1
 * align=left| Pazaak Card +/-6
 * 50 || 1
 * }
 * }
 * 50 || 1
 * }
 * }

If you ask why he's so anxious to go and leave Dantooine, you can play ../Pazaak/:


 * }

Khoonda Main Entrance
Once you and Dillan have spoken she walks away, around the right end of the wall opposite the Ebon Hawk's exit ramp. If you follow her, she turns left and then right into the Khoonda plains, crossing right to stand by the wall to the left of Khoonda's main entrance. A militia member stands to the left of this entrance:


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The main entrance is also guarded by a defense turret by the upper and lower left corners of the building, and by the upper right corner, to the right of :

However, when you first enter ../Khoonda/ you should do so via its side entrance...

Khoonda Side Security Entrance
There's a security door to the right in the upper wall of the Khoonda building, opposite the docking bay. If you try to open it when not in mode:

If you are in Stealth mode then the militia doesn't intervene and you can use to open it and enter, or  to lock it down. Opening the security door is recommended since there are multiple containers in storage: save game before entering Khoonda, and load game afterward if you're not happy with what you receive.

Akkere
A Sullustan named Akkere stands by the upper right corner of the Khoonda building:

If you speak again:


 * }


 * align=left|
 * 100|| 1
 * align=left|
 * 200 || 4
 * align=left|
 * 50 || 3
 * align=left|
 * 100 || 1
 * align=left|
 * 25 || Infinite
 * align=left| HK Control Cluster
 * 250 || 1
 * align=left|
 * 250 || 2
 * }
 * }
 * 250 || 2
 * }
 * }

Khoonda Garage Entrance
The door in the right wall of the Khoonda building is locked, but there's a plasteel cylinder by the wall to the left, by the airspeeder. If you go behind the building, there's another plasteel cylinder by the back wall, which is locked:

Enclave Courtyard
There are paths to the ../Enclave Courtyard/ between two pillars on the top side at both the left and right ends of the Khoonda plains: the left path is closer to the salvager camp and the Enclave itself, while the right path is closer to the mercenary camp.

The left boundary of Khoonda is a river with a bridge across it to the plains beyond: these are wandered by five kinrath and a viper kinrath: suprisingly, kinrath are poisonous but viper kinrath are not.

Six kinrath and two viper kinrath wander the right end of the plains:

Crash Site
At the top of the left slope at the right end of the Khoonda plains is a crash site for two swoop bikes with a man named Saedhe standing between them, and a plasteel cylinder on the right:

Sensor Search
Otherwise:


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Otherwise:

Otherwise:

In every case:


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Bao-Dur only intervenes if he wasn't present when you first spoke to Saedhe. In either case:

Otherwise:


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You'll now find the sensors in rubble at the first junction inside the nearby (in the bottom right corner of the plains):


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If you and Bao-Dur discovered hidden surveillance devices within the sensors when you found them:

Still calling it 3000 credits after asking why there's surveillance equipment in the sensors is good, and moves you (much) closer to the light side of the Force. Otherwise you now receive 5000 credits, and 500 XP in both cases:


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You'll also receive 5000 credits (but only 250 XP) if you mention Azkul. If hidden surveillance devices weren't found, you can simply accept 3000 credits, 4000 if you're aware enough to suspect they're worth more, or 5000 in both cases if G0-T0 is in your party to make that observation:


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After mentioning Azkul, this can also end less amicably:

This is cunning, but it can still end amicably if you return to trade the sensors for credits. Otherwise:


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It ends much less amicably if you choose to take the credits from his corpse instead, which is psychotic:

You can return to Khoonda and give the sensors to the Administrator, Terena Adare, once you've spoken to Berun Modrul and undertaken to find evidence that his superior, the militia captain Zherron, is endangering diplomacy with the mercenaries, and receive 500 XP (so killing Saedhe maximizes both credits and experience received).

Crystal Cave
The entrance to the ../Crystal Cave/ is in the bottom right corner at the right end of the Khoonda plains. Save game before entering: as well as your, you can receive at least three power crystals inside, so you can load game afterward if you're not happy with what you receive.