Star Wars Knights of the Old Republic II: The Sith Lords/Refugee Landing Pad

Ebon Hawk
The Ebon Hawk is on an otherwise empty circular platform on the left side of the refugee landing pad: when the walkway from it turns right around a corner, ahead you'll see a refugee on the left being confronted by two Exchange thugs (a Weequays and a Trandoshan). As you approach them:


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Those are the first of many chances to fight them. Otherwise:

The option to move closer to the light side of the Force is available throughout the remaining dialog until you fight or try to persuade them:


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Otherwise, they can always be persuaded to let you answer for him, then they leave:

In either case, if you speak to the refugee afterward:

Otherwise, you can ask him questions about those thugs before he leaves:


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There's another refugee further along to the right. If you speak to him:

Otherwise:


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If you ask about Zez-Kai Ell and identify him as a Jedi Master, then you can identify yourself as a Jedi:

He leaves. Otherwise:


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If you haven't already given him a few credits, or told him you're a Jedi:

Otherwise:

If you speak again:


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Once you've moved far enough away from him and the Ebon Hawk, a woman approaches him:


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There's a door labeled Swoop Garage in the wall behind this refugee, and the walkway ends at another door around the corner to the left. As you approach these doors, the refugee standing by the back wall between them speaks:

He runs away. Kreia now speaks, even if she's not in your party:

Otherwise:

Otherwise:


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Influence is lost with her if you cut her off at any time. If you help the refugee instead of threatening him:

He leaves, and Kreia speaks:

Otherwise:


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Otherwise:

The door at the end of the walkway to your left is now open, allowing access to the main hub of the landing pad, which has a square pit at its center: a door labeled Nar Shaddaa is in the middle of the top wall to your left, one to the  is in the middle of the right wall directly opposite, and one labeled  is in the middle of the bottom wall to your right.

Tienn Tubb's Shop
Beyond the door labeled Swoop Garage is the bottom half of a workshop, with a by the wall to your right. In the top corner to the right of this door is a short hallway leading to the top half of the workshop. As you approach the top of this hallway, the droid TT-32 speaks:

Otherwise:


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There's a metal box in the top right corner, and you can see the Ebon Hawk through the window in the back left wall, between two workbenches.

Ebon Hawk ID Signature
TT-32's master, a Sullustan mechanic named Tienn Tubb, stands at the lower workbench in the top half of his workshop. If you speak to him:

Otherwise:

Otherwise:


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Droid Retrieval
If you speak to TT-32 again after speaking to Tien Tubb:

Otherwise:


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You should ask about the plans:

Otherwise:


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Workbench
There's a  by the left wall of the bottom half of Tienn Tubb's workshop, with a metal box in the bottom corner to its left and a plasteel cylinder further along the wall to its right:

The navigation interface is needed to fix the in the Refugee Quad. The room beyond the door in the wall opposite the workbench has a locked metal box by the shelves in the bottom right corner:

The door in this room's top right corner opens onto the main hub, where a Trandoshan named Vossk stands to the right, in the bottom left corner of the hub. As a former member of the bounty hunter's guild, Vossk can be asked about it and its current members:


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Handmaiden rolls her eyes.


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Kodin
At the corner between the two doors to the in the top left section of the main hub you'll find the droid IT-31, and an Aqualish junk-dealer named Kodin: since he's a merchant, save game before speaking as most of his inventory is somewhat randomly selected the first time you do so.

Otherwise:


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 * align=left|
 * 100 || 1
 * align=left| HK Droid Processor
 * 327 || 1
 * }
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The rest of his inventory was somewhat randomly selected when you first spoke to him. This selection is limited to droid equipment: only the first 11 utilities, special weapons and plating can be selected, as can all shields (but no sensors).

If you speak to IT-31:


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If you speak to Kodin with T3-M4 in your party:

Docks
A door labeled Nar Shaddaa ../Docks/ is in the middle of the top wall of the main hub. As you face it, to the right you'll see a human named Rutum being confronted by two Exchange thugs (a Trandoshan and a Weequays). If you approach them:


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You receive experience for using the Force to s:

They go on their way, and you can speak to Rutum. Otherwise:

If you cannot dominate minds then it only succeeds against the Trandoshan, and the Weequays attacks but you only receive a single credit from the remains. In either case, if you try to speak to Rutum again then he runs away:

You can move closer to the light side of the Force by trying to persuade them that he's under your protection: if you succeed then they leave and you can speak to Rutum, but if you fail then they attack.

Otherwise:


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Telling them you don't have the money allows you to gain the favor and the attention of the Exchange if you suggest selling him into slavery, in which case they leave with him:


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Say the following first to move closer to the dark side of the Force (although to move closest, you should then simply threaten and kill the thugs before telling Rutum it's time to die):

You attack Rutum. Otherwise:


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You can also move closer to the light side of the Force by offering to pay what he owes:

They attack. Otherwise, you move no closer to the light side of the Force but it costs you credits, and the experience you would have received for killing them:

They leave, and Rutum speaks to you:

You attack Rutum. Otherwise:

He leaves after any of the following:


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You can also move closer to the light side of the Force if you defend him:

Finally, you can just threaten them to provoke an attack:

If you speak to Rutum after trying to persuade them, or killing them:

Otherwise:


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Any action resulting in Rutum leaving on his own is. Otherwise:

If you speak to any commoner in the area:


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Geeda
A Rodian named Geeda stands in an alcove to the right of the door labeled Nar Shaddaa, in the top right corner of the main hub. Speaking to beforehand is recommended, as speaking to Geeda first makes Oondar unwilling to show you what he has in stock until you've resolved their :

Otherwise:


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You can only sell items for 50% of their base cost, and buy for 105%: however, after speaking to Oondar to trigger their trade war, she can also reduce her prices by 10% to 95%.

Entertainment Promenade
The door to the Entertainment Promenade is in the middle of the right wall to the main hub, directly opposite where you enter and clearly visible across the central pit. As you reach it Kreia speaks, even if she's not in your party:


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If you open the door to the ../Entertainment Promenade/, then two Twi'lek bounty hunters, the Twin Suns, appear behind you as you walk in:

Oondar
A Duros weapon merchant named Oondar stands in an alcove to the right of the Entertainment Promenade, in the bottom right corner of the main hub: since he's a merchant, save game before speaking as most of his inventory is somewhat randomly selected the first time you do so.

If you haven't spoken to :

Otherwise:

The rest of his inventory was somewhat randomly selected when you first spoke to him. Otherwise, or if you have spoken to Geeda:


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Trade War
The following responses trigger a trade war between Oondar and :

If you haven't spoken to Geeda, then he no longer lets you see what he has in stock (and if you have spoken to her, then this was already the case):

Otherwise:

If you return without driving away Geeda:


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You won't get any more out of him until you've agreed to deal with Geeda. Even if you're dark side, convincing Geeda to go away the first chance you get isn't recommended unless you have no interest in a discount on her inventory (you also lose a chance to lose the favor and gain the attention of the Exchange):


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Oondar is offering a 10% discount, so Geeda's prices are now reduced from 105% to 95%. You should return to Oondar:


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This response may lose the favor and gain the attention of the Exchange, but when you next speak to Oondar he lets you see what he has in stock, with the 10% discount!

When you next speak to Geeda:


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Convincing Geeda to go away gains the favor and the attention of the Exchange:

If you didn't tell Oondar to go tell the Exchange - and give them your description, then when you next speak to him:


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If you tell Geeda you'll stand with her instead:

After her proposal to establish new trade routes, you still need to speak to Oondar to complete their trade war:

Oondar leaves, and you lose the favor and gain the attention of the Exchange.

New Trade Routes

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Once the situation on Dantooine has stabilized:

The following items have been added to her inventory:


 * align=left|
 * 570 || 1
 * align=left|
 * 2831 || 1
 * align=left|
 * 2750 || 1
 * align=left|
 * 218 || 1
 * align=left|
 * 4750 || 1
 * align=left|
 * 5795 || 1
 * align=left|
 * 1567 || 1
 * }
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 * 1567 || 1
 * }
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The following items have been added to her inventory:


 * align=left|
 * 9025 || 1
 * align=left|
 * 4731 || 1
 * align=left|
 * 17337 || 1
 * align=left|
 * 218 || 1
 * align=left|
 * 8787 || 1
 * align=left|
 * 2375 || 1
 * align=left|
 * 4750 || 1
 * align=left| HK Protocol Pacifist Package
 * 204 || 1
 * }
 * }
 * 204 || 1
 * }
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Thug Boss
There's a room in the bottom right corner of the main hub, beyond the door in the wall below (there's another door around the corner in its left wall). There's an argument taking place within, between a blue Twi'lek named Squik and a thug boss and three thugs, which your entrance will turn violent:


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The boss cuts down Squik and remotely closes and locks the two doors before all the thugs turn their attention on you:

You've just gained the attention (but not the favor) of the Exchange. The doors will open when the boss is killed, unless you open them yourself first.

One thug is a Gran using a and up to three, and the other two are Weequays with s.

There's a metal box in the top right corner, by the wall to the left of the top door upon entering, and a locked metal box in the bottom right corner:

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Refugee Sector
A door labeled Refugee Sector is in the middle of the bottom wall of the main hub. As you approach, a human named Ratrin Vhek confronts you:


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Otherwise:


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Two of Atton, Disciple or Handmaiden, and Mandalore can object further:

Otherwise:

In every case, he leaves:

Even if you said you'd return the ship, you can still board the Ebon Hawk (although you cannot access any secret compartments mentioned) and even leave Nar Shaddaa. However, once you've entered and exited the ../Refugee Quad/, the crew of the Red Eclipse seize the Ebon Hawk, and you'll need to go through them to confront their captain on board and settle the ../Landing Rights/ issue before you can use it again.