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

Refugee Landing Pad
When you return to the Refugee Landing Pad from the ../Refugee Quad/, or try to return to the quad from the landing pad after fixing and using the quad's to travel to the landing pad or the docks:

Sure enough, back at the the landing pad master, Quello, is now approached by the captain of the Red Eclipse, Cahhmakt:


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As you approach the Ebon Hawk from the entrance of, two Red Eclipse slavers appear:

All Red Eclipse slavers you encounter here and aboard the Ebon Hawk have I, so don't let them flank you. These two are Trandoshans (as are all slavers outside), one armed with a and the other with two s:

There's a similar pair just around the corner to the left. As you approach the Ebon Hawk you'll encounter another pair, a single slaver and then three more guarding the ship itself, all six of whom can be armed with a  or a  (switching to a vibroblade in melee range):

Ebon Hawk
When you board the Ebon Hawk, you only have your current party and you're attacked immediately by a Red Eclipse slaver in the garage opposite, a Trandoshan with a who switches to a Stun Baton in melee range: there's another just out of sight to the right, by the workbench.

There's another, and a Weequays with a, just inside the passage to the starboard dormitory to the left, and a similar pair at the end of the passage to the main hold to the right.

All weapons only inflict damage, with no properties, but all have  I so don't let them flank you. There are 25 slavers in total (17 Trandoshans and 8 Weequays) throughout the Ebon Hawk:

The storage compartment in the main hold is sealed, and bizarrely there's now a to the left of the bed in medical: never seen before, or again...

You only need to confront their captain, Cahhmakt, in communications, but once you've done so you won't be able to kill any remaining slavers. Communications is to the right in the passage between the main hold and the cockpit: two Trandoshans and a Weequays stand outside, and the same guard their captain inside.

However, Cahhmakt himself isn't yet hostile and will speak as you enter, so if you want to pledge him to your service you should kill the slavers inside from the corridor before entering.

Otherwise:

Otherwise:


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You can simply kill him to re-take the Ebon Hawk:

The remains of Ratrin Vhek lie to the right of the entrance.

Otherwise:


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Surprisingly, this doesn't move you closer to the dark side of the Force. If you pledged Cahhmakt to your service then you may go to the in the ../Entertainment Promenade/, where a Red Eclipse slaver now stands at the window, to the right of the entrance and a pair of Vogga's thugs:

Otherwise:


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There's new wealth after each level up!

Visquis
Once you've completed the Landing Rights quest and entered the at least once, you still need to gain the attention of the Exchange before you can get on with changing the :

You need to accumulate at least 8 points to gain the attention of the Exchange (gaining or losing favor doesn't matter), then when you next return to the Refugee Landing Pad you'll get a message from a Quarren named Visquis:

Your party gather outside the Ebon Hawk:

Otherwise:


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You're now alone outside the Ebon Hawk, and you cannot board it or change your party at this time. Visquis has invited you to his private lounge in the Jekk'Jekk Tarr bar, which is on the far side of the docks. As you approach the entrance to the docks, Atton runs up behind you:


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Otherwise:


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You only receive antidote kits if you tell him you'll be careful, and medpacs if you appreciate his warning or observe that he didn't follow you out here just to warn you of that.

Bounty hunter
After entering the docks, if your character is neutral or light side (../Alignment/ 40 or more) then the bounty hunter Mira approaches you almost immediately as you walk forward:


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Otherwise, if your character is dark side (Alignment < 40) then the Wookiee bounty hunter Hanharr approaches you as you pass the flophouse entrance:


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Twin Suns
In any case, Atton is now at the bar in the Entertainment Promenade's cantina:

The Twi'lek Twin Suns approach Atton from behind as he speaks to the bartender before noticing them:


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After leaping away, they both use an, absorbing up to 130 points of energy or electrical damage for the next 120 seconds (2 minutes).

Her has :   DC 18, reducing this attribute by 1 for 30 seconds unless a Reflex save is made. This effect stacks.

Her Twi'lek Spinning Blade has On Hit: Attribute Damage DC 18, reducing this attribute by 1 for 30 seconds unless a Reflex save is made. This effect stacks.

The easiest way for Atton to defeat them is to run behind the bar and shoot at them over it, standing far enough back that they cannot hit him: due to their shields, using disruptor or sonic pistols or rifles should be much quicker. It's less cheap to just stand between the bar and the wall, which should only allow one of them to attack at a time in melee combat.

Atton can also run to the opposite side of the cantina and use a partition to break line of sight, then use to return and inflict a  on one of them, or use  to set mines (with the benefit of hindsight after playing another character, you could even set mines beforehand, justifying it by attributing it to Atton's foresight).

Atton receives experience for defeating both of them, but he can only receive items from the remains of the first defeated: although he also receives an from the left one, the attribute damage to Constitution inflicted by the right one is potentially more dangerous (particularly when she uses, attacking twice with her Twi'lek Spinning Blade).

Back outside the Ebon Hawk:


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Sure enough:

Jekk'Jekk Tarr
Meanwhile, if Mira approached you in the docks then you return to the flophouse there:


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If Hanharr approached you, then you return to the Jekk'Jekk Tarr entrance, where Mira now ambushes you:

In both cases, Mira has now taken your environment suit and entered Jekk'Jekk Tarr in your place, as Visquis and Hanharr see on camera: