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

Refugee Landing Pad
Approach the door behind you to return to the refugee landing pad, or open the door ahead of you to enter the entertainment promenade at the middle of its left side. A little alien stands in the corner just to your right:

Otherwise:

Otherwise you give 5 credits every time you ask:


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Otherwise:


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If you speak again, her reaction changes after calling her a rodent, or telling her to get out of your way or that you're here to crush the Exchange:

Her reponses depend on how much attention and favor you've gained or lost with the Exchange:

Otherwise, giving her 2000 credits increases the attention of the Exchange, and increases or decreases their favor, by 3:

Pazaak Den
A Gran and his two Trandoshan thugs stand in the corner just to your left after opening the door to the Entertainment Promenade:

Otherwise:

Otherwise:


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If you speak again:


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There's a door labeled Pazaak Den at the top end of the hallway to your left, in its right wall.

Password
As you approach the door, the Gran guard to its left speaks:

Otherwise:


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Otherwise:

Otherwise:


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The pazaak den is impossible to unlock. However, now when you ask Kaalah-Nah about this area she must know the password, which she gives you for 5 credits:

You can now give the guard the password, although this isn't necessary if you can dominate minds:

You can now go through the two doors into the pazaak den, where two Quarren patrons sit at the table to your left by the entrance, a Weequays and a Gran patron sit at the bottom table opposite, and a male and female gambler wander:


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S4-C8
There's an untended bar at the bottom end of the pazaak den on its left side, and a droid stands between the window and the table on its right side:

Otherwise:


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Otherwise, if you have any Repair skill, or Bao-Dur or T3-M4 are in your party:

If you have any Repair skill:

If you have any Computer Use skill:

Otherwise, or if any repair or computer use fails, with Bao-Dur or T3-M4 in your party:

This loses the favor and gains the attention of the Exchange. Otherwise, if you have some Awareness or S4-C8 has just been repaired:

Otherwise you can try hooking the module up to your datapad, or attempt to open the module's casing:


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Dahnis
A Twi'lek female stands by the window behind the top table in the lower of the two partitioned areas at the top of the pazaak den:

Otherwise:


 * align=left| ../Pazaak/ Card Flip 3&6
 * 175 || 1
 * align=left| Pazaak Card -3
 * 25 || 1
 * align=left| Pazaak Card +/-2
 * 150 || 1
 * align=left| Pazaak Card -4
 * 25 || 1
 * align=left| Pazaak Card -1
 * 100 || 1
 * align=left| Pazaak Card -6
 * 5 || 1
 * align=left| Pazaak Card +/-5
 * 75 || 1
 * align=left| Pazaak Card +6
 * 5 || 1
 * align=left| Pazaak Card +3
 * 50 || 1
 * }
 * }
 * align=left| Pazaak Card +3
 * 50 || 1
 * }
 * }

Otherwise:

If your male character cools her off instead or you're female, but Atton, the Disciple or Bao-Dur are in your party:

So if she plays any male character, you don't actually have to play and beat her. Otherwise, you do:

Geredi
A Duros stands by the window behind the table in the upper of the two partitioned areas at the top of the pazaak den:


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You can remove Geredi as an obstacle by beating him or, once you've spoken to Twik'gar outside about him:

Otherwise:

Geredi walks outside and gets surrounded by Twik'gar and his thugs:


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Otherwise:


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Champ
After defeating the S4-C8, Dahnis and Geredi, the next time you approach the door a little alien like Kaalah-Nah walks in, and then up to you:


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If you talk to him:

Otherwise:


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If rank > 1:

Otherwise:

This gains the attention of the Exchange.

Cantina
From the entrance to the entertainment promenade, there's a door labeled Cantina at the bottom of the hallway to your right, in its right wall: beyond it is another door into the cantina, where a Weequays patron sits at a table opposite the entrance, two Duros sit at the next table to your right with a Duros thug who stands and then falls in the corner behind them, and a Gran and a Trandoshan patron sit at a table by the entrance, also to your right:


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Vogga the Hutt
There are two partitioned areas at the bottom end of the cantina. A Quarren patron sits alone at a table in the bottom area:

There are two tables in the top area, with two Trandoshans, Vogga thugs, standing behind the top table:

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


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Vogga's Dancers
There's a bartender standing behind a bar in the top left corner of the cantina:

Otherwise:

Otherwise:


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Once you've overheard the two thieves in the flophouse on the docks plotting to steal from his chambers:


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You'll also pay nothing if you successfully threaten him, or he'll halve the price if you can persuade him:

Otherwise:


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A dancer and two Twi'lek dancers dance for a Twi'lek domo in the top right of the cantina. If you approach them:


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Otherwise:


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Otherwise, or upon returning, a female character can suggest herself, and any character can suggest up to two other females present in your party:

If you're obviously dark side (../Alignment/ 30 or less):

He needs persuading, with skill or the Force:

Otherwise:

Otherwise:

Either of the following results in you dancing:


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Any of the following results in Mira dancing:


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Either of the following results in the Handmaiden dancing:


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Kreia won't meet Vogga's standards, and Visas won't perform. Once another female character (you, Mira or the Handmaiden) has agreed to dance for Vogga, you travel with the Twi'lek domo to in the top left corner of the docks, where one of you will dance until Vogga sleeps:


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Vogga's Horde
The Twi'lek domo has left you with in his enclave in the top left corner of the docks. Vogga sleeps in the bottom right corner of the room, the female Twi'lek servant standing to the left of him ignores you, and if you try to interact with either of the kath hounds flanking him, or approach the security door in the top wall:

If you try to speak to Vogga:

Otherwise:


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As long as you don't mention Citadel Station, you can speak to him and still dance to put him back to sleep as long as a female in your party is wearing the :

Once you've overheard the two thieves in the flophouse on the docks plotting to break into these chambers to steal, and then got juma juice from the bartender in the entertainment promenade's cantina, you can pour it into the watering urn in the top left corner as long as Vogga sleeps:

Otherwise, the kath hounds now walk up to the urn and drink from it, before going back:

Do not approach the security door in the middle of the top wall if Vogga is awake:

Now the kath hounds are also awake, and you cannot get any more juma juice to put them to sleep again. Once Vogga and his kath hounds are asleep, you can safely approach and open the security door (although it cannot be blasted):

There's a metal box in the top right corner, and another to the right of a locked metal box (do not bash it) by the middle of the left wall: