Star Wars Knights of the Old Republic II: The Sith Lords/Jekk'Jekk Tarr

Nar Shaddaa Docks
Although you can enter from the docks long before invites you to his private lounge and Mira takes your place, this isn't recommended as there's nothing meaningful you can do that can't be done later: some commentary and dialog is a little different for your main character if you enter first, but you can still convince the Lunar Shadow captain to return to his men even after following Mira.

If you do enter before Visquis' invitation then, once you leave the airlock at the entrance, you and any organic members of your party will be regularly afflicted by, Average Weakness and Damage, inflicting -1 attributes and 4 damage every 6 seconds for 36 seconds unless a Fortitude save is made against DC 25: the only places you won't be afflicted are the airlocks between rooms. You are unable to change your party at this time, but a party makes no difference whatsoever so it's best to ensure your main character has permanent : (or Fortitude 24 or more) before turning on Solo mode and leaving any party in the airlock.

Mira has no need of such protection with your environment suit and once she's entered, or your main character has followed her, return to the docks isn't possible:

You have no choice but to go through the door ahead.

Infrared Room
The first room you enter from the docks is infrared, with doors to the airlocks for the (containing the Lunar Shadow captain) and first  in the middle of the left and right walls respectively. All rooms have a similar layout, with a central circular bar that you can get behind to the left, with tables around its perimeter and on slightly raised platforms in each corner of the room. In this room, there are chemical dispensers in the corners to the left and right of the entrance, and a chemical dispensing station behind the bar:

As you move behind the bar, the Devaronian standing there speaks, and you can ask about this place and its clientele:


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If Mira speaks, then she can also ask the following:

The Rodian bar patrons, and Trandoshan and Twi'lek thugs, aren't as friendly and only comment if you speak to them:


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Arid Room
Beyond the doors of the airlock in the middle of the left wall of the is the Arid Room, where there are chemical dispensers in the left, right and back right corners and a chemical dispensing station at the central bar:

Aside from the Lunar Shadow captain in the back left corner, only the Twi'lek Domo at the back left table by the central bar will really speak to you:

Otherwise:

If Mira speaks to him, then she can also ask the following:


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Any Rodian bar patrons and Trandoshan thugs are no more friendly than in the previous room, and Weequays thugs won't speak to you at all, no matter how persistent you are:

Mira can ask more, but gets no further:

Wayward Captain
The Lunar Shadow captain, a Weequays, can be found standing at the table to the right in the back left corner of the Arid Room. If you haven't spoken to his crewmen back at the flophouse in the docks and said you'd keep an eye out for him, or once you've convinced him to return to them:

Once you have spoken to his crewmen:

Otherwise:


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Toxin Room
Beyond the doors of the airlock in the middle of the right wall of the is the first Toxin Room, with the first door to the airlock for the second Toxin Room in the middle of the left wall, chemical dispensers in the right, back left and back right corners and a chemical dispensing station at the central bar:

It's populated exclusively by Gand, with a trio of wandering Gand findsmen, most of whom are as uncommunicative as the Weequays thugs of the Arid Room:

Mira can ask more, but gets no further:

The four Gand with blaster rifles at the tables in the back right corner are more talkative, but not much more informative:


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Toxin Room
Beyond the doors of the airlock in the middle of the left wall of the first is the second, with chemical dispensers in all four corners and a chemical dispensing station at the central bar:

Like the first, it's populated exclusively by Gand, but with five findsmen: none are any more communicative than those in the first room.

Private Lounge Door
The private lounge door is in the middle of the wall opposite the entrance to the second Toxin Room. If you haven't yet been invited by :

Visquis' Chamber
Once you have been invited by, Mira can enter:

She removes the suit:

Mira is electrocuted!


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Lost Jedi
Meanwhile back at the flophouse in the docks, you're having a one-sided encounter with one of the lost Jedi, Zez-Kai Ell:


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Mira's safehouse is behind the magnetically-sealed storage door at the back of the last room of the flophouse, which is now open in the corner of the right wall. Before you exit, there's a metal box by the left wall:

This is your last chance to speak to the Lunar Shadow crewmen in the flophouse about their wayward captain if you haven't already done so, to allow you to convince him to return to them from Jekk'Jekk Tarr. When you exit the flophouse to follow Mira there, the Gran and Trandoshan are no longer standing outside. As you enter, Visquis watches you on a camera:


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Although Breath Control lasts for 240 seconds (4 minutes), permanent : (or Fortitude 24 or more) is still preferable (and effective even if granted by a, regardless of what you've been told).

Aside from the toxins, you now have to fight (or sneak) your way past the Jekk'Jekk Tarr's clientele (with the sole exception of the Lunar Shadow captain).


 * Infrared Room

There's a pair of Trandoshan thugs at the left table in the corner to the left of the entrance from the docks, and another pair at the back left table by the central bar, one with two s and the other with a :

There's also a pair of unarmed (but sneaky) Rodian bar patrons in the corner to the left of the entrance (but by the right table), and another pair in both the back left and right corners:

There's a pair of Twi'lek thugs in the corner to the right of the entrance, and another pair at both tables to the right and back right of the central bar, the only ranged attackers in the room with s, switching to a Long Sword in melee range. Green Twi'lek thugs have : Resist 25/- vs. Cold, Fire and Sonic.

The Devaronian behind the central bar uses a :

If you want to maximize experience then you should kill everyone here and go through the airlock in the left wall to do likewise in the Arid Room: this is also your last chance to speak to the Lunar Shadow captain there and convince him to return to his crew. Otherwise, you should just go through the airlock in the right wall into the first Toxin Room.


 * Arid Room

There's a Rodian bar patron standing to the left of the entrance, a pair of Trandoshan thugs in the corner to the left of the entrance and another pair to the back right of the central bar, and one with a Vibro Double-Blade at the table to the left of it.

A Weequays thug stands near that last Trandoshan thug by the central bar to the left, another stands back from it on the right side and there's a pair in both the back left and right corners, all armed with a :

The unarmed Twi'lek Domo stands by the table to the back left of the central bar:

The only non-combatant is the Lunar Shadow captain in the back left corner, and this is your last chance to convince him to return to his crewmen back at the flophouse.


 * Toxin Room

Once you've cleared or avoided the Arid Room and gone through the airlock in the right wall of the Infrared Room into the first Toxin Room, you'll encounter nothing but Gand. Most only engage in unarmed combat:

The quartet in the back right corner each use a, and three switch to an in melee range:

The fourth, to the left of the corner table, can be more damaging and switches to a in melee range:

Three Gand findsmen wander the perimeter, each using a basic, with no On Hit: Stun.

All Gand wear s, granting :.


 * Toxin Room

When you enter the second Toxin Room through the airlock in the left wall of the first:


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The Gand and findsmen are no different to those in the first room, although none have ranged weapons.

All that remains is to go through the airlock in the wall opposite the entrance, into Visquis' private lounge.


 * Visquis' Chamber

There are chemical dispensers in the left, right and back right corners, but no chemical dispensing station behind the central bar:

Viquis and Hanharr are gone and all that remain are four female Twi'lek attendants, one behind the bar, one at each table to the back left and right and another to the right of it:


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Jekk'Jekk Tarr Tunnels
The door to the Jekk'Jekk Tarr tunnels is in the right wall of the back left corner of Visquis' chamber: once you enter, you can never return to Jekk'Jekk Tarr.