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

Khoonda Plains
When you first use the, you overhear a conversation between two female settlers standing in the corner to the left of the entrance:


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If you try to speak to any settler while equipping a lightsaber:

Otherwise:


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A receptionist stands behind a desk between two trees opposite the entrance:


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There are two doors in the wall behind the receptionist, one to the left and one to the right of the trees flanking his desk. Standing by the left wall in the waiting room beyond the left door is a male settler, and a salvager named Gerevick:


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Beyond the door to the right of the receptionist, a farmer named Suulru stands to the right and a member of staff stands to the left:


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Terena Adare's Chamber
At the back of each waiting room is another door, beyond which is a corridor. Beyond the only door in the opposite wall, Khoonda's Administrator, a woman named Terena Adare, stands in her chamber, flanked by a militia member to the right.

If ../Alignment/ 30 or less:


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Otherwise:


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Relics of the Past
This quest is completed when you first enter the ../Enclave Sublevel/.

Lost in the Shadows
If you persuaded her that Master Vrook sent for you:


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She can also tell you about the settlers, salvagers and mercenaries on Dantooine:


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Redemption

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Farm Equipment
A farmer named Suulru stands to the right in the waiting room beyond the door to the right of the receptionist, in the wall opposite Khoonda's main entrance:


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Mandalore comments if present. Otherwise:

If you return:


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Once you've recovered his modulator from Jorran in the enclave sublevel or its courtyard (where you may also recover the 500 credits extorted if you can be persuasive):

The two blaster pistols received depend on your experience level:

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🇨🇴

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At level 27 two Freedon Nadd's Blasters are received, but at level 28 and beyond nothing is received.

However, if a blaster pistol normally selected is already equipped by your main character or in your inventory, then the next highest you don't already have is received instead: this should not happen for any equipped by your party or in containers elsewhere.

For example, at level 24 an Elite Watchman Blaster and Mandalorian Disintegrator are normally selected and received, but if you already have one or the other on your main character or in inventory then a Dashade Sonic Disruptor is received instead; if you already have both, then a Freedon Nadd's Blaster is also received instead.

Changing of the Guard
As you stand in the corridor facing the door to, to your left is the corner of Khoonda's upper corridor, extending to the right. There's no point in going there yet, but if you do then there are two private doors in the right wall of this corridor:

The is beyond the security door in the left wall, and the  are beyond another security door at the end:

To the right, a man named Berun Modrul stands at the corner of Khoonda's lower corridor:

Otherwise:


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You can ask about other people:


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Otherwise:

Otherwise:


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However, he has the most to say about Zherron, as he's the militia captain's right hand man:


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Otherwise:


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Otherwise:


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Otherwise:


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You can go to and tell Zherron about this, although you only get one chance to convince him to trust you:

Otherwise:


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Otherwise:


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If you go to, you can also tell the Administrator about this:


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Adum Larp
The lower corridor extends beyond Berun Modrul to the left. Adum Larp stands at the back of the room beyond the door in the right wall to Berun's left: since he's a merchant, save game before speaking as most of his inventory is somewhat randomly selected the first time you do so.


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 * align=left|
 * 80 || 4
 * align=left|
 * 100 || Infinite
 * align=left|
 * 49 || 3
 * align=left|
 * 50 || Infinite
 * align=left|
 * 40 || Infinite
 * align=left|
 * 50 || Infinite
 * align=left|
 * 980 || 1
 * align=left|
 * 50 || Infinite
 * }
 * }
 * 50 || Infinite
 * }
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The rest of his inventory was somewhat randomly selected when you first spoke to him.


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There's a private door in the right wall of the lower corridor between Adum Larp's door and the entrance to the, and another at the end of the lower corridor:

The is beyond the security door in the left wall at the end of the corridor:

Militia Headquarters
The entrance to the militia headquarters is in the right wall close to the end of the lower corridor. Another militia member stands to the left and his captain, Zherron, stands at the back of the room:

Otherwise:


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Cave Crawling

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