Star Wars Knights of the Old Republic II: The Sith Lords/Goto's Yacht

Sure enough, after T3-M4 escapes the ../Droid Warehouse/ and Tienn Tubb changes the Ebon Hawk's ID signature, Goto's yacht intercepts it after take off. Meanwhile, on the yacht you are in the with a hologram:

Otherwise:

In every case:


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Ebon Hawk
The Ebon Hawk has docked with Goto's yacht on its starboard side: the screen shows that this is the top left side of the map, and that the, where your main character is under guard, is on the center right side, at the stern of the yacht.

If your party tries to go back through the docking hatch behind them in the left wall:

There's a plasteel cylinder by the bottom wall, to the right of a utility droid:

There's a security console by the top wall:

Otherwise:


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If you enter the incorrect count then you have to log out before attempting to unlock the console, using a each time, to enter the count again. You can brute force the correct count in this way (there's no way of knowing that it starts at two) or you can destroy Goto guard droids, which can communicate the current count upon their destruction as a binary number:

🇨🇴

🇨🇴

🇨🇴

🇨🇴

🇨🇴

They may not communicate this if debilitated by a power, but the count still increases with each kill.


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Otherwise, you can bypass security to get limited access with some, letting you view defense summaries and cameras:


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Interrogation Chamber defenses have been reassigned and, sure enough, if you check its camera you'll see it's empty, so you shouldn't bother overloading the power conduit... yet:


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Limited access also lets you download a program:

Full access is only granted after entering the correct count, slicing the computer after bypassing security for limited access, or a highly-skilled security bypass:

Other than experience received, the only reason to upgrade from limited to full access is if your party has a droid or two ( or, or both):

If you have a character and want to sneak past as many droids (and defense turrets) as possible on your way to getting the Droid Controller access code from the, then you may want to enter Stealth mode now, and ensure your other character is out of sight, before opening the door in the bottom wall of the right corner. Beyond this door is a corridor containing five floating mines (you can never control them, but they can be useful later):

Once a floating mine detects you, it approaches and explodes, inflicting variable piercing damage which can be halved if a successful Reflex save is made against DC 15.

Cells
Beyond the door at the bottom end of the mined corridor is the Goto starboard commander:

There's a decorative diamond in the middle of the floor indicating the position of a hidden, and a command console by the bottom wall:

If you select Systems Control first then access is restricted, only allowing you to run the Basic Diagnostic program on each system:

Otherwise:

Otherwise:


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Selecting Program Library allows you to upload any other programs you acquire:

Once uploaded, you can check what each program does.


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However, you cannot run any uploaded programs on restricted systems. You can unlock a restricted system once you have its access code:

To escape from Goto's yacht you only really need the Shut Down program and Power Distribution access code to use on the Bridge Command Console, but acquiring other programs and access codes can be useful, and grant experience when run on unlocked systems:

For example, if you acquired the Containment Cells access code from the Goto starboard commander:

If you return to main menu and select Systems Control:


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There are other command consoles throughout the yacht, any of which can be used to upload programs, unlock systems using access codes, and run programs on those systems. However, running programs on the Power Distribution system is restricted to the Bridge Command Console.

Beyond the door in the left wall at the bottom end of the commander's room is another room, containing a maintenance droid, a Goto guard droid, and a plasteel cylinder by its left wall, at the back. The maintenance droid repairs any damage inflicted on the guard droid, so destroy it first:

Once destroyed it explodes, inflicting variable piercing damage which can be halved if a successful Reflex save is made against DC 15.

Beyond the door in the right wall at the top end of the commander's room is another room, containing another maintenance droid and two Goto guard droid, one of which is shielded:

There's a security door in each wall of the bottom right corner of the room:

Beyond the right door is a long corridor with three containment cells in its top wall, sealed with force fields:

If isn't in your party and you haven't used the command console to unlock and shut down the Containment Cells system, you can blast them instead. The left and right cells are empty, but the center cell contains a damaged utility droid:

Audience Chamber
Returning to the entrance of the starboard wing of the containment cells, beyond the security door in the bottom wall is another room, containing two Goto guard droids (one shielded), with a plasteel cylinder in its bottom right corner:

There's a door in each wall of the bottom left corner of the room. The bottom door leads to a corridor containing a maintenance droid and two Goto guard droids (one shielded).

There's another door at its bottom end, and another by the middle of its left wall. If you have the Turret Defense access code from the damaged utility droid in the starboard Containment, then you can unlock the turret system and run programs:

If you return to main menu and select Systems Control:

If you run the Overload program:

This doesn't seem to have any actual effect on turret damage. However, if you run the Shut Down program:

If you return with the Reset program from the damaged utility droid in the port Containment Cells:


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Running the Shut Down program causes any defense turrets to malfunction and target both hostile and friendly units, while running the Reset program affects their accuracy, adding -50 to  Breakdowns, reducing them to minimum 5% chance to hit and 0% critical conversion. If both programs are run then turrets become much less of a threat to your party, but also to any other hostile or friendly units, which respond in kind when attacked.

There's a security door in the middle of the right wall:

The corridor beyond contains three Goto droid heavy guardians and six defense turrets: if you used the command console to unlock the turret system and then tried to shut it down, then they'll be attacking each other. If you get to the audience room door at the other end of this corridor before all turrets are killed:

Once all turrets are killed, you can open the audience room door and your main character joins the rest of your party here. There are two sentry droids at the back of the chamber, which had been flanking your main character:

If you get the Droid Controller access code from the then use any  to unlock that system and run either the Overload or Shut Down programs, you can scavenge any remaining droids for components as well (maximum 450 (15 * 30) more). You can also do the following:


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However, you only receive experience for the first droid. These sentry droids don't follow you out of the audience chamber, so this is of limited immediate use. There's an auxiliary console by the wall in the bottom right quadrant of the chamber:

After acquiring the Power Distribution access code and logging out, the following (optional) options won't be available until you get to the bridge:


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If you return to use the command console at the other end of the corridor to the audience chamber, then you can now use this access code to unlock this system:

If you return to main menu and select Systems Control:


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So you cannot run programs on the Power Distribution system until you get to the bridge: if you also have the Shut Down program from the utility droid in the 's docking bay then you have everything you need to go there directly via, but you might as well explore the port side of the yacht (which isn't necessary, but can make breaching the defenses easier).

Torture Room & Lab Station
Beyond the door below the command console outside the is a room containing three Goto guard droids: one is shielded, but only one of the remaining has a.

The room beyond the door in the bottom wall is clearly an interrogation chamber or torture room due to the presence of a force cage and various other restraints, with a by the top wall. There's also a plasteel cylinder in the top left corner, by this lab station.

Cells
Beyond the door in the right wall of the interrogation chamber is a long corridor with three containment cells in its bottom wall, sealed with force fields:

If isn't in your party and you haven't used a  to unlock and shut down the Containment Cells system, you can blast them instead. The left and center cells are empty, but the right cell contains a damaged utility droid:

Maintenance Room & Workbench
Beyond the door in the left wall of the interrogation chamber is a room with a decorative diamond in the middle of the floor indicating the position of a hidden, and a by its top wall. If you have the Reset program from the damaged utility droid in the port Containment Cells, then you can upload this to the Program Library and run it on any unlocked systems.

Beyond the door in the top left corner of the console room, there's a storage room with three plasteel cylinders at the back, by the left wall.

Beyond the high security door in the bottom wall of the console room is another high security door in the right wall, beyond which there's a maintenance room with a by its bottom wall and three plasteel cylinders in the back right corner.

Beyond the door in the bottom wall opposite the first high security door is the port docking bay, with a by its bottom wall, a plasteel cylinder by its top wall and a docking hatch in its left wall.

Exterior Defense
Go through the door above or below the command console outside the and then through the door in the left wall, and either way you'll be in a room with a  by its left wall and a hidden  in the middle of its floor. Through the door in the top or bottom wall is the right side of Exterior Defense: on the left side there are eight defense turrets, like those guarding the, and all but the two leftmost use their shields.

If you've used a command console to unlock the turret system and then run the Reset program after getting what's needed from the damaged utility droids in the starboard and port Containment Cells, then -50 is added to the  Breakdowns of these turrets, reducing them to minimum 5% chance to hit and 0% critical conversion. Otherwise, use shields of your own, or  vs Energy to withstand their focused fire, or position yourself carefully to limit the number firing on you while attacking with ranged weapons, grenades or Force powers.

You could also simply run or sneak past and go through the door in the top or bottom wall on the right side. Either way, there's a Goto droid heavy guardian just inside the door, a by the right wall and a fire suppression unit in the opposite corner on the left side of each room:

Central Command
As you approach the sealed hatch at the left end of either room beyond the turrets:

If you're in mode then this cancels it. The semi-circular corridor linking the two sealed hatches is mined, five to either side of a junction guarded by the Goto central commander and two more Goto droid heavy guardians:

These mines are not part of the Minefield system.

There's another sealed hatch down the corridor left of this junction, beyond which is central command, a console hub with a circular corridor around its perimeter. If you enter the hub with your party, one of them can comment on it:


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If you haven't used a to unlock and shut down the Containment Cells system, then there's a force field in the back wall of the hub:

If isn't in your party then you can blast it instead. The hub's perimeter corridor also allows you to go around to the other side of the force field. However, if you take it down then what you see of may prompt you to use the command console in the middle of the hub's top wall to reset it, or use the Minefield access code from the Goto central commander to unlock that system and run programs:

If you return to main menu and select Systems Control:

If you run the Overload program:

If you run the Shut Down program:

If you run the Reset program:


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Interior Defense
The corridor exiting the right side of is heavily mined:

If you used a to unlock and shut down the Minefield system then neither they nor the mines outside the high security doors to the  can be triggered, but they can still be disabled or recovered for experience. However, the junction beyond the minefield is guarded by seven Goto droid heavy guardians. If you used a command console to overload the Minefield system then both you and the droids can now trigger them: since they're melee attackers, once they become aware of you they can run over the mines, triggering them and heavily damaging or killing themselves.

Bridge
The junction beyond the minefield is in the middle of a corridor between two high security doors in the left wall at its top and bottom end, which are mined (five a side):

If you used a to unlock and shut down the Minefield system then the mines cannot be triggered, but they can still be disabled or recovered for experience. There are also windows at the top and bottom of this corridor, and the back of the Ebon Hawk can be seen through the top window, to the right.

Beyond the doors is the bridge, a semi-circular room with a plasteel cylinder in its top right corner, by the door:

There are two consoles in the middle of the bridge. The Bridge is the top one, on your left. Like any command console it can be used to unlock and access the Droid Controller system to run programs although, in the likely event that you've already killed every droid on the yacht, this may only be good for experience:

If you return to main menu and select Systems Control:

If you run the Overload program after disabling the yacht's cloaking device:


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However, if you ran or sneaked past droids then you can get them to defend you against any remaining turrets, and the bounty hunters that board once the yacht's cloaking device is disabled. You need to run the Overload program before you disable the cloaking device, otherwise any remaining droids will ignore turrets and bounty hunters, but still attack you: if you run it afterward by mistake then you can still run the Shut Down program to prevent droids attacking you, and scavenge them for components like the s back in the audience chamber, as well as examine each unit's behavior core to switch its defense protocol to include you and your companions. Afterward, you can run the Reset program to allow you to kill any surviving droids.

The primary power system console is the bottom console in the middle of the bridge, on your right, which can be used to switch the docking hatch seal (and containment cells) from the primary power system to the secondary:


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Only the Bridge Command Console can be used to both access the Power Distribution system and run programs on it, to shut down the (secondary) power system:


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Once you've switched the docking hatch seal to the secondary power system and shut it down, or vice versa:

Ebon Hawk
After disabling the cloaking device using the Command Console, when you return through  to the junction in the middle of the mined corridor, there's a pair of Duros bounty hunters to either side, and another pair in the rooms at each end of the corridor:

When you return to the turrets, the Twi'lek Twin Suns await you. If Atton is in your party as you enter:

Otherwise:

If any of the turrets remain then you can use the command console by the right wall of the room above or below to access the turret system, causing them to malfunction after trying to shut them down so that they can target the Twin Suns as well (although they'll be much less effective if you reset them as well). This isn't necessary, but it can be satisfying: since the Twin Suns' cantina encounter with Atton, each has lost a sword, but Atton can gain up to eight guns (and two party members).

All that remain of the boarders are four trios of Gand, each consisting of two Gand and a Gand Findsman. One trio is in the Interrogation Chamber, and you can now use one of the s in either of the rooms at the right end of Exterior Defense to overload the power conduit there, killing them: the rest of the port wing remains unpopulated, so there's no need to go there unless you want to see if the Gand left any remains.

The remaining Gand are between you and the Ebon Hawk docking hatch: there's a trio in the room to the right of the top security console room, another in the room above (at the left end of the starboard Containment corridor), and the last trio is in the corridor up to the docking hatch (if any floating mines remain, they can damage Gand when triggered or killed).

The off hand adds no Ion vs..

Save game before going through the unsealed docking hatch to enter the Ebon Hawk. As you escape, Goto's yacht is attacked and destroyed. Aboard the Ebon Hawk, if Hanharr joined your party:


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Otherwise, if Mira joined your party:


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In either case:


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Nar Shaddaa
Back on Nar Shaddaa, you return alone to the flophouse on the docks to meet Zez-Kai Ell...

Lost Jedi
If ../Alignment/ < 40:


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Otherwise, if Alignment 40 or more:


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Otherwise:

Otherwise:


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Otherwise:

Before Zez-Kai Ell leaves you, if you are a, or  then he teaches you a Force form, otherwise he teaches you a lightsaber form:


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Otherwise, you engage in combat. The door in the left wall at the bottom end of the room remains locked until Zez-Kai Ell is defeated:

Once Zez-Kai Ell has been reduced to less than 50% Vitality, if you are a, or  then you learn the Force form he's using (despite him not having any Force powers to use), otherwise you learn the lightsaber form he's using:


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Once Zez-Kai Ell is defeated (for which you receive no experience), you subconsciously drain Force power from him:


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Now if you speak to a commoner on the refugee landing pad, or a Duros in the entertainment promenade's :

Seeking Passage
If you spoke to a woman named Kahranna in the refugee quad who told you her family are off Nar Shaddaa, and you told her you'd help, then if you speak to the dockmaster Fassa at the  junction on the docks:


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If you return to the refugee quad, then Kahranna is gone.

Will Work for Fuel
If you spoke to a man named Odis in the refugee quad who told you he's looking for work and, and you've spoken to the Lunar Shadow crew in the flophouse on the docks about their but not reunited them or told them about Odis, then if you speak to the dockmaster Fassa at the  junction on the docks:


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If you return to the refugee quad, then Odis is gone.

New Fuel Source
If you return to in the top left corner of the docks and speak to  again after saying you'll help deal with Goto in exchange for a  for Telos' Citadel Station:


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