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

Refugee Landing Pad
You're unable to change your party inside the refugee quad, so you need to return to the refugee landing pad to do so.

The junction beyond the door in front of you is guarded by two Exchange thugs, a Trandoshan and a Gamorrean. As you approach or speak to either one (you cannot sneak past):


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If you intimidate with strength, persuade with skill or simply pay the toll then you can gain the favor and the attention of the Exchange:

Otherwise:


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If you fail to intimidate, succeed but give them a fight anyway, or cannot pay the toll then you lose the favor and gain the attention of the Exchange:

Otherwise, or upon returning:

Otherwise:


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If you can intimidate them then you can do so every time you return to speak to them, gaining the favor and attention of the Exchange each time.

The magnetically sealed door in the bottom wall at the right end of the hall is impossible to unlock, so you have no choice but to go through the door in the top wall: the ramp to the left leads down to another landing with a door to your right in the top wall. You can go through the door on the opposite side of the landing beyond and keep going until eventually reaching the, or go down the ramp to the right to the door to the refugee commons.

Refugee Commons
You enter an open area filled with cargo crates in which refugees sleep: you can open the cargo doors to these crates, but there are no containers or people inside. There are alleys between these crates running down both sides, and a junction with a middle alley at the top of the left alley. Refugees and veterans wander the area:


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Plague Carrier
The refugee Geriel is in the top left corner of the commons, to the right of the top door as you enter:


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You can cure him with sufficient skill in treating injuries (rank 6 or more), but save game before doing so:


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Curing him is good, but the Handmaiden always takes precedence when in your party:

The lightsaber upgrade item received depends on your experience level:

At level 34 and beyond, if an energy cell, emitter or lens is selected then nothing is received. However, since all of these can already be created at a, if you receive one you may want to load game until you receive a power crystal instead:

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At level 31 and beyond, if a power crystal is selected then nothing is received. can always be selected. However, if an upgrade item normally selected is already in your inventory, then the next highest you don't already have is received instead: this should not happen for any in lightsabers equipped by you or your party, or in containers elsewhere.

Having spoken to Geriel, you can go and speak about him to the overseer Saquesh in, gaining the favor and the attention of the Exchange:

The personal guard standing by the bottom wall leaves to kill Geriel, which is psychotic. Otherwise:


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You cannot speak to him about this again. If you haven't already cured Geriel then you can still do so without affecting your standing with the Exchange, but it's obviously better to do it beforehand (1500 vs 750 XP in total).

Ironically, the only reason you need Treat Injury rank 15 or more is to move even closer to the dark side of the Force if you convince him to kill himself instead, which is cunning in either case:

Otherwise, with sufficient awareness or after speaking to the Saquesh and agreeing to deal with Geriel:

Refugee Woes
A man named Hussef stands in the right corner at the top of the middle alley of the commons:

Otherwise, or upon returning:

Otherwise:


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Intergalactic Reunification
A woman named Aaida stands at the top of the middle alley of the commons, on its right side behind and below Hussef:

Otherwise:


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Once you've spoken to Lootra in the flophouse on the docks:

Otherwise:


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Once you've killed the two Exchange thugs guarding the entrance from the :

If you haven't killed them then you can lie about it:


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This quest is still active until you return to Lootra, but you'll only complete it and receive a reward if both husband and wife are alive.

Sold to the Hutts
A woman named Nadaa stands in the left alley of the commons, just past the top two cargo doors on its left side:

Seeking Passage
A woman named Kahranna stands at the bottom of the middle alley of the commons:

Otherwise:

You can attempt to cheat her, which surprisingly gives you the only chance to move closer to the light side of the Force, if you're persuasive enough:

Despite this, the next time you speak to her she responds as though you told her you'd help find someone to transport them. Otherwise:

If you go after telling her you're not really the spacer, but before confirming you'll find someone for her, then you can repeat the previous dialog and move closer to the light each time. Otherwise:

If you say you'll try to help her but go before telling her you'll find someone, then she'll call you a filthy liar.

Otherwise you can help find someone to transport them:

Otherwise:


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Otherwise:


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You won't be able to find a pilot for her until you've been aboard Goto's yacht, but once you've been you won't have to return here. Otherwise:

Once Kahranna has called you a filthy liar, you can go and speak about tricking her with the overseer Saquesh in (even if you didn't take any credits):

Otherwise:


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20 credits gains the favor and the attention of the Exchange, and 200 gains twice as much of both (albeit for 10 times the price).

Will Work for Fuel
A man named Odis stands in the bottom right corner of the commons, by the door:

Otherwise:


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The Lunar Shadow crewmen in the flophouse on the docks are happy for Odis to replace their wayward captain, moving you closer to the light side of the Force and giving you 2500 XP in total for completing both quests. Otherwise, you won't be able to find him a job until you've been aboard Goto's yacht, but once you've been you won't have to return here.

Serroco Thugs
Serroco territory is on the right side of the quad, but you should speak to Hussef back in the central commons about before going here.

If you go through one of the doors in the right walls at the top of the ramps down to the top and bottom end of the, then keep going through doors in the right walls, you'll eventually reach a ramp down to a door at either end of Serroco territory. These top and bottom paths are symmetrical, although the top passes a door in its top and bottom walls and the bottom passes two security doors, all to empty rooms, and the top door to Serroco territory is guarded by one armored Serroco thug and one unarmored, while the bottom is guarded by two unarmored thugs.

However, a concealed entrance offers a more direct route into Serroco territory: beyond the cargo door in the bottom right corner of the commons, there's a short passage to your left which turns up and ends at another cargo door in the right wall, beyond which is an armored Serroco thug.

This armored Serroco thug challenges you as you approach him or the bottom door, as does the armored thug at the top door:

Hostilities can otherwise be avoided (or postponed), but you need to speak to Hussef about refugee woes before a thug can be persuaded without using the Force:

Otherwise:

You can still open any door and enter Serroco territory, but the Serroco thugs become hostile if you approach one of the two armored thugs:

Otherwise, if you speak to any other Serroco thugs, or veterans:

There's a lone thug wandering the top of the deceptively empty-looking Serroco territory, and an parked on its lower right side. If you came in through the concealed entrance then you can get to the bottom end of Serroco territory via the three cargo doors in the right wall through the two back-to-back cargo crates opposite this entrance, with two Serroco thugs in the right one. There are three more cargo doors above this in the left wall of Serroco territory: beyond the lower two are crates with a plasteel cylinder in their top left corners (the one in the upper crate is locked).

However, approaching the lower cargo door brings you close enough to the Serroco leader, standing in the middle of Serroco territory with four Serroco veterans, for him to speak to you. If the thugs aren't hostile:

Otherwise, if you haven't spoken to Hussef about refugee woes then attack is the only other option:

If the thugs are already hostile and you haven't spoken to Hussef, then the hostility of their leader is inevitable:


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However, if you have spoken to Hussef about refugee woes and the thugs aren't hostile, then you can talk with their leader about the Exchange... although he cannot be persuaded to attack, and every option leads to hostility:

Otherwise:


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In either case, you can persuade the Serroco to be less oppressive of the refugees:

Otherwise:

The Serroco become hostile. Otherwise:


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This also addresses Hussef's, for which you receive another 1000 XP. If you then ask the Serroco to disarm themselves, they become hostile:

You lose the favor and gain the attention of the Exchange by persuading the Serroco to be less oppressive of the refugees, or killing their leader, but not both (although you can do both for the experience).

Otherwise, if the thugs and their leader and veterans aren't hostile, then they can become so if you're detected opening any security door in the alley between the concealed entrance at the bottom, and the top cargo door in the left wall of Serroco territory: the cargo crate behind this door contains two thugs, three wander the vertical top section of the alley behind the cargo door in its left wall, and five wander the horizontal bottom section, connecting the concealed entrance below its left end with the top section to the right.

There are three security doors in the left wall and one in the right wall of the vertical top section of the alley. If you're detected opening any of them:

The top left cargo crate has a plasteel cylinder in its top left corner, the middle left crate has two plasteel cylinders in its bottom left corner, one locked, and the bottom left crate is empty. The crate on the right side has another locked plasteel cylinder in its top right corner.

Exchange Headquarters
A Twi'lek named Kaul stands in the bottom corner of the left alley of the refugee commons:

Otherwise:


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Beyond the door at the bottom end of the commons is a ramp up to a landing. If you go through the door to your left and keep going then you'll eventually reach the on the right side of the quad.

Otherwise, beyond the door and the ramp up to your right is another landing with a door in its left wall, beyond which is a room containing a pair of Exchange thugs, Gamorreans:

The rooms beyond the next two doors in the left walls both contain another pair of Exchange thugs and have a locked metal box in each of their bottom corners. If you unlock any of these boxes while a thug is nearby and they see you, or hear you in mode:

They only remain neutral if they remain unaware of you while getting (or even giving) items. They become hostile if they see you bash or blast a lock, or if they become aware of you getting (or giving) items or engaging in combat.

A lone Exchange thug wanders the hallway beyond the door in the top wall of the first room, while another stands guard to the right of a security door in the hallway's left wall. Even if you unlock this security door in Stealth mode and this guard remains unaware of you, he becomes hostile:

The room beyond contains a locked metal box in its bottom left corner, and a girl named Adana.

The hallway above the security door turns left, ending with a door in its top wall, on your right. The hallway beyond has another security door (unlocked) in its right wall, beyond which is a mess hall containing two pairs of Exchange thugs, with a door in the top and bottom corners of the right wall. Overseer Saquesh stands in the middle of the room beyond, with a Weequays personal guard standing by the top and bottom walls, and a large pair of windows in the right wall, overlooking the commons below.

Upon returning:


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The magnetically sealed door in the bottom wall of the quad's entrance hall is now open. Upon next returning:

Beyond the door at the end of the hallway above the security door in the right wall, the hallway continues to the right before turning up to your left. The room beyond the door in the left wall contains another pair of Exchange thugs, with two locked metal boxes in its bottom left corner, as does the room beyond the door at the top end of the hallway, and the next room beyond the door in the left wall, which also has a locked metal box in its top left corner.