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File:KotORII Map Goto's Yacht.png
Map of 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 Audience Chamber with a hologram:

Goto: Mmmm...I was expecting someone taller. I hope you are not in too much pain to hear my words and understand them. I am Goto, one of the... officials representing a percentage of non-sanctioned trading here in both the Y'Toub system and Republic space. And I had a question for you. Are you a Jedi?
Dialog
1. I am a Jedi. 2. I have no ties to the Jedi Order. 3. No, I turned from the Jedi long ago.
Goto: Good. I am already wasting precious minutes in granting you this audience, and I do not wish to waste any more. Goto: Indeed? That is unfortunate. Still, perhaps you have some value.
Goto: I have gone to considerable expense and effort to bring you here. It is because I have a job for you.
1. You have a strange way of asking for my help. 3. There were easier ways to get my attention. 2. Go ahead - I'm listening.
Goto: Yes, but I am not in the habit of asking for things. And you were so difficult to find, even after that small incident on Peragus.

Otherwise:

4. Is that why you hired every bounty hunter and assassin in the galaxy? 5. Too afraid to show yourself except by hologram?
Goto: Assassins, no. Some of the bounty hunters on Nar Shaddaa, however, have chosen to interpret my commands in a manner not of my choosing. You are no value to me dead. If you were a Jedi, they could not kill you anyway. If they could, then you were useless to me. Goto: Afraid? No. It is simply difficult to be in so many places at once. Holotechnology is currently the most effective... and convenient... way to communicate my commands over vast distances. At least until Aerotech develops the new holotransceiver within two standard months, but by then, it will simply be too late.

In every case:

Goto: There is something important to me I need protected. The Republic. It is... broken. What has happened on Peragus has set in motion events that I can no longer control. Not to be melodramatic, but I fear it has broken the galaxy... irrevocably. This has occupied much of my attention, and there seems to be no predictable way to resolve the situation.
1. You chased me all over the galaxy to ask me to save it? 2. Let me get this straight - you want me to help the Republic? 3. You have to be joking.
Goto: In one standard month, the Republic will collapse. Not due to war, or secession, but because it lacks the infrastructure to support itself.
Goto: It is unknown to all but a few, but the Republic lost the Jedi Civil War. At the time of their defeat, the Republic was on the brink of collapse. Rather than remain and continue his campaign against the Republic, however, Revan chose to leave known space. A frustrating turn of events, as a rallying figurehead could have done much to restore order. Goto: It is unknown to all but a few, but the Sith won the Jedi Civil War. Even with their supposed victory, the war left the Republic on the brink of collapse. Rather than remain and help solidify the Republic, however, Revan chose to leave known space. A frustrating turn of events, as a rallying figurehead could have done much to restore order.
1. How can I help? 2. I still don't understand why you brought me here. 3. So what do you expect me to do about it?
Goto: There is something moving in the galaxy that lies beyond the ability of my instruments to detect or predict. I believe it to be a legacy of the Sith, but I have been unable to determine the source. Whatever this presence is, it is staging strikes at key figures throughout the Republic - and through some unknown means, it is causing the destruction of worlds. Katarr, a Miraluka world in the Mid-Rim, was one such place. I have reason to suspect there was a gathering of Jedi on that world when it was rendered lifeless. I cannot find any pattern in these attacks, and it a source of frustration to me. There is some clue, however, that perhaps the Jedi are linked to these attacks - or that the targets are significant in some way I have yet to discover.
1. I'll do what I can - I don't want to see the Jedi wiped out. 2. Well, you're out of luck, because I'm not going to help you. 3. I don't care what happens to the Republic. Let it fall to the Sith.
Goto: You misunderstand me... I do not wish to stop the Sith anymore than I wish to stop the Jedi. It is simply important to me that the in-fighting amongst these Jedi religious branches be resolved so the galaxy may be put back together. I do not care which one triumphs, I only want the universe to settle down for a while, catch its breath. All these constant crises are getting somewhat repetitive.
1. Why do you care about the Republic? 2. But you're a member of the Exchange. What does it matter? 3. You don't care which side wins, as long as the Republic stays intact?
Goto: You could say I am something of a... patriot. Although I was unable to serve during the troubles with the Mandalorians or against the aggressors known as Malak and Revan, I am able... and willing to serve now. The problem is, I can find no side to choose. Both are hidden from me, as they seem to be hiding from each other. Irritating. It is like a dejarik board, where neither player can see the other... nor see all the pieces. It is not a fair game - an equitable game.
1. Then maybe you should try pazaak.
Goto: Pazaak bores me. I often suspect my opponent of cheating. I prefer predictable games, such as galactic economics.
1. I'll do what I can to help - that was my intention in the first place. 2. I don't care for the Republic. 3. The Republic deserves to die - and it has been too long suffering as it is.
Goto: Excellent. It really is in your best interests, you know. Goto: Then perhaps you care for yourself. The fact the Sith seek you is something that must occupy your thoughts as much as the Republic occupies mine. Goto: If you care nothing for the Republic, perhaps finding the source of these Sith and resolving the situation would be to our mutual benefit.
Goto: There is no margin for error when I say that these Sith seek to murder you and all Jedi, everywhere. They have been quite efficient. And when they dispose of you, that there will be nothing left to stop them - and the galaxy will fall under their influence.
1. Then I have no problem helping - if you set me free. 2. I have no intention of stopping the Sith. 3. This is not my battle - there are others who can handle this.
Goto: Ah, well, there is where we are at cross-purposes. I cannot set you free. You have a tendency to cause dangerous repercussions wherever you go, and I would rather keep those to a minimum. The galaxy really is a fragile place right now. Goto: You misunderstand. I merely wished the situation resolved. If the Sith are the more capable of both parties, then it is only logical that they fill the vacuum the Jedi and the senate cannot. Goto: No, that is where you are wrong. If there were, I assure you, I would have contacted them. I'm afraid a broken ex-Jedi is all I have to save the galaxy at the moment. But whether it is Sith or Jedi that emerges victorious, it does not matter, as long as the situation is resolved soon.
Goto: I am a businessman. The Republic needs stability to survive, prosper - and grow. Whether it is led by the Sith or supported by the Jedi is of no consequence to me.
1. What is that alarm? 2. That sound - is something wrong? 3. Maybe you should pay attention to troubles on your own ship.
Goto: It is the proximity alarm. We are under attack. Somehow, your allies have found you. Unexpected. You will remain here, under guard. I must see to the defense of my ship.

Ebon Hawk

The Ebon Hawk has docked with Goto's yacht on its starboard side: the Map screen shows that this is the top left side of the map, and that the Audience Chamber, 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:

[This hatch is magnetically sealed. It cannot be overridden except by a console on the bridge.]
Demolitions Docking Hatch Lock DC 100 Bash Resist - Vitality -

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

Security Plasteel Cylinder Unlock 21 (1) Bash Resist 5 Vitality 15
Item(s) Received Plasteel Cylinder
  • ?
Utility Droid: Beeee-roop? Deep.
1. [Computer] Access droid's memory core. 2. [Leave.]
Utility Droid: [Success] You are able to download a program file called "Shutdown."
Item(s) Received Utility Droid
  • Program - Shut Down
This program will attempt to shut down a system.

If you upload this program into the Goto Command Console, you will be able to run it on any systems you have unlocked.

There's a security console by the top wall:

Security Console: GOTO SECURITY CONSOLE

-- ACCESS: RESTRICTED

Enter the current Count to obtain FULL access.
1. Attempt to enter the Count.
Dialog
1. Return to main menu.

Otherwise:

2. Enter 0. 4. Enter 2. 6. Enter 4. 8. Enter 6. 10. Enter 8.
3. Enter 1. 5. Enter 3. 7. Enter 5. 9. Enter 7. 11. Enter 9.
Security Console: GOTO SECURITY CONSOLE

-- ACCESS: LOCKED

Incorrect Count entered. Console is LOCKED until Count is modified.
3. Log out.

If you enter the incorrect count then you have to log out before attempting to unlock the console, using a Computer Spike 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:

ZERO-ZERO-ZERO 0
ZERO-ZERO-ONE 1
ZERO-ONE-ZERO 2
ZERO-ONE-ONE 3
ONE-ZERO-ZERO 4
ONE-ZERO-ONE 5
ONE-ONE-ZERO 6
ONE-ONE-ONE 7

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

Computer Use 1. [Computer] Attempt to unlock console. [1 spike(s)]
Dialog
Security Console: GOTO SECURITY CONSOLE

-- ACCESS: RESTRICTED

RESTRICTED access granted.
Security Console: GOTO SECURITY CONSOLE

-- ACCESS: LOCKED
[FAILURE] Insufficient spikes.
Console LOCKED until Count is modified.
Computer Use 2. [Computer] Attempt to bypass security. [1 spike(s)]
Security Console: GOTO SECURITY CONSOLE

-- ACCESS: LOCKED
[FAILURE] Unauthorized access attempt detected. Console LOCKED until Count is modified.
Security Console: GOTO SECURITY CONSOLE

-- ACCESS: RESTRICTED
[FAILURE] Insufficient spikes.
Enter the current Count to obtain FULL access.

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

Computer Use 2. [Computer (6)] Attempt to bypass security. [1 spike(s)]
Dialog
Security Console: GOTO SECURITY CONSOLE

-- ACCESS: LIMITED

LIMITED access granted. Enter the current Count to obtain FULL access.
2. Defense summary.
Security Console: GOTO SECURITY CONSOLE
-- DEFENSE SUMMARY
-- ACCESS: LIMITED
Security Console: GOTO SECURITY CONSOLE
-- DEFENSE SUMMARY
-- ACCESS: FULL
1. SUMMARY - Interior Defense. 2. SUMMARY - Exterior Defense.
Security Console: The Interior Defense region consists of over one dozen mines. These mines are programmed to not be triggered by GOTO droids. Security Console: The Exterior Defense region consists of over a dozen powerful turrets.
1. CAMERA - Interior Defense. 2. CAMERA - Exterior Defense.
3. SUMMARY - Audience Chamber. 4. SUMMARY - Interrogation Chamber.
Security Console: The Audience Chamber defense consists of eight powerful turrets supported by several combat-ready droids. Security Console: The Interrogation Chamber defenses have been reassigned.
3. CAMERA - Audience Chamber Defense region. 4. CAMERA - Interrogation Chamber.

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:

Computer Use 5. [Computer] Overload power conduit in Interrogation Chamber. [5 spike(s)]
Dialog
Security Console: GOTO SECURITY CONSOLE
-- SECURITY CAMERAS
-- ACCESS: LIMITED
CAM-402 SUB MENU
[SUCCESS] Switching to camera.
Security Console: GOTO SECURITY CONSOLE
-- SECURITY CAMERAS
-- ACCESS: LIMITED
CAM-402 SUB MENU
[FAILURE] Insufficient spikes.

Limited access also lets you download a program:

3. Download program "Overload." Item(s) Received Security Console
  • Program - Overload
Security Console: GOTO SECURITY CONSOLE This program will overload a system in an effort to maximize its performance.

If you upload this program into the Goto Command Console, you will be able to run it on any systems you have unlocked.
-- ACCESS: LIMITED -- ACCESS: FULL
Program "Overload" has been downloaded.

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:

Security Console: GOTO SECURITY CONSOLE

-- ACCESS: FULL

Correct Count of # entered. FULL access granted.
Computer Use 4. [Computer] Slice the computer. [2 spike(s)] Computer Use 2. [Computer (26)] Attempt to bypass security. [1 spike(s)]
Security Console: GOTO SECURITY CONSOLE

-- ACCESS: LIMITED

[FAILURE] Insufficient spikes.
Security Console: GOTO SECURITY CONSOLE

-- ACCESS: FULL

Full access granted.
Experience Points (XP) Received:
  • 500 Full access to security console

Other than experience received, the only reason to upgrade from limited to full access is if T3-M4 is in your party (other droids like HK-47 would also benefit, but they aren't normally able to join your party before boarding the yacht):

3. Upgrade droid combat algorithms.
Security Console: GOTO SECURITY CONSOLE

-- ACCESS: FULL

The droid T3-M4 has received new targeting algorithms. (DEX +1)

If you have a Stealth 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 Bridge, 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):

Awareness Vitality Defense Fortitude Reflex Will
-2 6 8 4 -2 -2

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.

Experience Points (XP) Received:
  • 25 Killed Floating Mine (5) (level 14)

Cells

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

Goto Starboard Commander (main character level 16)
Set 4
Level 12
Class Combat Droid
Alignment 50 (neutral)
Skills
Awareness 2
Attributes
Strength 14 +2
Dexterity 12 +1
Constitution 18 +4
Intelligence 6 -2
Wisdom 6 -2
Charisma 4 -3
Vitality 138
Force -
Defense 27
Saves
Fortitude 22
Reflex 17
Will 14
Ranged Main Off hand
Attack - -
Damage --
Threat --
Melee
Attack 19 -
Bludgeoning 5-14-
Threat 20-20,x2-
Items and abilities Feats Force powers

None

None

None

Experience Points (XP) Received:
  • 625 Killed Goto Starboard Commander (level 14)
This code will allow unrestricted access to the containment system through the Goto Command Console.

Use the computer console to run software on the containment system.
Item(s) Received Goto Starboard Commander
  • Access Code - Containment Cells

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

Command Console: GOTO COMMAND CONSOLE

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

1. Systems Control.
Dialog
Command Console: GOTO COMMAND CONSOLE
-- SYSTEMS CONTROL
6. Return to main menu.

Otherwise:

1. Access Containment Cells. (RESTRICTED)
Command Console: GOTO COMMAND CONSOLE
-- SYSTEM: CONTAINMENT CELLS
-- ACCESS: RESTRICTED
2. Return to Systems Control.

Otherwise:

1. Run program: Basic Diagnostic.
Command Console: BASIC DIAGNOSTIC: Containment cell force fields are active.
2. Access Minefield. (RESTRICTED) 3. Access Turret Defense. (RESTRICTED)
Command Console: GOTO COMMAND CONSOLE
-- SYSTEM: MINEFIELD
-- ACCESS: RESTRICTED
Command Console: GOTO COMMAND CONSOLE
-- SYSTEM: TURRET DEFENSE
-- ACCESS: RESTRICTED
1. Run program: Basic Diagnostic.
Command Console: BASIC DIAGNOSTIC: The minefield is inactive. Command Console: BASIC DIAGNOSTIC: The turrets are operating normally.
4. Access Droid Controller. (RESTRICTED) 5. Access Power Distribution. (RESTRICTED)
Command Console: GOTO COMMAND CONSOLE
-- SYSTEM: DROID CONTROLLER
-- ACCESS: RESTRICTED
Command Console: GOTO COMMAND CONSOLE
-- SYSTEM: POWER DISTRIBUTION
-- ACCESS: RESTRICTED
1. Run program: Basic Diagnostic.
Command Console: BASIC DIAGNOSTIC: Droids functioning normally. Command Console: BASIC DIAGNOSTIC: Primary and secondary power supply systems are available.

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

Program Area Source
Overload Ebon Hawk docking hatch Security Console (limited or full access)
Shut Down Utility Droid
Reset Cells (port wing) Damaged Utility Droid

Once uploaded, you can check what each program does.

2. Program Library.
Dialog
Command Console: GOTO COMMAND CONSOLE
-- PROGRAM LIBRARY
Command Console: Only Basic Diagnostic can be run on RESTRICTED systems. Unlock RESTRICTED systems to gain FULL access.
2. Upload programs.
Command Console: New program has been uploaded.
1. Check the program called Basic Diagnostic. 2. Check the program called Overload.
Command Console: Basic Diagnostic will provide status information for any system. Command Console: Overload allocates additional resources to a system, while also disabling safeguards. May be dangerous.
3. Check the program called Shut Down. 4. Check the program called Reset.
Command Console: Shut Down attempts to disable a system. May be dangerous. Command Console: Reset restarts a system with its initial defaults. May be dangerous.

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

Access Code Area Source
Minefield Central Command Goto Central Commander
Turret Defense Starboard Cells Damaged Utility Droid
Containment Cells Starboard Cells Command Console room Goto Starboard Commander
Droid Controller Bridge Plasteel Cylinder
Power Distribution Audience Chamber Auxiliary Console

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:

System Overload Shut Down Reset
Containment Cells Failure 250 XP Success
Minefield 500 XP 500 XP Success
Turret Defense Success 500 XP 500 XP
Droid Controller 0 / 500 XP Success 0 / 500 XP
Power Distribution Failure 500 XP Failure

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

3. Unlock Restricted System.
Dialog
Command Console: GOTO COMMAND CONSOLE
-- UNLOCK RESTRICTED SYSTEM
Command Console: All programs can be run on a system after it is unlocked. To unlock a system, you must acquire its Access Code.
3. Unlock Containment Cell System.
Command Console: Access to the Containment Cell System is now unrestricted.

If you return to main menu and select Systems Control:

1. Access Containment Cells.
Command Console: GOTO COMMAND CONSOLE
-- SYSTEM: CONTAINMENT CELLS
-- ACCESS: FULL
1. Run program: Basic Diagnostic.
Command Console: BASIC DIAGNOSTIC: Containment cell force fields are active. Command Console: BASIC DIAGNOSTIC: Containment cell force fields are inactive.
2. Run program: Overload.
Command Console: OVERLOAD: Failure. This program cannot be run on this system.
3. Run program: Shut down.
Command Console: SHUT DOWN: Success. Containment cell force fields are inactive. Command Console: SHUT DOWN: Failure. Containment cell force fields already inactive.
4. Run program: Reset.
Command Console: RESET: Success. Containment cell force fields are active.
Experience Points (XP) Received:
  • 250 Ran Shut Down program on Containment Cells system
4. Log out.

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:

Awareness Vitality Defense Fortitude Reflex Will
-2 5 8 -4 -2 -2

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

Goto Guard Droid (main character level 16)
Set 2
Level 12
Class Combat Droid
Alignment 50 (neutral)
Skills
Awareness 2
Attributes
Strength 16 +3
Dexterity 24 +7
Constitution 20 +5
Intelligence 6 -2
Wisdom 6 -2
Charisma 4 -3
Vitality 150
Force -
Defense 30
Saves
Fortitude 21
Reflex 21
Will 12
Ranged Main Off hand
Attack 18 12
Energy 2-203-21
Threat 20-20,x220-20,x2
Melee
Attack - -
Damage --
Threat --
Items and abilities Feats Force powers

Droid Molten Cannon On Hit: Horror15 Heavy Blaster(2)

Droid Upgrade Class 3 Weapon Proficiency: Blaster Pistol Master Rapid Shot

None

Experience Points (XP) Received:
  • 25 Killed Maintenance Droid (level 14)
Experience Points (XP) Received:
  • 375 Killed Goto Guard Droid (level 14)
Item(s) Received Plasteel Cylinder
  • ?

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:

Goto Guard Droid (main character level 16)
Set 2
Level 12
Class Combat Droid
Alignment 50 (neutral)
Skills
Awareness 2
Attributes
Strength 16 +3
Dexterity 16 +3
Constitution 16 +3
Intelligence 8 -1
Wisdom 6 -2
Charisma 4 -3
Vitality 126
Force -
Defense 26
Saves
Fortitude 19
Reflex 17
Will 12
Ranged Main Off hand
Attack 14 8
Energy 2-203-21
Threat 20-20,x220-20,x2
Melee
Attack - -
Damage --
Threat --
Items and abilities Feats Force powers

Droid Neural Pacifier On Hit: Stun15 Droid Deflector Mark I Heavy Blaster(2)

Droid Upgrade Class 3 Weapon Proficiency: Blaster Pistol Master Rapid Shot

None

Experience Points (XP) Received:
  • 25 Killed Maintenance Droid (level 14)
Experience Points (XP) Received:
  • 375 Killed Goto Guard Droid (2) (level 14)

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

Security Security Door (2) Lock DC 21 (1) Bash Resist 5 Vitality 20

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

Demolitions Force Field (3) Lock DC 21 Bash Resist - Vitality -
[This force field seems to be impenetrable to normal attacks. Maybe Bao-Dur could destroy it with his fist.]

If Bao-Dur 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:

Damaged Utility Droid: Bzzzzt. [This droid appears badly damaged.]
1. [Computer] Access droid's memory core. 2. [Leave.]
Damaged Utility Droid: [Success] You are able to recover access codes to the turret system.
Item(s) Received Damaged Utility Droid
  • Access Code - Turret Defense
This code will allow unrestricted access to the defense turrets through the Goto Command Console.

Use the computer console to run software on the turret system.
Bzzzzt. [This droid appears badly damaged.]

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:

Security Plasteel Cylinder Lock DC 21 (1) Bash Resist 5 Vitality 15
Experience Points (XP) Received:
  • 375 Killed Goto Guard Droid (2) (level 14)
Item(s) Received Plasteel Cylinder
  • ?

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).

Experience Points (XP) Received:
  • 25 Killed Maintenance Droid (level 14)
Experience Points (XP) Received:
  • 375 Killed Goto Guard Droid (2) (level 14)

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

Dialog
2. Unlock Turret System.
Command Console: Access to the Turret Defense System is now unrestricted.

If you return to main menu and select Systems Control:

3. Access Turret Defense.
Command Console: GOTO COMMAND CONSOLE
-- SYSTEM: TURRET DEFENSE
-- ACCESS: FULL

If you run the Overload program:

2. Run program: Overload.
Command Console: OVERLOAD: Success.
1. Run program: Basic Diagnostic.
Command Console: BASIC DIAGNOSTIC: The turrets are inflicting maximum damage.

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

3. Run program: Shut Down.
Command Console: SHUT DOWN: Failure. WARNING! Perform diagnostic immediately!
1. Run program: Basic Diagnostic.
Command Console: BASIC DIAGNOSTIC: The turrets are malfunctioning and targeting both hostile and friendly units. Command Console: BASIC DIAGNOSTIC: The turrets are malfunctioning and targeting both hostile and friendly units. The turrets are inflicting maximum damage.

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

4. Run program: Reset.
Command Console: RESET: Success. Advanced targeting protocol removed.
1. Run program: Basic Diagnostic.
Command Console: GOTO COMMAND CONSOLE
-- SYSTEM: TURRET DEFENSE
-- ACCESS: FULL

BASIC DIAGNOSTIC: Turret accuracy is reduced. Calibration or other change to targeting algorithms necessary.
Experience Points (XP) Received:
  • 500 Ran Shut Down program on Turret System
Experience Points (XP) Received:
  • 500 Ran Reset program on Turret System

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 Effect Bonus -50 to Attack 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:

Security Security Door Lock DC 21 (1) Bash Resist 5 Vitality 20

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:

[This door cannot be opened until the nearby turrets have been destroyed.]
Demolitions Audience Room Door Lock DC 100 Bash Resist - Vitality -
Goto Droid Heavy Guardian (main character level 16)
Set 3
Level 12
Class Combat Droid
Alignment 50 (neutral)
Skills
Awareness 2
Attributes
Strength 24 +7
Dexterity 14 +2
Constitution 12 +1
Intelligence 8 -1
Wisdom 6 -2
Charisma 4 -3
Vitality 102
Force -
Defense 26
Saves
Fortitude 19
Reflex 18
Will 14
Ranged Main Off hand
Attack - -
Damage --
Threat --
Melee
Attack 23 -
Bludgeoning 9-15-
Threat 20-20,x2-
Items and abilities Feats Force powers

Droid Deflector Mark I

None

None

Defense Turret (main character level 16)
File:KotORII Model Defense Turret.png
Set 2
Level 12
Class Minion
Alignment 50 (neutral)
Skills
Awareness 5
Attributes
Strength 10 0
Dexterity 16 +3
Constitution 10 0
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Vitality 90
Force -
Defense 26
Saves
Fortitude 15
Reflex 18
Will 15
Ranged Main Off hand
Attack 19 -
Energy 2-20-
Threat 20-20,x2-
Melee
Attack - -
Damage --
Threat --
Items and abilities Feats Force powers

Droid Deflector Mark I Heavy Blaster

Droid Upgrade Class 3 Weapon Focus: Blaster Pistol

None

Experience Points (XP) Received:
  • 425 Killed Goto Droid Heavy Guardian (3) (level 14)
Experience Points (XP) Received:
  • 375 Killed Defense Turret (6) (level 14)

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:

Sentry Droid Mark I: This droid has shut down. The power down sequence from the bridge has frozen it in place.
Repair 1. [Repair] Scavenge the droid for components.
Repair rank 9 or less Repair rank 10-15 Repair rank 16 or more
Sentry Droid Mark I: [Success] You have only been able to scavenge a few components from the droid. Sentry Droid Mark I: [Success] Your repair skill has allowed you to remove a number of components from the droid. Sentry Droid Mark I: [Success] Your high repair skill has allowed you to remove a great deal of components from this droid.
Item(s) Received Sentry Droid Mark I Item(s) Received Sentry Droid Mark I Item(s) Received Sentry Droid Mark I
Sentry Droid Mark I: [Failure] You have already scavenged this droid. There are no components left.

If you get the Droid Controller access code from the Bridge then use any Command Console 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:

Computer Use 2. [Computer (13)] Examine the unit's behavior core.
Dialog
Sentry Droid Mark I: [Success] This behavior core is extremely sophisticated. There is an arsenal of sensory and combat logic upgrades, but they seemed to be governed by a simple defense protocol. Sentry Droid Mark I: [Failure] This droid behavior core is incredibly complex. You don't think you can access it.
1. [Computer] Switch defense protocol to include you and your companions.
Sentry Droid Mark I: [Success] This droid has now been switched to defense mode. If someone chooses to attack you, this droid will attempt to protect you.
3. Leave the droid alone.
Sentry Droid Mark I: This droid has now been switched to defense mode. If someone chooses to attack you, this droid will attempt to protect you.
Experience Points (XP) Received:
  • 60 Switched defense protocol to include you and your companions

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:

Auxiliary Console: GOTO AUXILIARY CONSOLE

-- ACCESS FULL
Dialog
1. Acquire Power Distribution Access Code.
Auxiliary Console: GOTO AUXILIARY CONSOLE

Power Supply Access Codes acquired.
2. Log out.

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

1. Access Primary Power Supply System.
Auxiliary Console: GOTO PRIMARY POWER SYSTEM CONSOLE
-- PRIMARY POWER SUPPLY
Auxiliary Console: STATUS: Active.
SUPPORTING: Containment cells, docking hatch seal.
Auxiliary Console: STATUS: Active.
SUPPORTING: Docking hatch seal.
Auxiliary Console: STATUS: Active.
SUPPORTING: None.
Auxiliary Console: STATUS: Active.
SUPPORTING: Containment cells.
1. Switch containment cells to secondary system. 2. Switch docking hatch seal to secondary system.
Auxiliary Console: -- OPERATION SUCCESSFUL
STATUS: Active.
SUPPORTING: docking hatch seal.
Auxiliary Console: -- OPERATION SUCCESSFUL
STATUS: Active.
SUPPORTING: None.
Auxiliary Console: -- OPERATION SUCCESSFUL
STATUS: Active.
SUPPORTING: Containment cells.
3. Return to main menu.
2. View Secondary Power Supply System.
Auxiliary Console: GOTO PRIMARY POWER SYSTEM CONSOLE
-- SECONDARY POWER SUPPLY
Auxiliary Console: STATUS: Active.
SUPPORTING: Cloaking device.
Auxiliary Console: STATUS: Active.
SUPPORTING: Containment cells, cloaking device.
Auxiliary Console: STATUS: Active.
SUPPORTING: Containment cells, cloaking device, docking hatch seal.
Auxiliary Console: STATUS: Active.
SUPPORTING: Cloaking device, docking hatch seal.
Item(s) Received Auxiliary Console
  • Access Code - Power Distribution
This code will allow unrestricted access to the power distribution system through the Goto Command Console.

Use the computer console to run software on the power distribution system.

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:

Dialog
5. Unlock Power Distribution System.
Command Console: Access to the Power Distribution System is now unrestricted.

If you return to main menu and select Systems Control:

5. Access Power Distribution.
Command Console: GOTO COMMAND CONSOLE
-- SYSTEM: POWER DISTRIBUTION
-- ACCESS: FULL
2. Run program: Overload. (RESTRICTED to Bridge) 3. Run program: Shut down. (RESTRICTED to Bridge) 4. Run program: Reset. (RESTRICTED to Bridge)
Command Console: Operation RESTRICTED to Bridge Console only.

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 Ebon Hawk's docking bay then you have everything you need to go there directly via Exterior Defense, 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 Audience Chamber is a room containing three Goto guard droids: one is shielded, but only one of the remaining has a Molten Cannon.

Goto Guard Droid (main character level 16)
Set 2
Level 12
Class Combat Droid
Alignment 50 (neutral)
Skills
Awareness 2
Attributes
Strength 18 +4
Dexterity 16 +3
Constitution 18 +4
Intelligence 6 -2
Wisdom 6 -2
Charisma 4 -3
Vitality 138
Force -
Defense 26
Saves
Fortitude 20
Reflex 17
Will 12
Ranged Main Off hand
Attack 14 8
Energy 2-204-22
Threat 20-20,x220-20,x2
Melee
Attack - -
Damage --
Threat --
Items and abilities Feats Force powers

Heavy Blaster(2)

Weapon Proficiency: Blaster Pistol Master Rapid Shot

None

Experience Points (XP) Received:
  • 200 Killed Goto Guard Droid (3) (level 16)

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 Lab Station by the top wall. There's also a plasteel cylinder in the top left corner, by this lab station.

Security Plasteel Cylinder Lock DC 21 (1) Bash Resist 5 Vitality 15
Item(s) Received Plasteel Cylinder
  • ?

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:

Demolitions Force Field (3) Lock DC 21 Bash Resist - Vitality -
[This force field seems to be impenetrable to normal attacks. Maybe Bao-Dur could destroy it with his fist.]

If Bao-Dur isn't in your party and you haven't used a Command Console 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:

Damaged Utility Droid: Bzzzzt. [This droid appears badly damaged.]
1. [Success] You are able to recover the "Reset" program. 2. [Leave.]
Damaged Utility Droid: [Success] You are able to recover access codes to the turret system.
Item(s) Received Damaged Utility Droid
  • Program - Reset
This program will reset a system, causing it to restart with its default settings.

If you upload this program into the Goto Command Console, you will be able to run it on any systems you have unlocked.
Bzzzzt. [This droid appears badly damaged.]

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 Average Gas Mine, and a Command Console 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.

Security Plasteel Cylinder (2) Lock DC 21 (1) Bash Resist 5 Vitality 15
Item(s) Received Plasteel Cylinder (3)
  • ?

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 Workbench by its bottom wall and three plasteel cylinders in the back right corner.

Security High Security Door (2) Lock DC 21 (1) Bash Resist 5 Vitality 20
Security Plasteel Cylinder (2) Lock DC 21 (1) Bash Resist 5 Vitality 15
Item(s) Received Plasteel Cylinder (3)
  • ?

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

Security Plasteel Cylinder Lock DC 21 (1) Bash Resist 5 Vitality 15
Item(s) Received Plasteel Cylinder
  • ?
[This hatch is magnetically sealed. It cannot be overridden except by a console on the bridge.]
Demolitions Docking Hatch Lock DC 100 Bash Resist - Vitality -

Exterior Defense

Go through the door above or below the command console outside the Audience Chamber and then through the door in the left wall, and either way you'll be in a room with a Security Console by its left wall and a hidden Average Gas Mine 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 Audience Chamber, 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 Effect Bonus -50 is added to the Attack Breakdowns of these turrets, reducing them to minimum 5% chance to hit and 0% critical conversion. Otherwise, use shields of your own, Damage Immunity or Damage Resistance 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.

Experience Points (XP) Received:
  • 200 Killed Defense Turret (8) (level 16)

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 Command Console by the right wall and a fire suppression unit in the opposite corner on the left side of each room:

Goto Droid Heavy Guardian (main character level 16)
Set 3
Level 12
Class Combat Droid
Alignment 50 (neutral)
Skills
Awareness 2
Attributes
Strength 18 +4
Dexterity 14 +2
Constitution 12 +1
Intelligence 8 -1
Wisdom 6 -2
Charisma 4 -3
Vitality 102
Force -
Defense 26
Saves
Fortitude 19
Reflex 18
Will 14
Ranged Main Off hand
Attack - -
Damage --
Threat --
Melee
Attack 20 -
Bludgeoning 6-12-
Threat 20-20,x2-
Items and abilities Feats Force powers

Droid Deflector Mark I

None

None

Fire Suppression Unit (main character level 16)
File:KotORII Model Fire Suppression Unit.png
Set 3
Level 14
Class Expert Droid
Alignment 50 (neutral)
Skills
Awareness 3
Attributes
Strength 10 0
Dexterity 10 0
Constitution 10 0
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Vitality 200
Force -
Defense 24
Saves
Fortitude 17
Reflex 19
Will 17
Ranged Main Off hand
Attack - -
Damage --
Threat --
Melee
Attack - -
Damage --
Threat --
Items and abilities Feats Force powers

Fire Suppression System On Hit: Paralyze15

Droid Upgrade Class 3

None

Experience Points (XP) Received:
  • 275 Killed Goto Droid Heavy Guardian (2) (level 16)
Experience Points (XP) Received:
  • 275 Killed Fire Suppression Unit (2) (level 16)

Central Command

As you approach the sealed hatch at the left end of either room beyond the Exterior Defense turrets:

Goto: Mmmm, they have gotten farther than I calculated. They are very resourceful. But they shall go no farther. Activate the mines. Let us see how far they get now.

If you're in Stealth 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:

Awareness Deadly Frag Mine (10) Detect 25 (5) Demolitions Disable 30 (10) Recover 40 (20)

These mines are not part of the Minefield system.

Goto Central Commander (main character level 16)
Set 4
Level 12
Class Combat Droid
Alignment 50 (neutral)
Skills
Awareness 2
Attributes
Strength 18 +4
Dexterity 14 +2
Constitution 18 +4
Intelligence 6 -2
Wisdom 6 -2
Charisma 4 -3
Vitality 138
Force -
Defense 28
Saves
Fortitude 22
Reflex 18
Will 14
Ranged Main Off hand
Attack - -
Damage --
Threat --
Melee
Attack 21 -
Bludgeoning 7-16-
Threat 20-20,x2-
Items and abilities Feats Force powers

None

None

None

Experience Points (XP) Received:
  • 400 Killed Goto Central Commander (level 16)
Experience Points (XP) Received:
  • 275 Killed Goto Droid Heavy Guardian (2) (level 16)
Item(s) Received Goto Central Commander
  • Access Code - Minefield
This code will allow unrestricted access to the minefield through the Goto Command Console.

Use the computer console to run software on 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:

Atton: What is this place? Some kind of control center?
Dialog
1. A lot these plot points are for galactic trade routes and resource allocation. 2. [Computer] These systems aren't controlling the ship - they're tracking signals on a planetary scale - maybe even galaxy-wide. 3. I'm not sure.
T3-M4: Dee-deereet, dee-deet, reedee? Dee-woooo.
1. This is a droid control center? For the ship? 2. So if we shut it down, then we shut down all the droids it controls. 3. Any idea where the off switch is?
T3-M4: Dee-deet! Deereeeet!
1. Wait... it controls thousands of droids? 2. On Nar Shaddaa and elsewhere? 3. But how does the signal travel that far?
Bao-Dur: Looks like someone's been busy. This is a droid control center - but on a huge scale. It could control thousands of droids, on Nar Shaddaa and elsewhere.
Handmaiden: This place resembles some of the Republic monitoring stations on Citadel Station - but much more complex. Disciple: This looks like some kind of monitoring station... but it's tracking incredible amounts of data.
Mandalore: This must be the nerve center of the ship. I say we take it out.
Mira: I don't think I've ever seen so many consoles - wha- what is this place?
Kreia: This looks to be a control center of some sort.
Visas: This place feels strange... I sense nothing living, yet there is activity here.

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

Demolitions Force Field Lock DC 21 Bash Resist - Vitality -
[This force field seems to be impenetrable to normal attacks. Maybe Bao-Dur could destroy it with his fist.]

If Bao-Dur 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 Interior Defense 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:

Dialog
1. Unlock Minefield System.
Command Console: Access to the Minefield System is now unrestricted.

If you return to main menu and select Systems Control:

2. Access Minefield.
Command Console: GOTO COMMAND CONSOLE
-- SYSTEM: MINEFIELD
-- ACCESS: FULL

If you run the Overload program:

2. Run program: Overload.
Command Console: OVERLOAD: Success. WARNING! This operating mode is unsafe.
1. Run program: Basic Diagnostic.
Command Console: BASIC DIAGNOSTIC: WARNING! The minefield is hyperactive. All units are considered hostile.

If you run the Shut Down program:

3. Run program: Shut Down.
Command Console: SHUT DOWN: Success.
1. Run program: Basic Diagnostic.
Command Console: BASIC DIAGNOSTIC: The minefield is disabled.

If you run the Reset program:

4. Run program: Reset.
Command Console: RESET: Success.
1. Run program: Basic Diagnostic.
Command Console: BASIC DIAGNOSTIC: The minefield is operating normally.
Experience Points (XP) Received:
  • 500 Ran Overload program on Minefield system
Experience Points (XP) Received:
  • 500 Ran Shut Down program on Minefield system

Interior Defense

The corridor exiting the right side of Central Command is heavily mined:

Awareness Deadly Frag Mine (13) Detect 25 (5) Demolitions Disable 30 (10) Recover 40 (20)

If you used a Command Console to unlock and shut down the Minefield system then neither they nor the mines outside the high security doors to the Bridge 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.

Experience Points (XP) Received:
  • 275 Killed Goto Droid Heavy Guardian (7) (level 16)

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):

Awareness Deadly Frag Mine (10) Detect 25 (5) Demolitions Disable 30 (10) Recover 40 (20)

If you used a Command Console 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.

Security High Security Door (2) Lock DC 21 (1) Bash Resist 5 Vitality 20

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

Security Plasteel Cylinder Lock DC 21 (1) Bash Resist 5 Vitality 15
Item(s) Received Plasteel Cylinder
  • Access Code - Droid Controller
This code will allow unrestricted access to the droid control system through the M4-78 Central Computer.

Use the computer console to run software on the droid control system.

There are two consoles in the middle of the bridge. The Bridge Command Console 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:

Dialog
4. Unlock Droid Control System
Command Console: Access to the Droid Controller is now unrestricted.

If you return to main menu and select Systems Control:

4. Access Droid Controller.
Command Console: GOTO COMMAND CONSOLE
-- SYSTEM: DROID CONTROLLER
-- ACCESS: FULL
2. Run program: Overload.
Command Console: OVERLOAD: Success. All organics currently onboard treated as friendly.

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

Command Console: OVERLOAD: Failure. Organics onboard exceed specifications. Droids will exterminate all.
2. Run program: Basic Diagnostic.
Command Console: BASIC DIAGNOSTIC: Droids set to protect. All guests onboard when order was issued will be defended.
3. Run program: Shut Down.
Command Console: SHUTDOWN: Success. Droids disabled.
4. Run program: Reset.
Command Console: RESET: Success. Droids functioning normally.
Experience Points (XP) Received:
  • 500 Ran Overload or Reset program on Droid Control system

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 Sentry Droids 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:

Primary Power System: GOTO PRIMARY POWER SYSTEM CONSOLE
Dialog
1. Access Primary Power Supply System.
Primary Power System: GOTO PRIMARY POWER SYSTEM CONSOLE
-- PRIMARY POWER SUPPLY
Primary Power System: STATUS: Active.
SUPPORTING: Containment cells, docking hatch seal.
Primary Power System: STATUS: Active.
SUPPORTING: Docking hatch seal.
Primary Power System: STATUS: Active.
SUPPORTING: None.
Primary Power System: STATUS: Active.
SUPPORTING: Containment cells.
1. Switch containment cells to secondary system. 2. Switch docking hatch seal to secondary system.
Primary Power System: -- OPERATION SUCCESSFUL
STATUS: Active.
SUPPORTING: docking hatch seal.
Primary Power System: -- OPERATION SUCCESSFUL
STATUS: Active.
SUPPORTING: None.
Primary Power System: -- OPERATION SUCCESSFUL
STATUS: Active.
SUPPORTING: Containment cells.
3. Return to main menu.
2. View Secondary Power Supply System.
Primary Power System: GOTO PRIMARY POWER SYSTEM CONSOLE
-- SECONDARY POWER SUPPLY
Primary Power System: STATUS: Active.
SUPPORTING: Cloaking device.
Primary Power System: STATUS: Active.
SUPPORTING: Containment cells, cloaking device.
Primary Power System: STATUS: Active.
SUPPORTING: Containment cells, cloaking device, docking hatch seal.
Primary Power System: STATUS: Active.
SUPPORTING: Cloaking device, docking hatch seal.
3. Log out.

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:

Dialog
2. Run program: Overload.
Bridge Command Console: OVERLOAD: Failure. Safety protocol in effect. Primary power supply system is unavailable. Overloading secondary system could result in catastophic failure.
3. Run program: Shut down.
Bridge Command Console: SHUT DOWN: Success. Secondary power offline. Attached systems disabled. Bridge Command Console: SHUT DOWN: Failure. Primary power supply system cannot be disabled.
1. Run program: Basic Diagnostic.
Bridge Command Console: BASIC DIAGNOSTIC: Primary power supply available. Secondary power offline.
4. Run program: Reset.
Bridge Command Console: RESET: Failure. Safety protocol in effect. Reseting power supply system could result in catastrophic failure.

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

Command Console: PROXIMITY WARNING
CLOAKING DEVICE DISABLED
MULTIPLE SHIPS ON INTERCEPT COURSE
Primary Power System: PROXIMITY WARNING
CLOAKING DEVICE DISABLED
MULTIPLE SHIPS ON INTERCEPT COURSE
Experience Points (XP) Received:
  • 500 Ran Shut Down program on Power Distribution system
Experience Points (XP) Received:
  • 500 Switched docking hatch seal to secondary system

Ebon Hawk

After disabling the cloaking device using the Bridge Command Console, when you return through Central Command 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:

Duros Bounty Hunter (main character level 17)
Set 4
Level 12
Class Minion
Alignment 50 (neutral)
Skills
Awareness 2
Attributes
Strength 14 +2
Dexterity 14 +2
Constitution 14 +2
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Vitality 123
Force -
Defense 27
Saves
Fortitude 20
Reflex 20
Will 18
Ranged Main Off hand
Attack 20 -
Energy 3-36-
Threat 19-20,x2-
Melee
Attack 16 10
Bludgeoning 6-214-19
Threat 20-20,x220-20,x2
Items and abilities Feats Force powers

Blaster Rifle + Quarterstaff

Weapon Proficiency: Blaster Rifle Weapon Proficiency: Melee Weapons

None

Experience Points (XP) Received:
  • 400 Killed Duros Bounty Hunter (8) (level 17)

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

Atton: Not again.
Twin Suns: We meet again, handsome, strong... fearful human.
Twin Suns: Next time, strike to kill, not to wound. You will not escape us this time.
Atton: Run?! I didn't run from you two schuttas last time - and this time, I'm going to make sure you stay down.

Otherwise:

Twin Suns: Finally, we meet the exile. You should tell your companion that he should strike to kill, not wound.

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).

Twin Suns (main character level 17)
Set 3
Level 12
Class Soldier
Alignment 50 (neutral)
Skills
Awareness 2
Attributes
Strength 14 +2
Dexterity 14 +2
Constitution 14 +2
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Vitality 104
Force -
Defense 25
Saves
Fortitude 21
Reflex 19
Will 17
Ranged Main Off hand
Attack - -
Damage --
Threat --
Melee
Attack 19 -
Piercing 5-15, +2 Slashing
Threat 20-20,x2-
Items and abilities Feats Force powers

Twi'lek Spinning Blade

Weapon Proficiency: Melee Weapons

None

Her Twi'lek Spinning Blade has On Hit: Attribute Damage Constitution DC 18, reducing this attribute by 1 for 30 seconds unless a Reflex save is made. This effect stacks.

Twin Suns (main character level 17)
Set 3
Level 12
Class Soldier
Alignment 50 (neutral)
Skills
Awareness 2
Attributes
Strength 14 +2
Dexterity 14 +2
Constitution 14 +2
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Vitality 104
Force -
Defense 25
Saves
Fortitude 21
Reflex 19
Will 17
Ranged Main Off hand
Attack - -
Damage --
Threat --
Melee
Attack 20 -
Piercing 5-15-
Threat 20-20,x2-
Items and abilities Feats Force powers

Twi'lek Spinning Blade

Weapon Proficiency: Melee Weapons

None

Her Twi'lek Spinning Blade has On Hit: Attribute Damage Strength DC 18, reducing this attribute by 1 for 30 seconds unless a Reflex save is made. This effect stacks.

Experience Points (XP) Received:
  • 275 Killed Twin Suns (2) (level 17)
Item(s) Received Twin Suns (2)

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 Security Consoles 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 Cells 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).

Gand (main character level 17)
Set 3
Level 12
Class Soldier
Alignment 50 (neutral)
Skills
Awareness 2
Attributes
Strength 10 0
Dexterity 10 0
Constitution 10 0
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Vitality 80
Force -
Defense 23
Saves
Fortitude 19
Reflex 17
Will 17
Ranged Main Off hand
Attack - -
Damage --
Threat --
Melee
Attack 13 7
Bludgeoning 4-244-24
Threat 20-20,x220-20,x2
Items and abilities Feats Force powers

Gand Shockstaff On Hit: Stun14

Weapon Proficiency: Melee Weapons

None

Gand Findsman (Goto's Yacht) (main character level 17)
Set 3
Level 12
Class Soldier
Alignment 50 (neutral)
Skills
Awareness 2
Attributes
Strength 10 0
Dexterity 10 0
Constitution 10 0
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Vitality 80
Force -
Defense 23
Saves
Fortitude 19
Reflex 17
Will 17
Ranged Main Off hand
Attack 13 7
Unstoppable 2-12Ion 2-12
Threat 18-20,x220-20,x3
Melee
Attack - -
Damage --
Threat --
Items and abilities Feats Force powers

Ion Blaster Disruptor Pistol

Weapon Proficiency: Blaster Pistol

None

The off hand Ion Blaster adds no Ion vs. Droid.

Experience Points (XP) Received:
  • 275 Killed Gand (8) (level 17)
Experience Points (XP) Received:
  • 275 Killed Gand Findsman (4) (level 17)

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:

Hanharr: We have slain Goto... burned the leader of the greatest tribe of the Exchange. The fire of his death shall bathe the moon below in red... flickering, a beacon. *All* shall know what was done in the skies over Nar Shaddaa... that we crushed Goto's life from him where he was strongest.
Dialog
1. So what? 2. He deserved nothing less. 3. I only wished he'd suffered more.
Hanharr: Plus, the power vacuum... even if Vogga gets up and running again, the system is going to be feeling the effects for years to come. From one death, many. *That* is power.
1. Keep your primitive thoughts to yourself. 2. Well, we didn't come to Nar Shaddaa to fight with crime lords. 3. But Zez-Kai Ell wasn't aboard the yacht. We've lost him.
Hanharr: You came to Nar Shaddaa for another Jeedai, another of your tribe. Hanharr knows where this one may be found...
1. Take me there, then.
Hanharr: ...and I will take you there.

Otherwise, if Mira joined your party:

Mira: I can't believe we just blew up Goto's yacht. That's going to destabilize crime throughout this whole sector.
Atton: Yeah, well you'll understand if I hold back the tears.
Dialog
Mira: You don't understand. Crime in the Y'Toub System - it's like the economy. Plus the power vaccuum? Even if Vogga gets up and running again, the system is going to be feeling the effects for years to come.
Atton: Yeah, well at least we didn't find that Jedi Master with the weird name.
Mira: Zez-Kai Ell? Um... well that's not true. I already found him. Actually he found me first. He hired me to watch out for you, keep Goto off your back... until he could meet with you. We'll need to head back to Nar Shaddaa, to that safe house off the docks. I said I'd meet up with him there if we ran into any trouble.

In either case:

Hanharr: One of Goto's machines. *Here.* Mira: What do you want now?
G0-T0: If you thought to escape my notice so easily, you would be wrong. As a token of my goodwill, I present to you a gift: this droid. It will serve you well on your journey.
Dialog
1. How did you get on my ship? 5. Wasn't your ship just destroyed?
G0-T0: I am afraid I do not understand what you mean. G0-T0: A common misconception, not supported by facts.
2. Tell me more about the droid. 4. I think your "gift" is useless.
3. Why would I want this droid? G0-T0: You would be surprised at how little I care about what you think.
G0-T0: As I indicated, this unit will remain with you and guard you. It will also serve as an effective voice for my orders during your journey.
1. I accept your gift. 2. How do I know it won't try to kill me?
G0-T0: I cannot harm you. You are the key to saving the Republic. Pray that you do not prove yourself otherwise.
G0-T0: [G0-T0 has joined your party. He has special powers over droids and cannot set off mines.]
Dialog
3. Maybe I should shut it down.
G0-T0: That would be unfortunate. I would merely lose a droid, while you would lose your entire ship and a sizable chunk of whatever planet you were on when you tripped the failsafe detonator.
1. Maybe you're bluffing. 2. I don't want your help.
G0-T0: Oh, yes, I excel at that. Regardless, testing it would benefit neither of us, I assure you. Do not be concerned. The detonator is primed only when the droid's behavior core is tampered with - if we enter combat, such actions will not trigger an explosion. G0-T0: It was not a request. Any attempt to interfere with my duties would be... unfortunate.
G0-T0: As much as I need you, you will find you will need me as well - and this droid will prove useful on your journey.
1. Thanks for the droid, Goto. Let's get to Nar Shaddaa. 1. Let's get to Nar Shaddaa. 2. Zez-Kai Ell is waiting for us. Enough talk.

Docks

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

Lost Jedi

If Alignment < 40:

Zez-Kai Ell: So you have returned from exile, though I do not know why. You were always difficult to read, when you were tied to the Force, and even more when it was lost to you. But I can sense the death of others upon your hands - I know how this will end. But I will answer your questions, if only for some measure of peace. In exchange, I wish only the answer to one. Why have you done this to the Jedi? Was it just revenge - or something more?
Dialog
1. I am not the one responsible for this. 3. Do you think I am the one killing the Jedi? 2. What do you mean?
Zez-Kai Ell: But you are. Whatever this threat is, it leaves echoes in the Force, wounds that do not heal. Zez-Kai Ell: Whatever this threat is, it leaves echoes in the Force, wounds that do not heal.
Zez-Kai Ell: It is something that we had never felt before - until you stood before us in judgment. And we exiled you.
1. So you blamed me? 2. Whatever is killing the Jedi is not being done by my hand. 3. If I could have done this, I would have.
Zez-Kai Ell: Yes. Whatever was killing the Jedi, it was something tied to you, something you had experienced - and had survived. Zez-Kai Ell: Not directly perhaps. But it is something tied to you, something you had experienced - and had survived. Zez-Kai Ell: You are more involved than you know. Whatever is striking at us, it is something tied to you, something you had experienced - and survived.
Zez-Kai Ell: Some of us sought to understand you, to find you. It seems we succeeded, even though we thought you were lost to us. Now as we hoped, you have returned, and you know nothing that could help us. Such irony.
1. I had other questions. 2. That is all I wished to know. What happens now? 3. I have heard enough. Prepare to die.

Otherwise, if Alignment 40 or more:

Zez-Kai Ell: So you have returned from exile. Kavar thought you might, if only to wander your old battlegrounds. But I did not think you would come to Nar Shaddaa. Still, you were always a difficult one to read - both when you were tied to the Force, and even more when it was lost to you.
Dialog
1. Why did Kavar think I would return from exile?
Zez-Kai Ell: I do not know. It was a sense he had, and he had served in war, as you had. Perhaps he thought he understood you, or maybe he simply hoped he did. He felt you were the key to understanding the threat we face - the others were not so certain. But so many of them are gone now, as you no doubt know.
1. Why me?
Zez-Kai Ell: He sensed some connection between you and many of the worlds touched by war. He thought by traveling to such places, he could achieve understanding.
3. Then you know I have come to end you.

Otherwise:

2. I have questions I want answered. 1. I had other questions.
Zez-Kai Ell: No doubt. I think the answers will provide us both with some measure of peace - I have kept secrets for far too long. Zez-Kai Ell: What I can tell you, I will. Zez-Kai Ell: Very well.
1. Where are all the Jedi?
Dialog
Zez-Kai Ell: They have scattered, but there is a purpose in their movements. It is to both to hunt - and draw out our enemies. Somehow, they... we... are being targeted through the Force - and when Jedi gather, we are vulnerable. So we have chosen places where it is difficult to sense others through the Force... whether on planets dense with life, or touched by war. In such places, we may conceal ourselves, gather information - without presenting ourselves as targets. It was part of Kavar's plan.
1. Plan?
Zez-Kai Ell: Yes - he felt if our enemy cannot detect us, then perhaps they would believe themselves victorious and show themselves. And we knew that the war would be lost if we continued to act as we had. I do not know where they wander now. There are few of us, though, too few... and I have not heard from them in some time.
1. I encountered Vrook upon Dantooine.
Zez-Kai Ell: Vrook still lives? I had not felt his presence for some time.

Otherwise:

2. Atris is on Telos.
Zez-Kai Ell: Atris? But I had thought she had gone to Katarr, with the others.
1. You sound surprised.
Zez-Kai Ell: Yes, she holds the last of the Jedi teachings... it is good she survived.
Intelligence 1. [Intelligence (16)] Why didn't you go to Katarr?
Zez-Kai Ell: I had not finished my investigations here, and I did not wish to reveal myself. There was nothing I could do.
2. What happened to them?
Dialog
Zez-Kai Ell: It is a long story, but there is no harm in you knowing. And someone should know. Only a handful of us remained after the Jedi Civil War, barely a hundred in number. Then even that hundred began to vanish, in places where the Force seemed blind. The only pattern we determined that when Jedi gathered, they were seen no more. At the last Jedi conclave on the Miraluka world of Katarr, the entire planet was wiped out. An entire race, destroyed... because the Jedi chose to gather there. It was only then that we realized we were facing something far more powerful than we knew how to fight.
1. Why did you hide? 2. Is that why you hid? 3. So you retreated?
Zez-Kai Ell: We could not allow the fact when we gathered, we placed everything around us at risk... a Jedi's life is sacrifice, but we cannot allow our presence or actions to endanger others. And we could not fight an enemy that would not reveal itself. But any Jedi, anyone who was strong in the Force, who attempted to track down such a threat... vanished, without a trace.
1. But that makes no sense. 2. Tell me about this threat.
Zez-Kai Ell: It does, but you must step back to see it. Zez-Kai Ell: I know little about it. I know more of the absence it leaves behind than its face.
Zez-Kai Ell: Whatever this threat was, it was targeting us and everything around us. Yet it was somehow weak enough that it was afraid to confront us openly. If it believed us defeated, then perhaps it would finally show itself. It was a faint hope, but it was the best we had. It was Kavar's plan - he was always the greatest tactician among us. And had seen war more than the rest of us.
3. I need to know why you cast me out of the Order.
Dialog
Zez-Kai Ell: We told you it was because you followed Revan to war. But you ask because you are not certain of that answer. Nor were we. The day we cast you out, that is the moment I decided to leave the Order. Because I do not believe we truly faced the reasons you were exiled, and if we do not examine such truths, then we are already lost. I think it was because we were afraid. It is a difficult thing to live one's life with the Force - to see a vision of what it would be like to be severed from it. It is more frightening than you know.
4. Why are you on Nar Shaddaa?
Dialog
Zez-Kai Ell: I had thought perhaps that here upon the smuggler's moon, I might find some evidence of the threat we faced. The bounties on Jedi and their disappearance - I did not believe the two were connected, but there was a chance. And the strong currents of life here on Nar Shaddaa make perceiving a Force user difficult. I could use it to cloak my movements and watch without being discovered.
Awareness 1. [Awareness (21)] That is not the only reason... you came here to hide.
Dialog
Zez-Kai Ell: No, you are right - that is not the whole truth. It is difficult to detect a Force user on Nar Shaddaa, and I knew it. This threat we face... it leaves wounds in the Force when it strikes. It leaves nothing.
1. And you were afraid.
Zez-Kai Ell: To live life without the Force, to vanish and die and leave only an echo - it was terrifying. To be connected to all life around you, then to have it stripped...
Zez-Kai Ell: ...I can only imagine what it must have been like for you. But even that imagining cannot compare with the truth. But there is more than that. On Nar Shaddaa... one cannot escape what was left from the Jedi Civil War. From the failure of the Masters, from our failure to properly train Jedi, came disaster. And I wondered, if perhaps, the teachings of the Jedi had been our failing all along. There have been so many failures, by teachers who believed in the Code with all their being - Master Arca failed Ulic, as Master Baas failed Exar Kun, as Kae and Zhar and the others of the Council failed Revan... and Malak. For all the acts we do to preserve the galaxy, from such an arrogance that all we do is right and just, I wonder if there is a counter-effect that is created, that strikes back at us. Exar Kun, Ulic Qel-Droma, Malak, Revan, you... all Jedi. There is something wrong in the Force, a wound, a sound that is growing, like a scream. You can hear it echo on Nar Shaddaa, sometimes when the moon is on orbit. It is a frightening thing to feel, that perhaps being connected to all life is not enlightenment at all, but simply another doom. And I think that maybe, perhaps, to forsake the Force as you did, to cut loose our bonds, may not be the wrong thing to do. You taught me something important in the Council Chamber long ago, exile, and it has stayed with me all these years. You were right to do what you did. Everything you did.
5. Why did you cut me off from the Force?
Dialog
Zez-Kai Ell: Is that what you think? We did no such thing, but it is a technique that has been used as punishment in the past, yes. It is a rare sentence, and to my knowledge, it has only be done once, at a moment where a Jedi discipline has failed. What caused your loss I fear, was different. I am not certain I understand it - we did not understand it fully, then, and only recently do I feel we may have become enlightened. The other masters may have more knowledge of this, but I do not - and I do not know if they even live. Does it matter? It seems your power has returned. Perhaps the loss was not a loss at all.
6. At the end of my trial, you and the other masters said something had happened to me. What was it?
Dialog
Zez-Kai Ell: Ah, so the records of your trial were found. Good... sometimes I think this galaxy would be a better place if there were less Jedi secrets. But I have no answer for you, as much as I would like to give one. We vowed never to speak of it - and although I would not keep promises to Jedi, I keep promises I make to others. And Kavar was a friend. If we were gathered as one, then the promise might be revoked. Until then, I can say nothing.
7. Do you know anything of Force Bonds... and how to end them?
Dialog
Zez-Kai Ell: Yes... such bonds are a connection that can be formed at moments of crisis - or in the slow understanding that grows between master and apprentice. It is most common between two beings who are sensitive to the Force. It allows the transmission of feelings, of influence. It was something you were gifted with, as I recall, before your fall. You formed such attachments easier than most - even to those who could feel the Force only faintly. Even Vrook could not ignore it, which is saying something.
2. I have developed a bond with another - one that is lethal to us both.
Zez-Kai Ell: That is most unusual - and unnatural. I have never heard of a bond of such strength.
1. How would I end it?
Zez-Kai Ell: There were a few within the Order who knew more than I did of such bonds - but their students were few, lost in the Mandalorian Wars.
Zez-Kai Ell: It was rumored that Revan studied such bonding deeply, both through the Jedi histories and with certain teachers, before he left the Order and went to war. Zez-Kai Ell: It was rumored that Revan studied such bonding deeply, both through the Jedi histories and with certain teachers, before she left the Order and went to war.
1. Is there any way to remove such a bond? 1. How would I end such a bond?
Zez-Kai Ell: I do not know - a bond between two living beings is not something easily broken. It not a choice... it is like breaking a feeling. Like turning away from the Force. To break a bond, your feelings would have to change, or one of you would have to die - but even then, the bond wouldn't go away, it would simply... it would simply be empty, a wound. One of you would have to die, but even then, the bond wouldn't go away, it would simply... it would simply be empty, a wound.
2. That is all I wished to know. What happens now?
Zez-Kai Ell: Now... now I must take up the role I was ready to cast aside. This threat has finally revealed itself, and we Jedi will need to stand together. I did not speak fully of what I have felt. Staying on Nar Shaddaa - it is an exile of sorts. One that I have chosen. I, too, lost a Padawan on Malachor. Not to the battle, but to the alternative - to the teachings that Revan brought from the Unknown Regions. And I was not the only Jedi Master to watch a student turn on them.
Dialog
1. So you blamed them? 2. To fight in the Mandalorian Wars was no betrayal. 3. Your students... your disciples were taught to protect innocents, even when you would not.
Zez-Kai Ell: No, no - they were not to blame, but many of the Order did so - it was a difficult time, a time of strong emotion. Perhaps the Council, perhaps the Order itself had grown arrogant in their teachings. It is easy to cast blame, but it is perhaps time the Order accepted responsibility for their teachings, and their arrogance, and come to recognize that perhaps we are flawed. Not once did I hear one of the Council claim responsibility for Revan, for Exar Kun, for Ulic, for Malak... or for you. Yet... you were the only one who came back from the wars to face our judgment. And rather than attempting to understand why you did what you did, we punished you instead. Our one chance to see where we had gone wrong, and we cast it aside. And now, that decision has come back to us, and may carry with it, our destruction. Perhaps there is something wrong in us, in our teachings. And though I tried, I could not cause that thought to leave me - so I left the Council. And I was not the only one. That is why many scattered... and why many in the Republic do not trust us. And why we do not trust ourselves. Make no mistake - I am no Jedi. This is the end you see. After this, there will be nothing. And I think it will be for the best. Do you wish to do battle now? I have nothing more to say.
3. Let us end this. I am sick of your ramblings.

Otherwise:

1. But Revan redeemed himself. Certainly that must give you some hope. 1. But Revan redeemed herself. Certainly that must give you some hope. 2. I urge you to reconsider. For all the failings of the Jedi, there have been so many successes. 4. No, letting you live seems more punishment - and it will serve as a lesson to other Jedi, perhaps weaken them with your doubts.
Zez-Kai Ell: It provides no comfort at all, for reasons on which I still must keep secret. Suffice to say redemption was not Revan's choice, and I have never believed those of the Council who attempt to console themselves otherwise for the crime they committed.

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

1. Is there anything you can teach me?
Zez-Kai Ell: But we have spoken enough, I think. And words I think dull us both. Let us speak through the Force - through sparring.
Dialog
Zez-Kai Ell: It has been some time since you have used the Force, it is true. But there are techniques to enhance one's tie to the Force, to make your influence through the Force more potent. Yet even as such techniques can enhance the Force, they should be used cautiously - they can drain you quickly, leaving you at the mercy of your opponents. Zez-Kai Ell: This is a long war, I fear, with many battles left to fight - you will need to conserve your strength when using the Force if you hope to make it through the long road ahead. This form heightens your affinity to the Force, allowing you to gather your strength faster, even in the midst of combat. Zez-Kai Ell: This is among one of the greatest techniques of the Jedi Master - yet when one has seen all that you have, it is such a simple thing, you may wonder why you did not notice it before. Do you feel it gathering within you - now, slowly, let it out... slowly - this technique allows you to maintain your Force Powers for longer than normal, though the energy and discipline required is great.
Zez-Kai Ell: This form you may have already seen much of during the Mandalorian Wars - but it is fitting to speak using elements of the past, I think. Ataru is the name given to the movements of this form - though it is aggressive, it is focused, and its best use is in combat against a single opponent. This form is somewhat less useful in deflecting blaster shots - use it when dealing with opponents in close combat, not against a battalion firing heavy blasters at you. Zez-Kai Ell: This Shien form should prove appropriate - its best use is when you are outnumbered, which I fear suits your... our predicament perfectly. You will find it easier to deflect blaster fire with this form - and it shall also guard you against critical strikes by your opponents. Zez-Kai Ell: Sometimes sparring with another can achieve a form of meditation - the Niman form is one of the best such techniques. There is no great strengths, no edge in such a form, but yet, its achieves worth in not leaving you as exposed as some of the more aggressive forms. Its strength is its balance. Zez-Kai Ell: You are at home in places of war and battle - this form may already be known to you. It is Juyo, a ferocious form of lightsaber offense. Against an armed enemy, it is powerful indeed - but against an enemy armed with the Force, you will find them a difficult foe, indeed.
Zez-Kai Ell: Perhaps exile has been good to you indeed - it has certainly not dulled your instincts, nor the speed at which you learn. I shall go to Dantooine, to the ruins of the Enclave. If you gather the others, I will meet you there. And... thank you, exile. Your returning... it is good that you are back among us.
Journal Entry Added Lost Jedi
You encountered on Nar Shaddaa and spoke with him. He agreed to meet you at the Jedi Enclave on Dantooine when you had united all the Jedi Masters.

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:

[This appears to be a magnetically-sealed storage door, locked from the inside. You don't see any means of opening it.]
Zez-Kai Ell (main character level 17)
Set 4
Level 12
Class Jedi Guardian
Alignment 80 (very light)
Skills
Awareness 3
Attributes
Strength 12 +1
Dexterity 16 +3
Constitution 16 +3
Intelligence 16 +3
Wisdom 16 +3
Charisma 12 +1
Vitality 135
Force -
Defense 30
Saves
Fortitude 25
Reflex 25
Will 24
Ranged Main Off hand
Attack - -
Damage --
Threat --
Melee
Attack 15 9
Energy 7-736-72
Threat 20-20,x220-20,x2
Items and abilities Feats Force powers

Double-Bladed Lightsaber

Weapon Proficiency: Lightsaber

None

Once Zez-Kai Ell has been reduced to less than 50% Vitality, if you are a Jedi Consular, Jedi Master or Sith Lord then you learn a Force form (despite him not having any Force powers to use), otherwise you learn a lightsaber form:

Dialog
Kreia: Note the strength of his Force powers. He is desperate to finish you quickly, so he uses a potent form of the Force. Defeat him by going on the defensive and absorbing his attacks with the Force. He will quickly run out of energy and then you can finish him easily. Kreia: He is being typically cautious. He isn't sure of your strengths and weaknesses, so he is using a force form that grants him greater affinity to the Force. This allows him to more quickly regenerate his energies. Don't be drawn into a long battle. Once you understand his technique, attack him aggressively while he dawdles. Kreia: He may appear stronger in the Force than you, but this is merely an illusion granted by a certain mastery of the Force. The powers he uses against you will not directly harm you, but he seeks to weaken and confound you. Exploit the weakness of his form by using your own Force powers against him.
Kreia: He is overconfident. Observe how he handles his lightsaber. He is using Ataru, an aggressive form, best suited for single opponents. You can easily defeat him by encircling him with your companions or by using blaster fire. Be wary of his Power Attack, however, as it is further enhanced using this form. Kreia: You have him on the defensive. He uses the Shien form. Study his movements carefully and try to emulate them. This form will be useful when you face multiple opponents or ranged attack. Shien also allows you to make more devastating critical attacks. Kreia: It would serve you well to assimilate the style this Jedi is demonstrating. It is called Niman, and it is a very balanced form. Niman offers none of the specific strengths of other forms, but neither does it have their weaknesses. Kreia: Predictably, he seeks to unbalance you with his erratic attacks. His technique is called Juyo, the most chaotic of the lightsaber forms. This form sacrifices much to bolster offense, leaving one exposed to attack by the Force. He has made a grave error in assuming you lack the power to harm him with the Force.
Zez-Kai Ell: Unh. If you think to learn anything from my death... mm...then you are wrong.
1. I am already learning from you. 2. If you think I am done with you, you are the one who is wrong. 3. Your form is still formidable, old one - but your speed is sluggish, weak.
Zez-Kai Ell: If battle is the only thing you yet learn from me, then that is the only victory this day. What are you waiting for?
1. I merely wished to see how you held the blade - first to mock it, then to use it to kill you. 2. That form is one I have not seen in some time, "master" - but it will be the last thing you see. 3. Your lightsaber form speaks volumes - and so will your death.
Zez-Kai Ell: So it as Kavar feared... you have taken what you have learned of the Jedi, and used that knowledge against us. Come, that form is still new to you. Let us see if you have the years to back it up.

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

Dialog
1. What was that? 2. I feel stronger... what happened? 3. My perceptions feel strange - expanded.
Kreia: It is something the Sith, the assassins that stalk us, can do- it is of the dark side, the ability to feed on life, the Force, the closer one comes to it. It makes them stronger - for a time.
1. But how do I know how to do it? 2. What technique is it? 3. I've never done anything like that before.
Kreia: Not all techniques in the Force are learned through practice and training - this is something instinctual, born from experience. It is a way that they fill the hollow places where the Force used to be.
Maximum Force Points Increased (+25)
Journal Entry Added Lost Jedi
You encountered Zez-Kai Ell on Nar Shaddaa and defeated him.

Seeking Passage

If you spoke to a woman named Kahranna in the refugee quad who told you her family are Seeking Passage off Nar Shaddaa, and you told her you'd help, then if you speak to the dockmaster Fassa at the Pylon 2 junction on the docks:

3. Could you help transport a family to Telos?
Dialog
Fassa: What? Do I look like passenger ship to you? Ack. All right. You helped me, I help you.
2. Forget about that. I'd like to talk about something else.
Fassa: Fine but you hurry up. I have a lot to do.
1. The mother's name is Kahranna. She's in the refugee quad.
Light Side Points Gained: +2
Fassa: Fine. I do for you. But don't ask of Fassa again! What else?!
Journal Entry Added Seeking Passage
You've helped Kahranna and her family secure a trip from Nar Shaddaa to Telos and they are off to a better life.
Experience Points (XP) Received:
  • 2000 Helped Kahranna and her family

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 Will Work for Fuel, and you've spoken to the Lunar Shadow crew in the flophouse on the docks about their Wayward Captain but not reunited them or told them about Odis, then if you speak to the dockmaster Fassa at the Pylon 2 junction on the docks:

4. Do you have any need for pilots?
Dialog
Fassa: Now that freighters can depart safely, I can use good a pilot.
1. The refugee Odis, will work for you for sponsorship. 2. If I find one, I'll let you know.
Fassa: Fassa can do this. Good. I'll send someone for him. Fassa: Good, good. What else?
Journal Entry Added Will Work for Fuel
You found a job for Odis working for Vogga the Hutt and Fassa.
Experience Points (XP) Received:
  • 1500 Found a job for Odis

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

New Fuel Source

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

Vogga: You've returned. But I do not see Goto chained behind you, can it be that you have not had success yet?
Dialog
1. I do not have Goto here, but rest assured, he will trouble you no longer.
Vogga: Indeed, I had heard as much. I wouldn't have thought you could have so easily disposed of him. Rarely am I as impressed by a human. I believe that means we have a matter of business to discuss. My freighters have already begun their work. I will open trade with the Telosians, however I believe they will be reluctant to listen to my offer, should it come from me. Here. These credits should cover your expenses and a fee for services rendered. I do expect you to do what I have asked. If you do not, you will find that you will have little time to enjoy those credits. Now leave, I haven't grown so fond of you I'd like you around.
Journal Entry Added New Fuel Source
Vogga the Hutt has set up a trade route between Sleyheron and Telos. Telos has a new source of fuel!
Credits Received: 500 Experience Points (XP) Received:
  • 1000 Dealt with Goto
Experience Points (XP) Received:
  • 1000 Telos has a new source of fuel