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Nar Shaddaa Docks[edit]

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

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

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

This door has been magnetically sealed. It cannot be opened.

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

Infrared Room[edit]

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

KotOR Icon Item(s) Received.png Item(s) Received: Chemical Dispenser (2) KotOR Icon Item(s) Received.png Item(s) Received: Chemical Dispensing Station
  • Chemicals * 2

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

KotORII Icon Dialog.png Devaronian: Ah... the spectrum was tinged with the heated blood of a human. What causes you to brave the air of the Jekk'Jekk Tarr?

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

KotORII Icon Dialog.png Devaronian: Ah, strange to see a pressure suit within the Jekk'Jekk Tarr, but no stranger than anything else - what do you wish?
KotORII Icon Dialog.png 1. I'm looking for Visquis.
KotORII Icon Dialog.png Devaronian: Visquis? You must be a special visitor indeed... proceed past the green toxin rooms, and you will find Visquis in the humidity chambers.

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

Arid Room[edit]

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

KotOR Icon Item(s) Received.png Item(s) Received: Chemical Dispenser (3) KotOR Icon Item(s) Received.png Item(s) Received: Chemical Dispensing Station
  • Chemicals * 2

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

KotORII Icon Dialog.png Twi'lek Domo: You are very brave human to come in here... I hope you are able to leave as quietly. KotORII Icon Dialog.png Twi'lek Domo: Again the human comes before me. And I must ask - why?

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

KotORII Icon Dialog.png 1. Uh, hello? KotORII Icon Dialog.png 2. Never mind. I'll be going now.
KotORII Icon Dialog.png 1. Hey, I'm talking to you.
KotORII Icon Dialog.png 1. All right, stay silent then.

Mira can ask more, but gets no further:

KotORII Icon Dialog.png 1. I'm looking for Visquis.
KotORII Icon Dialog.png 1. Do you know where I can find him?

Wayward Captain[edit]

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

Leave me alone, human.

Once you have spoken to his crewmen:

KotORII Icon Dialog.png Lunar Shadow Captain: You come to drag me back to that cursed freighter?
Low (Affect Mind) 1. [Force Persuade] You will return to your crew. Persuade 2. [Persuade] Your crew will abandon you if you don't return.
KotORII Icon Dialog.png Lunar Shadow Captain: I will return to my crew. KotORII Icon Dialog.png Lunar Shadow Captain: [Success] Fine. I've had enough of this place anyway.
KotOR Icon Journal.png Journal Entry Added: Wayward Captain
You convinced the Lunar Shadow's captain to leave Jekk'Jekk Tarr and return to his men.
KotOR Icon XP.png Experience Points (XP) Received:
  • 1500 Convinced captain to return to his men

Toxin Room[edit]

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

KotOR Icon Item(s) Received.png Item(s) Received: Chemical Dispenser (3) KotOR Icon Item(s) Received.png Item(s) Received: Chemical Dispensing Station
  • Chemicals * 2

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

KotORII Icon Dialog.png 1. Uh, hello? KotORII Icon Dialog.png 2. Never mind. I'll be going now.
KotORII Icon Dialog.png 1. Hey, I'm talking to you.
KotORII Icon Dialog.png 1. All right, stay silent then.

Mira can ask more, but gets no further:

KotORII Icon Dialog.png 1. I'm looking for Visquis.
KotORII Icon Dialog.png 1. Do you know where I can find him?

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

KotORII Icon Dialog.png Gand: Why do you speak to the Gand?

Toxin Room[edit]

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

KotOR Icon Item(s) Received.png Item(s) Received: Chemical Dispenser (4) KotOR Icon Item(s) Received.png Item(s) Received: Chemical Dispensing Station
  • Chemicals * 2

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

Private Lounge Door[edit]

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

[This door is securely locked and magnetically sealed. It looks like a lounge for the bar's... exclusive clientele.]

Visquis' Chamber[edit]

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

KotORII Icon Dialog.png Visquis: Ah, you have finally arrived. Please, come in and remove that cumbersome suit, the air here is quite suitable for your kind. Do not be taken aback by my hospitality - I assure you, no one will harm you as long as you are my guest and we keep things cordial between us.

She removes the suit:

KotORII Icon Dialog.png Hanharr: You!
KotORII Icon Dialog.png Mira: Good eyes, Hanharr. No wonder you're still number two on Nar Shaddaa.
KotORII Icon Dialog.png Visquis: Hanharr, please - calm yourself. The Jedi was on the way to meet us when sidetracked. We must be patient.
KotORII Icon Dialog.png Visquis: If he is a Jedi, perhaps he will come for her out of some misguided sense of protectorship. If not, then he will come to meet with me - and we may strike another arrangement. KotORII Icon Dialog.png Visquis: If she is a Jedi, perhaps she will come for her out of some misguided sense of protectorship. If not, then she will come to meet with me - and we may strike another arrangement.

Lost Jedi[edit]

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

KotORII Icon Dialog.png Zez-Kai Ell: I know you can hear me... the numbness you feel should be wearing off soon, but not before we've spoken. When I first heard you were on Nar Shaddaa, I didn't quite believe it. I didn't think anyone could track me here, but I see I underestimated you.
KotOR Icon Journal.png Journal Entry Added: Lost Jedi
You encountered Zez-Kai Ell on Nar Shaddaa, but you were still incapacitated from Mira's poisoning, so you were unable to speak with him further. Looks like you'll need to deal with the Mira problem first if you want to find him. Master Ell was headed to rescue Mira at the Jekk'Jekk Tarr.

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

Security Metal Box Unlock 21 (1) Bash Resist 5 Vitality 15
KotOR Icon Item(s) Received.png Item(s) Received: Metal Box
  •  ?

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

KotORII Icon Dialog.png Visquis: Ah... finally, the genuine specimen. I had thought I might have to waste more time and resources baiting another trap. But the Jedi has come without an environmental suit - brave, indeed. We shall let the fumes of the Jekk'Jekk Tarr capture the Jedi for us.
KotORII Icon Kreia.png Kreia: :: Listen to me - clear your thoughts. ::
KotORII Icon Dialog.png 1. [You can fight toxins that are inhaled (or absorbed through the skin) with Breath Control. Select this Force power and use it to keep you alive in the Jekk'Jekk Tarr.]

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

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

Infrared Room

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

Trandoshan Thug (level 14)
176px
Set 1
Level 10
Class Minion
Alignment 50 (neutral)
Skills
Awareness 6
Attributes
Strength 8 -1
Dexterity 8 -1
Constitution 8 -1
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Vitality 62
Force -
Defense 17
Saves
Fortitude 11
Reflex 11
Will 12
Ranged Main Off hand
Attack - -
Energy --
Threat --
Melee
Attack 6 2
Slashing 0-110-11
Threat 20-20,x220-20,x2
Items and abilities Feats Force powers

Long Sword(2)

Weapon Proficiency: Melee Weapons

None

Trandoshan Thug (level 14)
176px
Set 1
Level 10
Class Minion
Alignment 50 (neutral)
Skills
Awareness 5
Attributes
Strength 8 -1
Dexterity 8 -1
Constitution 8 -1
Intelligence 8 -1
Wisdom 8 -1
Charisma 8 -1
Vitality 62
Force -
Defense 17
Saves
Fortitude 11
Reflex 11
Will 11
Ranged Main Off hand
Attack - -
Energy --
Threat --
Melee
Attack 8 2
Slashing 1-151-15
Threat 20-20,x220-20,x2
Items and abilities Feats Force powers

Vibro Double-Blade

Weapon Proficiency: Melee Weapons

None

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

Bar Patron (level 14)
176px
Set 1
Level 10
Class Minion
Alignment 50 (neutral)
Skills
Awareness 3
Attributes
Strength 8 -1
Dexterity 8 -1
Constitution 8 -1
Intelligence 8 -1
Wisdom 8 -1
Charisma 8-9 -1
Vitality 54
Force -
Defense 17
Saves
Fortitude 11
Reflex 11
Will 11
Ranged Main Off hand
Attack - -
Energy --
Threat --
Melee
Attack 12 -
Bludgeoning 0-3-
Threat 20-20,x2-
Items and abilities Feats Force powers

None

Sneak Attack I

None

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

Twi'lek Thug (level 14)
176px
Set 1
Level 10
Class Minion
Alignment 50 (neutral)
Skills
Awareness 6
Attributes
Strength 10 0
Dexterity 14 +2
Constitution 12 +1
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Vitality 82
Force -
Defense 31
Saves
Fortitude 13
Reflex 14
Will 12
Ranged Main Off hand
Attack 15 -
Energy 1-12-
Threat 19-20,x2-
Melee
Attack 13 -
Slashing 1-12-
Threat 20-20,x2-
Items and abilities Feats Force powers

Verpine Zal Alloy Mesh Damage Resistance vs. Cold, Fire and Sonic25/- Blaster Rifle + Long Sword

Armor Proficiency: Heavy Weapon Proficiency: Blaster Rifle Weapon Proficiency: Melee Weapons

None

Twi'lek Thug (level 14)
176px
Set 1
Level 10
Class Minion
Alignment 50 (neutral)
Skills
Awareness 6
Attributes
Strength 10 0
Dexterity 14 +2
Constitution 12 +1
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Vitality 82
Force -
Defense 29
Saves
Fortitude 13
Reflex 14
Will 12
Ranged Main Off hand
Attack 15 -
Energy 1-12-
Threat 19-20,x2-
Melee
Attack 13 -
Slashing 1-12-
Threat 20-20,x2-
Items and abilities Feats Force powers

Echani Heavy Armor Blaster Rifle + Long Sword

Armor Proficiency: Heavy Weapon Proficiency: Blaster Rifle Weapon Proficiency: Melee Weapons

None

The Devaronian behind the central bar uses a Double-Bladed Sword:

Devaronian (level 14)
176px
Set 1
Level 10
Class Minion
Alignment 50 (neutral)
Skills
Awareness 6
Attributes
Strength 10 0
Dexterity 14 +2
Constitution 12 +1
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Vitality 82
Force -
Defense 20
Saves
Fortitude 13
Reflex 14
Will 12
Ranged Main Off hand
Attack - -
Energy --
Threat --
Melee
Attack 9 7
Slashing 2-122-12
Threat 20-20,x220-20,x2
Items and abilities Feats Force powers

Double-Bladed Sword

Weapon Proficiency: Melee Weapons Two-Weapon Fighting

None

KotOR Icon XP.png Experience Points (XP) Received:
  • 150 Killed Trandoshan Thug (4) (level 14)
KotOR Icon XP.png Experience Points (XP) Received:
  • 150 Killed Twi'lek Thug (6) (level 14)
KotOR Icon XP.png Experience Points (XP) Received:
  • 150 Killed Bar Patron (6) (level 14)
KotOR Icon XP.png Experience Points (XP) Received:
  • 150 Killed Devaronian (level 14)

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

Arid Room

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

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

Weequays Thug (level 14)
176px
Set 1
Level 10
Class Minion
Alignment 50 (neutral)
Skills
Awareness 6
Attributes
Strength 8 -1
Dexterity 8 -1
Constitution 8 -1
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Vitality 62
Force -
Defense 17
Saves
Fortitude 11
Reflex 11
Will 12
Ranged Main Off hand
Attack - -
Energy --
Threat --
Melee
Attack 12 -
Slashing 1-11-
Threat 19-20,x2-
Items and abilities Feats Force powers

Vibrosword

Weapon Proficiency: Melee Weapons

None

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

Twi'lek Domo (level 14)
176px
Set 2
Level 10
Class Minion
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 64
Force -
Defense 19
Saves
Fortitude 13
Reflex 13
Will 13
Ranged Main Off hand
Attack - -
Energy --
Threat --
Melee
Attack 13 -
Bludgeoning 2-8-
Threat 20-20,x2-
Items and abilities Feats Force powers

None

None

None

KotOR Icon XP.png Experience Points (XP) Received:
  • 150 Killed Bar Patron (level 14)
KotOR Icon XP.png Experience Points (XP) Received:
  • 150 Killed Weequays Thug (6) (level 14)
KotOR Icon XP.png Experience Points (XP) Received:
  • 150 Killed Trandoshan Thug (5) (level 14)
KotOR Icon XP.png Experience Points (XP) Received:
  • 200 Killed Twi'lek Domo (level 14)

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

Toxin Room

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

Gand (level 14)
176px
Set 1
Level 10
Class Minion
Alignment 50 (neutral)
Skills
Awareness 6
Attributes
Strength 10 0
Dexterity 14 +2
Constitution 12 +1
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Vitality 82
Force -
Defense 20
Saves
Fortitude 13
Reflex 14
Will 12
Ranged Main Off hand
Attack - -
Energy --
Threat --
Melee
Attack 13 -
Bludgeoning 1-4-
Threat 20-20,x2-
Items and abilities Feats Force powers

Breath Mask Immunity: Poison

None

None

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

Gand (level 14)
176px
Set 1
Level 10
Class Minion
Alignment 50 (neutral)
Skills
Awareness 6
Attributes
Strength 10 0
Dexterity 14 +2
Constitution 12 +1
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Vitality 82
Force -
Defense 20
Saves
Fortitude 13
Reflex 14
Will 12
Ranged Main Off hand
Attack 15 -
Energy 1-12-
Threat 19-20,x2-
Melee
Attack 13 -
Bludgeoning 1-1, +1-3 Piercing
Threat 20-20,x2-
Items and abilities Feats Force powers

Breath Mask Immunity: Poison Blaster Rifle + Energy Baton On Hit: Stun14

Weapon Proficiency: Blaster Rifle Weapon Proficiency: Melee Weapons

None

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

Gand (level 14)
176px
Set 3
Level 10
Class Minion
Alignment 50 (neutral)
Skills
Awareness 11
Attributes
Strength 20 +5
Dexterity 20 +5
Constitution 10 0
Intelligence 20 +5
Wisdom 20 +5
Charisma 20 +5
Vitality 72
Force -
Defense 26
Saves
Fortitude 15
Reflex 20
Will 20
Ranged Main Off hand
Attack 19 -
Energy 2-24-
Threat 19-20,x2-
Melee
Attack 20 -
Bludgeoning 5,+2, +1-8 Piercing
Threat 20-20,x2-
Items and abilities Feats Force powers

Breath Mask Immunity: Poison Blaster Rifle + Gand Silencer On Hit: Stun22

Weapon Proficiency: Blaster Rifle Weapon Proficiency: Melee Weapons

None

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

Gand Findsman (level 14)
176px
Set 1
Level 10
Class Minion
Alignment 50 (neutral)
Skills
Awareness 6
Attributes
Strength 10 0
Dexterity 14 +2
Constitution 12 +1
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Vitality 66
Force -
Defense 20
Saves
Fortitude 13
Reflex 14
Will 12
Ranged Main Off hand
Attack - -
Energy --
Threat --
Melee
Attack 9 7
Bludgeoning 2-122-12
Threat 20-20,x220-20,x2
Items and abilities Feats Force powers

Breath Mask Immunity: Poison Force Pike

Weapon Proficiency: Melee Weapons

None

KotOR Icon XP.png Experience Points (XP) Received:
  • 150 Killed Gand (20) (level 14)
KotOR Icon XP.png Experience Points (XP) Received:
  • 250 Killed Gand (level 14)
KotOR Icon XP.png Experience Points (XP) Received:
  • 150 Killed Gand Findsman (3) (level 14)

All Gand wear Breath Masks, granting Immunity: Poison.

Toxin Room

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

KotORII Icon Dialog.png Visquis: The exile has come far. Too far.
KotORII Icon Dialog.png Hanharr: The Jeedai is a predator. You have baited a trap, but only you are caught.
KotORII Icon Dialog.png Visquis: Oh, indeed, Hanharr - against this foe, we stand together. But there is no more reason for us to remain here - let us go to the lower levels of the Jekk'Jekk Tarr, where the Jeedai cannot reach us.
KotORII Icon Dialog.png Hanharr: Yes - there is no one here who can help the Jeedai now. KotORII Icon Dialog.png Hanharr: Yes - and we shall see if the Jeedai follows.

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

KotOR Icon XP.png Experience Points (XP) Received:
  • 150 Killed Gand (14) (level 14)
KotOR Icon XP.png Experience Points (XP) Received:
  • 150 Killed Gand Findsman (5) (level 14)

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

Visquis' Chamber

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

KotOR Icon Item(s) Received.png Item(s) Received: Chemical Dispenser (3)

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

KotORII Icon Dialog.png Twi'lek Attendant: Please - I beg you, do not harm us!
KotOR Icon Light.png Light Side Points Gained: +1
1. Calm down, I mean you no harm. Where is Visquis?
KotORII Icon Dialog.png 2. I'm looking for a Quarren. Have you seen him? KotOR Icon Dark.png Dark Side Points Gained: -1
3. Tell me where your master is, or you'll be corpses.
KotORII Icon Dialog.png Twi'lek Attendant: We wish no more trouble, there is a route at the back of this spa - you will find what you are seeking there. Our master... his private chambers are beneath the Jekk'Jekk Tarr... he goes there for privacy.
Persuade 1. [Persuade (10)] Anything else I should know about Visquis' private chambers? Traps? Defenses?
KotOR Icon Light.png Light Side Points Gained: +1
3. Get to safety. I'll handle your master.
KotOR Icon Dark.png Dark Side Points Gained: -1
4. Then get out of here, now, before I kill you.
Please - I beg you, do not harm us!

Jekk'Jekk Tarr Tunnels[edit]

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