From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
File:KotORII Map Refugee Quad.png
Map of the Refugee Quad

Refugee Landing Pad[edit]

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

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

Exchange Thug: What you do here? You not allowed! You not refugee.
Exchange Thug: Unless you have credits... or something to give us, yes?
Dialog
1. What do you want? 2. And who do you two think you are?
Exchange Thug: The Overseer pay us - big, bigger than Greesh.
Exchange Thug: We want the toll - anyone coming in or out of this sector pays Overseer Saquesh's toll. Except refugees... they stay in.
2. Why can't refugees leave?
Exchange Thug: Overseer says refugees stay. We don't make rule. We enforcers.
3. And who's this Overseer?
Exchange Thug: He runs this quad, soon this whole sector... cleans up the trash.
Exchange Thug: Like you.
4. This Saquesh sounds like the one I need to see. 1. Those are big words coming from a pair of two-cred thugs like yourselves.
Exchange Thug: Heh. You funny. Now pay toll. 50 credits. Exchange Thug: He's on west side. Now you pay toll. 50 credits.
Low (Affect Mind) 1. [Force Persuade] I don't need to pay the toll. Exchange Thug: [Success] Yeah, you don't. Go ahead.

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

Persuade 2. [Persuade (15)] I'm just visiting. Do I really have to pay the toll? Strength 4. [Intimidate (15)] Get out of my way.
Dialog
Exchange Thug: [Failure] Yes. Now pay toll. Exchange Thug: You didn't pay toll yet. 50 credits.

Otherwise:

Exchange Thug: [Success] All right... you can go in. Exchange Thug: [Success] Um... this one has big muscles. 3. Fine, here's 50 credits.
Exchange Thug: Yeah... you can go in. Exchange Thug: You smart one.
1. Thank you, kind sirs. 2. Good call. Credits Lost: 50

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

Strength 3. [Intimidate (15)] If you're threatening me, draw your weapons and let's do this. 3. I don't have 50 credits.
Exchange Thug: [Failure] Yeah, we do this! 3. No - you wanted a fight, you've got one. Exchange Thug: That's too bad. Guess we take what you do have.
Dark Side Points Gained: -1 Dark Side Points Gained: -1
Exchange Thug (main character level 13)
Set 3
Level 9
Class Minion
Alignment 50 (neutral)
Skills
Awareness 20
Attributes
Strength 15 +2
Dexterity 9 -1
Constitution 12 +1
Intelligence 8 -1
Wisdom 10 0
Charisma 9 -1
Vitality 81
Force -
Defense 19
Saves
Fortitude 15
Reflex 13
Will 14
Ranged Main Off hand
Attack - -
Damage --
Threat --
Melee
Attack 15 -
Slashing 5-27-
Threat 20-20,x2-
Items and abilities Feats Force powers

Gamorrean Battleaxe

Weapon Proficiency: Melee Weapons Sneak Attack I

None

Exchange Thug (main character level 13)
Set 3
Level 9
Class Minion
Alignment 50 (neutral)
Skills
Awareness 20
Attributes
Strength 13 +1
Dexterity 11 0
Constitution 12 +1
Intelligence 8 -1
Wisdom 10 0
Charisma 9 -1
Vitality 81
Force -
Defense 20
Saves
Fortitude 15
Reflex 14
Will 14
Ranged Main Off hand
Attack - -
Damage --
Threat --
Melee
Attack 10 4
Slashing 5-334-32
Threat 20-20,x220-20,x2
Items and abilities Feats Force powers

Vibro Double-Blade

Weapon Proficiency: Melee Weapons Sneak Attack I

None

Experience Points (XP) Received:
  • 250 Killed Exchange Thug (2) (level 13)

Otherwise, or upon returning:

Exchange Thug: What you want? Want to pay toll?
1. [Awareness] Why can't Lootra pay the toll?
Dialog
Exchange Thug: Lootra, who is Lootra?
Exchange Thug: Lootra. Dark skin, beard. You remember.
Exchange Thug: Oh... Lootra. Yeah. Overseer say we see him, we keep him out. Or take toll from corpse.
1. Why would you want to kill him?
Exchange Thug: We don't ask questions. We do what we're told.

Otherwise:

2. No thanks. 3. Where can I find your boss?
Exchange Thug: Then get out of here. Exchange Thug: Overseer is on west side. of camp. Now leave us alone.

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

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

Refugee Commons[edit]

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

Refugee
If you want to find out what's going on, talk to Hussef.
The Exchange's thugs are always demanding toll and tribute - and we don't have much more to give.
Saquesh has got us hemmed in like animals. I wish someone would sneak into their camp and rob them blind.
I heard the Overseer kidnapped Nadaa's daughter.
The Serroco killed another refugee last week. I wish they'd leave us alone.
Poor Geriel... I don't think he'll last much longer.
Refugee Woes
Saquesh seems to have laid off us a bit.
Life is much easier without the Exchange pressuring us.
I wonder why the Exchange has been giving us more breathing room lately.
Are you the one who killed the Overseer? Thank you!
I heard there's a Jedi helping some of the refugees.
Sold to the Hutts
That was so kind of you to help out Nadaa and Adana! Nadaa and Adana have been sold to some Hutt named Lagra, I hear. Dark Side Points Gained
Serroco Thugs
I saw you hanging out with the Serroco. We don't want any trouble.
The Serroco haven't been giving us as much trouble lately.
Life's been easier since someone wiped out the Serroco.
Plague Carrier
You saved us all from that horrible plague! Light Side Points Gained The plague finished off Geriel... I hope it doesn't spread. Dark Side Points Gained
Veteran
I used to serve in the Mandalorian Wars... then the Jedi Civil War crushed the Republic.
I'm done with fighting... I've seen enough of battle.
What did I fight for... to starve here on Nar Shaddaa?
I once fought for the Republic... and it all meant nothing in the end.

Plague Carrier[edit]

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

Geriel: Keep... back. I... am... ill. Contagious, the others say.
Dialog
3. How did you become ill?
Geriel: I don't know... I was well just yesterday. Now... I don't think I'll last much longer.
4. Then get away from me. 5. I'll be going now.
Journal Entry Added Plague Carrier
The refugee Geriel has contracted some sort of illness. Your treat injury skill suggests to you that it's not very serious, however. But most people would probably think he has contracted a terrible plague.
Journal Entry Added Plague Carrier
The refugee Geriel has contracted some sort of illness. Given the cramped quarters in the refugee quad, the disease might spread rapidly.

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

Treat Injury 1. [Treat Injury (15)] Your illness doesn't look very serious to me. Let me help. Treat Injury 2. [Treat Injury (6)] Let me help - I know how to treat injuries.
Dialog
Geriel: Really? The others say I have the Plague. Geriel: But I might infect you!
1. I will accept the risk.
Geriel: I won't turn away your help... thank you.
Geriel: I'm feeling a little better. Thank you! [Geriel hands you something.] Geriel: You're very kind. But I don't think it helped much.
Light Side Points Gained: +2 4. I am sorry I cannot do more to help.
1. You're welcome. Geriel: Thank you for trying...

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

Handmaiden: That was noble of you to help that sickly man. You put your own life at risk to save others.
1. It is the way of the Jedi to help others. 2. All of the refugees would have been endangered had I not.
Influence Gained: Handmaiden (+6) Handmaiden: I admire your bravery.
3. I didn't feel that I was at risk. 4. It was a lapse of judgment. I should have let him die. 5. Be quiet - I don't want your false praise.
Influence Lost: Handmaiden (-2) Handmaiden: I was speaking the truth, but in the future, I will keep such comments to myself.
Handmaiden: Oh.
Journal Entry Added Plague Carrier
You cured Geriel of his illness, preventing it from spreading throughout the refugee quad.
Journal Entry Added Plague Carrier
You tricked Saquesh into thinking Geriel's disease was serious to convince him to lessen his oppression of the refugees. You cured Geriel of his minor illness.
Experience Points (XP) Received:
  • 500 Cured Geriel of his illness
Item(s) Received Geriel
Thank you so much for curing me!

The lightsaber upgrade item received depends on your experience level:

Levels Energy cells Emitters Lenses
1-9 Discharge Energy Cell Deflection Emitter Synthesized Kunda Lens
10-11 Diatium Energy Cell Disrupting Emitter Dragite Lens
12-13 Ion Energy Cell Crude Phobium Emitter Synthesized Byrothsis Lens
14-15 Telgorn Jolt Cell Mark I Fencing Emitter Beam Gem Lens
16-17 Improved Discharge Energy Cell Improved Deflection Emitter Vibration Lens
18-19 Improved Diatium Energy Cell Advanced Disrupting Emitter Pure Kunda Lens
20-21 Improved Ion Energy Cell Synthesized Phobium Emitter Adegan Lens
22-23 Telgorn Jolt Cell Mark II Improved Fencing Emitter Pure Byrothsis Lens
24-25 Superior Discharge Energy Cell Expert Deflection Emitter Improved Beam Gem Lens
26-27 Superior Diatium Energy Cell Superior Disrupting Emitter Improved Vibration Lens
28-29 Superior Ion Energy Cell Phobium Alloy Emitter Ossus Dueling Lens
30-31 Telgorn Jolt Cell Mark III Expert Fencing Emitter Pontite Lens
32-33 Ultimate Diatium Energy Cell Refined Phobium Emitter Enhanced Byrothsis Lens

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

Level Power crystal
1-6 Crystal, Adegan
7 Crystal, Rubat
8 Crystal, Ruusan
9 Crystal, Nextor
10 Crystal, Dragite
11 Crystal, Firkrann
12 Crystal, Phond
13 Crystal, Bondar
14 Crystal, Velmorite
Level Power crystal
15 Crystal, Sigil
16 Crystal, Jenruax
17 Crystal, Kasha
18 Crystal, Opila
19 Crystal, Eralam
20 Crystal, Stygium
21 Crystal, Damind
22 Crystal, Sapith
23 Crystal, Pontite
Level Power crystal
24 Crystal, Upari
25 Ultima-pearl
26 Crystal, Solari
27 Lorrdian Gemstone
28 Barab Ore Ingot
29 Ankarres Sapphire
30 Crystal, Kaiburr

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

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

6. [Lie] The refugee Geriel has a terrible disease. 6. [Lie] One of the refugees has a terrible disease. 6. One of the refugees has a terrible disease.
Saquesh: Why do you tell me this?
2. [Persuade] You better kill him before the disease can spread. 3. No reason. I'd like to ask something else.
Dark Side Points Gained: -2
Saquesh: [Success] Good idea. Jubei! Take care of it. Saquesh: I don't have time to waste on games.
Journal Entry Added Plague Carrier
You explained to Saquesh about the diseased Geriel. Saquesh has had Geriel killed to prevent the spread of the disease.

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

1. [Persuade] If you don't relax your hold on the refugees, the disease will spread.
Dialog
Saquesh: [Success] Very well. I'll give the rats a little more space - if you will deal with the diseased one.
2. I don't have the skills needed to cure him.
Saquesh: I didn't ask you to cure him. I asked you to take care of him.
1. All right. I'll take care of him. 3. I'll kill the wretch.
Saquesh: Fine. Now stop wasting my valuable time.
Journal Entry Added Plague Carrier
You leveraged Geriel's illness with Saquesh to convince him to lessen his oppression of the refugees. You cured Geriel of his illness, preventing it from spreading throughout the refugee quad.
Journal Entry Added Plague Carrier
You explained to Saquesh about the diseased Geriel and convinced him to lessen his oppression of the refugees if you find a way to deal with Geriel.
Experience Points (XP) Received:
  • 1000 Leveraged Geriel's illness
Experience Points (XP) Received:
  • 250 Explained to Saquesh about diseased Geriel

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

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

2. [Persuade, Lie] You look awful. You should kill yourself to prevent your disease from spreading. 2. [Persuade] You should kill yourself to save the others.
Dark Side Points Gained: -4 Dark Side Points Gained: -2
Geriel: [Success] I suppose I will die soon anyway. Yeaarrrgh!
Journal Entry Added Plague Carrier
You convinced the disease stricken Geriel to kill himself to prevent the illness from spreading.
Journal Entry Added Plague Carrier
You leveraged Geriel's illness with Saquesh to convince him to lessen his oppression of the refugees. You convinced the disease stricken Geriel to kill himself to prevent the illness from spreading.
Experience Points (XP) Received:
  • 500 Convinced Geriel to kill himself

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

1. Saquesh told me I must deal with you... Awareness 2. [Awareness (8)] In these close quarters, everyone might get infected.
Geriel: Please... please don't kill me. Geriel: You're not going to kill me, are you? Please don't kill me...
3. I have to kill you to prevent the disease from spreading. Awareness 1. [Awareness (15)] I won't kill you. The Overseer might be convinced to help prevent your illness from spreading. 3. I won't kill you.
Dark Side Points Gained: -4
Geriel: No... please! Geriel: Thank you, thank you!
Geriel (main character level 13)
Set 3
Level 9
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 64
Force -
Defense 20
Saves
Fortitude 15
Reflex 13
Will 13
Ranged Main Off hand
Attack - -
Damage --
Threat --
Melee
Attack 13 -
Bludgeoning 2-8-
Threat 20-20,x2-
Items and abilities Feats Force powers

None

None

None

Journal Entry Added Plague Carrier
You killed the diseased Geriel, ostensibly to prevent his disease from spreading.
Journal Entry Added Plague Carrier
You leveraged Geriel's illness with Saquesh to convince him to lessen his oppression of the refugees. You killed the diseased Geriel.
Experience Points (XP) Received:
  • 500 Killed Geriel
Experience Points (XP) Received:
  • 250 Killed Geriel (level 13)

Refugee Woes[edit]

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

Hussef: Welcome, traveller! My name is Hussef. I try to look out for the other refugees.
Dialog
Hussef: I see you're a stranger here. Watch your step, and keep to the camp.
2. No one tells me where I can walk.
Hussef: Well, that may be, but watch yourself just the same. The Serroco crew fights first, and talk later. They won't bother warning you before shooting.
3. Just get out of my way. 4. I'll do that. I'll be going now.
Hussef: All right. I don't want any trouble with you.

Otherwise, or upon returning:

1. Why is that? Hussef: Oh, hello again. What can I do for you? 1. Who are these thugs?
3. Can you tell me about what's going on in this area?
Hussef: You've got the Serroco refugees over on the skyward side. They're veterans from the Serroco campaign and don't take kind to strangers. Hussef: They're veterans from the Serroco campaign and... they don't take kind to strangers.
Hussef: And on the inner side, you've got the Overseer and his Exchange. They've been pushing us refugees pretty hard lately.

Otherwise:

Hussef: The Serroco refugees are over on the skyward side. They're veterans from the Serroco campaign, and they don't take kind to strangers. Hussef: The Serroco refugees have been wiped out, but on the inner side, you've got Overseer Saquesh and his Exchange. They've been pushing us refugees pretty hard lately. Hussef: You've already helped us greatly. Life should start improving for us.
5. I'll be going now.
Hussef: Good luck to you.
Journal Entry Added Refugee Woes
The refugees are hemmed in by the Serroco thugs and the Exchange. Convincing either or both groups to give the refugees more space would help them greatly.
Dialog
1. How do the Serroco and Exchange get along?
Hussef: Those two have a truce. Neither side wants to mess with the other. Hussef: The Serroco are pretty much wiped out now, so they're not really an issue. Hussef: The Exchange isn't much in this area anymore. Just the Serroco. Hussef: With the Serroco wiped out and the Exchange driven from this area, it's not an issue anymore.
2. Do the Serroco ever bother you?
Hussef: Only if we enter their territory... it makes things a little tight here in the camp. Not much room to move.
3. What does the Exchange do to the refugees?
Dialog
Hussef: Occasionally their thugs kidnap people and sell them into slavery with the Hutts. They've also hemmed us in... we used to live all throughout this area, but they've crammed us all in here now.
4. Why would the Exchange even care about the refugees?
Hussef: They're trying to break our spirit so that we'll become slave workers for the Hutts.
Kreia: This may be an opportunity for us. If we can make life miserable enough for the refugees, they will capitulate. The Exchange will be a valuable ally to us.
Dialog
3. I would never harm innocents to serve my own ends.
Alignment < 65 Alignment 65 or more
Kreia: And you haven't already? You weaken yourself by pretending that morality is important to you. You must learn to recognize your true self. Kreia: You allow yourself to be enslaved by morality. You must learn to free yourself of these arbitrary limitations.
2. I will consider your suggestion. 1. You are right, Kreia. I will consider your suggestion.
Kreia: Then you will come to realize its wisdom.

Otherwise, you can gain or lose influence with her:

1. Yes, that is my plan, Kreia. 1. You are right, Kreia. I will endeavor to understand myself better.
Influence Gained: Kreia (+2) Kreia: Ah, you are learning quickly.
2. You don't know me as well as you think, Kreia. 3. If my true self would help enslave innocents, I'd prefer ignorance. 2. It is my choice. I am no one's slave. 3. Morality is not a limitation.
Influence Lost: Kreia (-2) Kreia: It is a waste of time to reason with you.

If Kreia isn't in your party:

Awareness 1. [Awareness (11)] That doesn't make sense. Aren't they strong enough to force you all into slavery?
Hussef: You might be right. But I can't imagine why else they'd be coming down on us.
Dialog
Hussef: Is there anything else you'd like to know?
4. Is there anything I could help you with?
Hussef: If you could convince either the Exchange or the Serroco to give us more space, that would really help a lot. Hussef: If you could convince the Exchange to take some of the pressure off, that would really be a big help. Hussef: If you could convince the Serroco to leave us alone, that would help. Hussef: You've already helped us greatly. Life should start improving for us.
1. I'll see what I can do.
Hussef: Thanks. Good luck.

You can relieve the pressure on the refugees by convincing the Serroco thugs and the Exchange to give them more space, or eliminating their leadership from the refugee quad.

The Serroco Thugs can only be convinced to be less oppressive after speaking to Hussef and activating the Refugee Woes quest, then telling the Serroco leader you don't like how he has been bullying the refugees, and successfully intimidating him or persuading him with skill or the Force to stop harassing them.

Journal Entry Added Refugee Woes
You've convinced the Serroco thugs to be less oppressive. The refugees are still pressured by the Exchange, but their plight has been lessened.
Journal Entry Added Refugee Woes
You've convinced both the Serroco thugs and the Exchange to give the refugees more space.
Experience Points (XP) Received:
  • 1000 Convinced Serroco thugs to be less oppressive

This also completes the Serroco Thugs quest (for which you receive another 1000 XP).

Hussef: I imagine you had something to do with the Serroco backing off a bit. Thanks for helping us out.

You can always eliminate the Serroco thugs' leadership, even after convincing them to be less oppressive (receiving another 500 XP for completing the Serroco Thugs quest by killing their leader, and losing the favor but gaining the attention of the Exchange whether the leader was convinced or killed).

Journal Entry Added Refugee Woes
You've eliminated the Serroco thugs' leadership. The refugees are still pressured by the Exchange, but their plight has been lessened.
Hussef: You wiped out all of the Serroco on your own? Impressive. You've made things easier for us around here.

The Exchange can only be convinced to put less pressure on the refugees if Geriel is still alive after you've spoken to him, allowing you to explain to the overseer Saquesh in Exchange Headquarters that one of the refugees has a terrible disease, and persuade him that if he doesn't relax his hold on the refugees, this disease will spread (receiving 250 XP for explaining to Saquesh about the diseased Geriel, or 1000 XP if you've already cured him (500 XP) and thus leveraged his illness, and gaining the favor and the attention of the Exchange).

Journal Entry Added Refugee Woes
You've convinced Saquesh to put less pressure on the refugees. The Serroco thugs are still a nuisance, however.
Hussef: I appreciate you convincing Saquesh to give us more space. We're indebted to you.
Item(s) Received Hussef

Otherwise, after speaking to Hussef and activating the Refugee Woes quest you can try to intimidate Saquesh:

9. [Intimidate] Stop pressuring the refugees or I'll be forced to kill you.
Saquesh: [Failure] It's amazing your species has survived this long. Light Side Points Gained: +2

Saquesh and the Exchange become hostile, but surprisingly trying to intimidate him has no effect on the Exchange's favor or attention. Intimidation isn't an option if you've already convinced Saquesh to put less pressure on the refugees, but he can still be killed if you haven't completed the Sold to the Hutts quest.

Journal Entry Added Refugee Woes
You've cleared the Exchange's leadership from the area, but the Serroco thugs are still a nuisance.
Journal Entry Added Refugee Woes
You've convinced the Serroco thugs to give the refugees more space and you've eliminated the Exchange's leadership from the area.
Experience Points (XP) Received:
  • 1000 Killed Saquesh

Killing Saquesh gains the attention of the Exchange, but surprisingly again has no effect on favor.

Hussef: Thanks for taking care of Saquesh. I fear what the Exchange might do next, though.
Journal Entry Added Refugee Woes
You've eliminated the leadership of the Serroco thugs and convinced the Exchange to give the refugees more space.
Journal Entry Added Refugee Woes
You've eliminated the leadership of both the Serroco thugs and the Exchange from the refugee quad.
Experience Points (XP) Received:
  • 1000 Eliminated leadership of Serroco thugs and convinced or eliminated the Exchange

If you eliminate the leadership of both the Serroco thugs and the Exchange before speaking to Hussef to activate the Refugee Woes quest, then you move (much) closer to the light side of the Force and receive more experience when you do first speak to him:

Light Side Points Gained: +4 Experience Points (XP) Received:
  • 1500 Eliminated both leaders without first speaking to Hussef

Otherwise, you can try to convince the refugees to surrender to the Exchange:

1. [Persuade] You are all doomed. You should just give in to the Exchange.
Dialog
Hussef: [Failure] I won't succumb to the Exchange! We have children here, with bright futures. We can't give up.
1. Children like the kidnapped Adana?
Hussef: Ah... poor Adana. I hope we can find a way to get Saquesh to release her.

However, you won't succeed until you've told Saquesh he should hurry and sell Adana to the Hutts or convinced Nadaa to sell herself into slavery as well, and Geriel is killed. If you return to Hussef after rescuing Adana and dealing with Saquesh, or saving Geriel:

Hussef: Thank you for helping out Adana! I was worried about what would happen to her. Hussef: Geriel says you saved his life. Maybe all of our lives.
1. It was my pleasure.

If you return after Nadaa is sold into slavery:

Hussef: How could you give Nadaa to the Exchange like that?
1. [Persuade] It was inevitable. The Exchange will eventually own you all. Persuade 2. [Persuade (11)] It was the only option. 3. Nadaa made her own decision. 4. She's better off this way.
Dark Side Points Gained: -2
Hussef: [Failure] No... we can't just give into them... Hussef: Perhaps so. Oh, these are terrible times for us. Hussef: [Failure] If you say so... what can I help you with? Hussef: If you say so... what can I help you with?

If you return after Geriel is killed:

Hussef: Look how grim our situation is. Another refugee, old Geriel, died.

If you try to persuade Hussef that they're all doomed after Adana or Nadaa is sold into slavery, or Geriel is killed:

Hussef: [Failure] There are bad times for us, yes. But I will not give in to the Exchange.

If you do so after both:

Hussef: [Success] You are right... there is no hope left for us. I will speak with the Overseer. Dark Side Points Gained: -4
Disciple: How could you break them like this?
1. I share your regret, Disciple. But they must accept the reality of their situation. 2. This is the best way. We cannot let our judgment be clouded by pity. 3. Power requires others to be sacrificed. 4. Keep your opinions to yourself.
Influence Gained: Disciple (+2) Influence Lost: Disciple (-2)
Disciple: I know that you are right. But it is difficult for me to accept. I am still learning from your wisdom. Disciple: I understand. Disciple: As you command...

Otherwise this is cunning, and in either case increases the favor and the attention of the Exchange by 2.

Journal Entry Added Refugee Woes
You've convinced the refugees to surrender to the Exchange.
Experience Points (XP) Received:
  • 1500 Convinced refugees to surrender to the Exchange
You're right. There's no hope left for us. I will speak with the Overseer.

If you speak to Saquesh in the heart of Exchange Headquarters:

Saquesh: You convinced the refugees to end their useless struggle. It is good that the humans have finally learned their place in things. I give you this... gift as a reminder of your subservience to us.
5. Thanks. I'll be going now. Item(s) Received Saquesh

You gain the favor and the attention of the Exchange for this as well. The blaster rifle received depends on your experience level:

Level Blaster rifle
1-2 Disruptor Carbine
3 Sonic Rifle
4 Repeating Blaster Rifle
5 War Bowcaster
6 Arkanian Blaster Rifle
7 Disruptor Rifle
8 Argazdan Riot Buster
9 Bothan Droid Disruptor
Level Blaster rifle
10 Combat Enforcer
11 Heavy Repeating Carbine
12 Plasma Projector
13 Mandalorian Assault Rifle
14 Verpine Droid Disruptor
15 Ceremonial Bowcaster
16 Heavy Repeating Rifle
17 Charric
Level Blaster rifle
18 Zabrak Blaster Carbine
19 Slavemaster Stun Carbine
20 Onderon Repeating Carbine
21 Sonic Disruptor
22 Mandalorian Heavy Repeater
23 Verpine Droid Disintegrator
24 Zersium Rifle

At level 25 and beyond, nothing is received. However, if a blaster rifle normally selected is already equipped by your main character or in your inventory, then the next highest you don't already have is received instead: this should not happen for any equipped by your party or in containers elsewhere.

Intergalactic Reunification[edit]

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

Aaida: Another refugee? I'm sad to see another join our ranks... I lost my husband, Lootra, long ago in the Jedi Civil War. Aaida: Back again? Is there anything I can do for you?
Dialog
3. I'm sorry to hear it. I'll be going now. 4. Tell your tale to someone who cares. Now get out of my way. 3. Not today. I'll be going now. 4. Just get out of my way.

Otherwise:

2. You lost your husband? What happened? 2. You said you lost your husband? What happened?
Aaida: When Telos was bombarded by the Sith, some of us were able to escape on in-system shuttles. We floated in orbit for weeks before we were picked up by Republic capital ships.
2. Why did the Sith let the in-system shuttles survive?
Aaida: I think the Sith wanted witnesses to what happened to Telos... and I have been drifting from planet to planet, ever since, only to end up here, with nowhere left to go.
2. If there's anyway I can help, let me know.
Aaida: You are kind to offer, but unless you can return my husband to me, there is little that you can do.

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

1. I met a man named Lootra at the docks. 1. Lootra lives - he's actually came to Nar Shaddaa looking for you.
Aaida: Wh- Lootra's here?! Please, you must help me get to him!
3. I'll see what I can do. 4. Not my problem - now get out of my way.
Journal Entry Added Intergalactic Reunification: Bonus Mission
You have found Aaida, however refugees are not allowed to leave the refugee camp. You will have to do something about the Exchange guards.
Dialog
1. Why can't you go to him now?
Aaida: The Exchange is circling this sector like shyracks. If one of us should slip free, they will hunt us down and punish us.
1. Why are they containing you?
Aaida: No one knows - I think they're trying to starve us into submission. Then they can make us slaves on the Hutt spice planets or disposable workers in the tibanna gas factories on Sleheyron. But other refugees think the Exchange is looking for someone - some even say it's a Jedi, but that's insane. No Jedi would ever come to a waste pit like Nar Shaddaa.
1. I think you'd be surprised. Let me see what I can do.

Otherwise:

2. Any idea what Jedi they're looking for?
Aaida: It's just a rumor - I don't even believe it. Sometimes I wonder if it's just a rumor someone dreamed up to make us suffer.
2. How can I deal with the Exchange?
Aaida: 'Deal with the Exchange?' You might as well wrestle with a planet. This branch of the Exchange is run by Saquesh, a Quarren with ties to Visquis himself.
1. Visquis?
Aaida: Visquis is the Exchange boss here on Nar Shaddaa, at least in this sector. You don't want to cross him - there's usually a battalion of hired guns lurking in the shadows behind him.
3. Not if I kill them all first. 4. Let me see what I can do about them, I'll be back. 2. I've dealt with planet-sized problems before. I'll handle it.
Aaida: Please... don't cause any trouble on my behalf. If you harm any of the Exchange here, they'll take it out on us a hundred-fold.

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

Journal Entry Added Intergalactic Reunification: Bonus Mission
You have cleared a path through the Exchange thugs for Aida to escape and look for her husband, Lootra.

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

2. [Lie] The path is clear, the Exchange thugs have been dealt with. 2. The path is clear, the Exchange thugs have been dealt with.
Dark Side Points Gained: -2 Light Side Points Gained: +4
Dialog
Aaida: Wh- how did you do this? I barely know you, and you've brought me word of my husband, and then a free path to him... it's almost too good to be true.
1. I've been away from the Republic for a long time - and now that I'm back, I'm going to start putting things right. 2. This galaxy could go a long way to healing itself if everyone was able to help each other in such a way. 3. Yeah, it may be too good to be true. Have fun reaching your husband. 4. Just get out of here before I change my mind.
Aaida: You've given me my husband back, stranger. My husband - my life. Thank you.
1. Yeah, have a short trip. 1. You'd better go - he's waiting for you.
Journal Entry Added Intergalactic Reunification: Bonus Mission
You tricked Aaida and lied to her about the Exchange thugs, resulting in her death.
Journal Entry Added Intergalactic Reunification: Bonus Mission
Aaida has escaped the refugee sector to meet her husband, Lootra, in the flophouse.
Experience Points (XP) Received:
  • 2000 Tricked Aaida and lied about Exchange thugs
Experience Points (XP) Received:
  • 1000 Aaida escaped refugee sector

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

Sold to the Hutts[edit]

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

Nadaa: Are you one of Saquesh's men? Did you take my daughter?
Dialog
4. Not my problem - I'll be going now.

Otherwise:

1. Slow down. Tell me what happened. 2. What do you mean? 3. I didn't take your daughter.
Nadaa: The Overseer... Saquesh... he took my daughter to sell to the Hutts. All because I told him I could not pay his tribute. Nadaa: Don't you work with Saquesh? He took my daughter... Adana, to sell to the Hutts. All because I told him I could not pay his tribute.
2. By admitting weakness, you leave yourself vulnerable. Dark Side Points Gained: -2
Nadaa: Don't taunt me... please...

Otherwise, if you're willing to move closer to the dark side of the Force then the quickest way to complete this quest is to convince Nadaa to sell herself into slavery as well:

3. You should pay the tribute. Nadaa: But I... I don't have it! I owe 600 credits.
Persuade 1. [Persuade (16)] If you want to protect your daughter, you should ask Saquesh to sell you along with her.
Nadaa: [Success] Yes... I suppose that is one way we can stay together. Oh, this is terrible. This is terrible! But I must be with Adana.
Dark Side Points Gained: -2
Journal Entry Added Sold to the Hutts
Nadaa's daughter, Adana, was kidnapped by the Overseer, Saquesh, to be sold to the Hutts. You convinced Nadaa to sell herself into slavery as well.
Experience Points (XP) Received:
  • 1000 Convinced Nadaa to sell herself into slavery as well

This gains the favor and the attention of the Exchange. Save game before speaking to Saquesh in the heart of Exchange Headquarters:

Saquesh: I heard you convinced Nadaa to sell herself to me. Ha! Beautiful! You have amused me. You are most compliant for a human. Take this small token of my appreciation. I'm certain one as... resourceful as you will find a use for it. But do not think I despise you any less.
5. Thanks. I'll be going now. Item(s) Received Saquesh

You gain the favor and the attention of the Exchange for this as well. The implant received depends on your maximum Constitution and experience level:

Constitution Packages Implants Systems D-Packages
< 12 (CON 0) Yes No No No
12-13 (CON +1) 2/3 1/3 No No
14-15 (CON +2) 2/5 2/5 1/5 No
16-17 (CON +3) 2/7 2/7 2/7 1/7
> 17 (CON +4) 1/4 1/4 1/4 1/4
Levels Packages Implants Systems D-Packages
1-3 Pheromone Lornan Bio-Antidote Immunity
4-6 Cardio Biotech Reaction Perception
7-9 Strength Power Advanced Combat Enhancement
10-12 Response Alacrity Bavakar Strength Immortality
13-15 Fitness Insight Cardio Power Quickness
16-18 Skills Skills Skills Skills
19-21 Health Durability Numbness Universal
22-24 Physical Boost Physical Boost Physical Boost Physical Boost
25-27 Mental Boost Mental Boost Mental Boost Mental Boost

At level 28 and beyond nothing is received. However, if an implant normally selected is already equipped by your main character or in your inventory, then the next highest you don't already have is received instead: this should not happen for any equipped by your party or in containers elsewhere.

Otherwise, you can keep your options open by offering to pay her debt or rescue her daughter:

Dialog
1. Can I help you get her back? Nadaa: [Failure] That would doom us both. There must be another way... could you please help us?
Nadaa: I owe Saquesh 600 credits. I don't have enough.
1. I could pay your debt for you.
Nadaa: You would? Oh, thank you! Please hurry. If he's already delivered her to the Hutts, it will be impossible to find her.
Journal Entry Added Sold to the Hutts
Nadaa's daughter, Adana, was kidnapped by the Overseer, Saquesh, and will be sold to the Hutts. You hope to pay off her debt to convince Saquesh to release the girl.
Dialog
2. I will find where he is hiding Adana and release her.
Nadaa: Thank you! But... won't he track us down and kidnap her again?
3. I will kill Saquesh and free your daughter. 1. I'll make sure he doesn't do that. 2. You'll have to find a good place to hide.
Nadaa: Thank you... thank you... Please hurry! After the Hutts have her, it will be impossible to find her. Nadaa: I'll do my best... please return her to me! After Saquesh sends her to the Hutts, it will be impossible to find her.
Journal Entry Added Sold to the Hutts
Nadaa's daughter, Adana, was kidnapped by the Overseer, Saquesh, and will be sold to the Hutts. You agreed to rescue her from the Exchange.

If you speak to Nadaa again after telling her it's not your problem, or before paying her debt or rescuing her daughter:

Nadaa: Have you found her yet?
1. Yes, but I'm still working on freeing her. 2. No, not yet.
Nadaa: Oh, thank you! Please hurry! Nadaa: Please hurry! I'm terrified of what will happen to her!

Exit the bottom end of the commons and turn to your right into Exchange Headquarters. The corridor up from its bottom left corner has a locked security door in its left wall, guarded by an Exchange thug, beyond which you'll find Adana:

Adana: Who are you... one of Saquesh's kath hounds?
Dialog
4. I've had enough of you.

Otherwise:

1. Who are you?
Adana: Adana... my mom made the mistake of telling Saquesh he couldn't sell me to the Hutts... so he took me.
3. Saquesh has no right to sell you... without talking to me first.
Adana: What, are you Saquesh's boss or something? I thought you smelled even worse than him.
1. Yeah, you could say that. 2. Watch your mouth, girl.
Adana: Whatever you say...
1. You're being sold to the Hutts?
Adana: Yeah... the Hutts always need spice handlers for their camps... people are always dying there.

Otherwise:

2. Saquesh is one of my pets, girl.
Adana: Then maybe you ought to keep a tighter leash on his tentacles, vac-brain. Because he's running this sector into the ground.
1. What do you mean?
Adana: Saquesh and his thugs torture the humans, make everyone's lives miserable. After I'm sold, at least I'll have someone making sure I stay alive.
3. What are you doing in here? 1. Sold?
Adana: My mom owes Saquesh some credits. So he took me to sell me to the Hutts. They always need spice handlers for their camps... a lot of people die down there.

In any case:

1. You don't sound very concerned about it. Adana: Anything is better than this slum.
2. I'm here to rescue you.
Adana: Really? Oh, why didn't you say so? Oh, sorry about those things I said to you. You do look a little like a Kath hound, though.
1. Wait here while I settle matters with Saquesh. 2. Get out of here. I'll deal with Saquesh.
Adana: Oh goody. I was hoping I'd get to sit in this cell a little longer. Adana: I'll go find mom. Kick him once in the tentacles for me!
Journal Entry Added Sold to the Hutts
Nadaa's daughter, Adana, was kidnapped by the Overseer, Saquesh, to be sold to the Hutts. You have found Adana and left her in her cell while you deal with Saquesh.
Journal Entry Added Sold to the Hutts
Nadaa's daughter, Adana, was kidnapped by the Overseer, Saquesh, to be sold to the Hutts. You have rescued Adana, but she will have to remain in hiding or Saquesh will kidnap her again.
Journal Entry Added Sold to the Hutts
You have found a young girl named Adana imprisoned by the Overseer, Saquesh. She told you that Saquesh plans to sell her to the Hutts. You left her captive.
Experience Points (XP) Received:
  • 500 Rescued Adana, but she has to remain in hiding

Rescuing Adana now ensures you receive 500 XP, but doesn't limit your options later. Otherwise:

Adana: Hey, you're back. 1. I'll be back when I've dealt with Saquesh.

If you return to Nadaa after rescuing Adana, but before you've dealt with Saquesh:

Nadaa: Thank you so much for returning my Adana to me! Thank you! But won't he track us down and kidnap her again?
1. I'll make sure he doesn't do that. 2. You'll have to find a good place to hide.
Nadaa: Oh, thank you! Please hurry! Nadaa: I'll do my best...

If you didn't speak to Nadaa first and you left Adana in her cell before returning to the commons:

Nadaa: Are you one of Saquesh's men? Did you take my daughter?
Awareness 1. [Awareness (8)] Wait... is Adana your daughter?
Nadaa: Yes! Have you seen her?
1. I found her imprisoned by Saquesh. 2. No, I haven't seen her.
Nadaa: Yes... He took her to sell her to the Hutts. All because I told him I could not pay his tribute. Nadaa: My poor Adana!
Dark Side Points Gained: -2
Journal Entry Added Sold to the Hutts
Nadaa's daughter, Adana, was kidnapped by the Overseer, Saquesh, to be sold to the Hutts. You have found Adana and left her in her cell.

Otherwise, when you first ask Saquesh how you might show your support for the Exchange:

Saquesh: There is one trivial matter you could help me with. A refugee, Nadaa, owes us 600 credits in tribute. We have taken measures to sell her daughter, Adana, to the Hutts. But it takes time and the girl is not the most desirable slave. If you could convince the mother, Nadaa, to settle her debt, it would save me some time.
2. I will try to convince Nadaa to pay your tribute. Journal Entry Added Sold to the Hutts
Nadaa has failed to pay 600 in tribute to the Exchange. You have told Saquesh that you would convince Nadaa to come up with the money.
Saquesh: You are a most compliant human.

If you spoke to Nadaa before returning to her:

Nadaa: I don't think I'll ever see Adana again!
2. What do you mean?
Nadaa: Saquesh took my daughter, Adana, to sell to the Hutts. All because I told him I could not pay his tribute.
5. You should pay the Saquesh the tribute you owe. Journal Entry Added Sold to the Hutts
Nadaa has failed to pay 600 in tribute to the Exchange. You told Saquesh that you would convince Nadaa to come up with the money, but she isn't able to.
Nadaa: But I... I don't have it! I owe 600 credits.

If you don't persuade her before returning to Saquesh:

3. Nadaa can't pay the debt. Journal Entry Added Sold to the Hutts
Nadaa's daughter, Adana, has been sold to the Hutts.
Saquesh: That is unfortunate, but to be expected. It doesn't matter. I have a buyer for the girl. Consider her sold.

This can complete this quest, but it can also be reactivated by asking Saquesh how you might show your support for the Exchange again, or speaking to Nadaa or Adana. Otherwise:

5. I'd like to ask you about something else. Saquesh: What else do you want?
2. I'd like to talk with you about Adana.
Saquesh: Adana? Yes, the feisty one. Nadaa's daughter. She is not your concern.
2. Why do you hold Adana?
Saquesh: The girl's mother owes me a large sum of credits. She cannot pay, so I will sell Adana to the Hutts.
4. [Lie] You should hurry and sell the girl. The refugees plan a rescue. Dark Side Points Gained: -2
Saquesh: This is not news to me -- I am well aware of everything that is happening in the refugee quad. Still, the Exchange thanks you for reporting this. Gonlo! Take care of it.
Journal Entry Added Sold to the Hutts
You told Saquesh that he should hurry and sell Adana. You are not certain whether or not the girl was sold, but she is nowhere to be found on Nar Shaddaa.
Experience Points (XP) Received:
  • 1000 Told Saquesh he should hurry and sell Adana

This gains the attention and the favor of the Exchange. The personal guard standing by the top wall leaves, and both Adana and Nadaa are now gone. If you return to Hussef in the commons:

1. Where's Nadaa?
Hussef: Poor woman. After she heard her daughter'd been sold, she went insane. No one's seen her since.

Otherwise, you can negotiate for her release:

Low (Affect Mind) 1. [Force Persuade] You will let Adana go. Saquesh: [Succeed] I will let Adana go.
1. Thank you, Saquesh. 2. You will die anyway.
Light Side Points Gained: +2 Dark Side Points Gained: -2

The light side option has no effect on the Exchange, but the dark side option loses favor and gains attention, and Saquesh, his personal guards and all remaining Exchange thugs become hostile. Otherwise:

3. I would like to settle the debt in exchange for Adana's freedom.
Dialog
Saquesh: Why are you interested in this matter?
4. I'll be back later.
Saquesh: I'm discussing the girl with one of the Hutts. I won't wait for your return to complete the deal.

Otherwise:

1. I want to help Adana. 2. My interest is not your concern. 3. [Lie] I have a buyer for the girl.
Saquesh: Nonsense. No one helps another for no reason. Very well. The debt is 1000 credits. Saquesh: I see. Very well. The debt is 800 credits.
3. 1000? I thought it was 600 credits. 3. 800? I thought it was 600 credits.
Saquesh: You are incorrect. The debt is 1000 credits. Saquesh: You are incorrect. The debt is 800 credits.
Persuade 2. [Persuade] With her attitude, she'll be hard to sell. I'll give you 600 credits.
Saquesh: [Failure] 1000 credits. Saquesh: [Success (7)] I would accept 700 credits. Saquesh: [Success (15)] Very well. 600 credits.
4. Here are your 1000 credits. 4. Here are your 800 credits. 1. Here are your 700 credits. 1. Here are your 600 credits.
Light Side Points Gained: +2
Saquesh: Good. The girl will be released to her mother. Light Side Points Gained: +4
Credits Lost: 1000 Credits Lost: 800 Credits Lost: 700 Credits Lost: 600

Settling the debt gains the favor and the attention of the Exchange. Curiously, while persuading Saquesh to release Adana for 600 credits is good, doing so for 700 or 800 is psychotic.

Journal Entry Added Sold to the Hutts
Nadaa's daughter, Adana, was kidnapped by the Overseer, Saquesh, to be sold to the Hutts. You have negotiated with Saquesh for her release.
Experience Points (XP) Received:
  • 1000 Negotiated with Saquesh for Adana's release

Adana has now gone. If you're not willing or able to use the Force, or pay:

5. [Intimidate] Let Adana go or I will kill you. 5. Forget it, squid head. I'll just kill you.
Dark Side Points Gained: -2
Saquesh: [Failure] You are welcome to try. Saquesh: Not likely.

This dark side option has no effect on the Exchange until Saquesh is killed, but trying to intimidate him reduces favor and increases attention by 2. In both cases, Saquesh, his personal guards and all remaining Exchange thugs become hostile.

Journal Entry Added Sold to the Hutts
Nadaa's daughter, Adana, was kidnapped by the Overseer, Saquesh, to be sold to the Hutts. You have killed Saquesh but not yet found Adana. The Exchange is probably not happy about one of their leaders being killed.

If you kill Saquesh without speaking to Adana before or after, and return to Nadaa in the commons:

Nadaa: Are you one of Saquesh's men? Did you take my daughter?
1. Slow down. Tell me what happened.
Nadaa: The Overseer... Saquesh... he took my daughter to sell to the Hutts. All because I told him I could not pay his tribute.
1. I have killed Saquesh. I will try to find your daughter. 2. I have no intention of ever helping you.
Nadaa: Thank you... thank you... Please hurry! After the Hutts have her, it will be impossible to find her. Dark Side Points Gained: -2

Otherwise, when you rescue(d) Adana:

1. I've taken care of the squid head. You can go back to your mother now.
Adana: Aww... I wanted to see you thrash him. Well, thanks!
Journal Entry Added Sold to the Hutts
Nadaa's daughter, Adana, was kidnapped by the Overseer, Saquesh, to be sold to the Hutts. You have killed Saquesh and rescued Adana. The Exchange is probably not happy about one of their leaders being killed.
Experience Points (XP) Received:
  • 1000 Killed Saquesh to rescue Adana
Experience Points (XP) Received:
  • 500 Rescued Adana after killing Saquesh

Save game before speaking to Nadaa again:

Thank you so much for returning my Adana to me! Item(s) Received Nadaa
  • Upgrade item

The upgrade item received depends on your experience level:

Upgrade item Armor Ranged Melee Lightsaber Power crystal
Code Level + 2 (Level + 2) / 2 (Level + 2) / 2 (Level - 4) / 2 Level - 3

You cannot receive upgrade items for lightsabers before level 10. Since all upgrade items other than crystals (and an Accuracy Scope Mark IV, which can be received at levels 26-27) can already be created at a Workbench, if you receive one you may want to load game until you receive a power crystal instead:

Level Power crystal
10 Crystal, Phond
11 Crystal, Bondar
12 Crystal, Velmorite
13 Crystal, Sigil
14 Crystal, Jenruax
15 Crystal, Kasha
16 Crystal, Opila
Level Power crystal
17 Crystal, Eralam
18 Crystal, Stygium
19 Crystal, Damind
20 Crystal, Sapith
21 Crystal, Pontite
22 Crystal, Upari
Level Power crystal
23 Ultima-pearl
24 Crystal, Solari
25 Lorrdian Gemstone
26 Barab Ore Ingot
27 Ankarres Sapphire
28 Crystal, Kaiburr

At level 29 and beyond, if a power crystal or an armor upgrade is selected then nothing is received; at level 30 and beyond, if a ranged or melee upgrade is selected then nothing is received; and at level 32 and beyond, if a lightsaber upgrade is selected then nothing is received unless a color crystal is selected.

However, if an item is already equipped by your main character or in your inventory, then the next highest item of that type you don't already have is received instead: this should not happen for items only equipped by your party or in containers elsewhere, or any upgrade items already in armor and weapons.

Seeking Passage[edit]

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

Kahranna: Greetings... are you the spacer we were told about? 4. Sorry, I don't have time to talk right now.
Journal Entry Added Seeking Passage
Kahranna is looking for a spacer on Nar Shaddaa.

Otherwise:

2. Uh, yes... yes, I am. 3. What if I am?
Kahranna: You're the one! Good. My family and I are anxious to leave, and I have the payment for you. 500 credits.
3. I think you have the wrong person. 4. I have to go now.

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

Persuade 2. [Persuade (13)] They've increased the docking fees. I'm afraid I'll have to charge 800 credits.
Kahranna: [Failure] No, the arrangement was for 500. You're not the spacer. Leave me alone, you Gamorrean.
Journal Entry Added Seeking Passage
Kahranna and her family are seeking passage off Nar Shaddaa. You attempted to cheat her, but she caught on.

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

Kahranna: [Success] Um... we can't afford that. Will you please take 600?
2. No, I'm sorry, but 600 isn't good enough. 3. I'm not really the spacer, but I'll try to find someone to help you.
Kahranna: Oh... this is terrible! We'll have to find another way. Light Side Points Gained: +2

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

1. [Persuade] Excellent. Hand that to me and I'll be right back. 1. All right, but don't take advantage of my generosity.
Dark Side Points Gained: -2
Kahranna: Thank you! Here's the 500 credits. Please hurry back to us. Kahranna: Oh, thank you! Here's the 600 credits. Please hurry back to get us.
Credits Received: 500 Credits Received: 600
3. Not likely, but thanks for the credits. Kahranna: What?! No, please! Please help us!

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

1. [Lie] I'll be back soon. 3. Sorry, but I have to go now. 2. I'll be back soon. 1. All right, I'll try to help you.
Dark Side Points Gained: -2

Otherwise you can help find someone to transport them:

1. Spacer? No, I'm Name.
Kahranna: Oh. We were expecting one of the pilots from the docks sometime soon to come and get us off Nar Shaddaa. He is late - I don't know where he is.
Dialog
4. Not my problem. I'll be going now.

Otherwise:

1. He could have been killed on the way here - this is a rough place.
Kahranna: I hope not... but you may be right.
2. I might be able to track him down for you. 3. Can I help?
Kahranna: Thank you! To be honest, I don't even know his name. Some guy named Planore said he had a pilot friend who would take us for 500 credits.
Dialog
3. Sorry, but I have to go now.

Otherwise:

1. Um... and how much did Planore charge you for this information? 2. When was the last time you saw Planore?
Kahranna: 50 credits, why? Kahranna: It's been over a week. I hope nothing has happened to him!
1. I suspect Planore scammed you. Kahranna: I was afraid of that. I knew I shouldn't have trusted him.
4. Sorry, I can't help right now.
2. I'll try to find someone for you. Persuade 3. [Persuade (6)] For 50 credits, I'll find a spacer for you.
Kahranna: Thank you... I'm beginning to lose hope that we'll ever get out of here. Kahranna: [Success] Thank you... I'm beginning to lose hope that we'll ever get out of here. Kahranna: [Failure] I can't afford to make that mistake again.
Credits Received: 50
Journal Entry Added Seeking Passage
Kahranna and her family are seeking passage off Nar Shaddaa. You've told her you would help find someone to transport them.
Kahranna: Did you find us a pilot yet?
1. No, not yet. I'm still looking. 2. [Lie] I have no idea who you are.
Kahranna: Please hurry!

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

Kahranna: You filthy liar!
Journal Entry Added Seeking Passage
Kahranna and her family are seeking passage off Nar Shaddaa. You pretended that you were going to help her.
Get away from me, you scum!

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

4. I tricked the refugee Kahranna out of some credits. Would you like a cut?
Dialog
Saquesh: You are uncommonly wise for a human. To offer before asked saves us both... difficulty.
3. Um... never mind. I'd like to ask something else.
Saquesh: I don't have time to waste on games.

Otherwise:

1. Here's 200 credits. 2. Here's 25 20 credits.
Saquesh: The Exchange appreciates your cooperation. What else does the human want? Saquesh: Heh. You're not a very skilled swindler, are you? With what else will you waste my time?
Credits Lost: 200 Credits Lost: 20

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

Twi'leks[edit]

Whether or not Atton is in your party, as you approach the bottom of the right alley in the refugee commons, two Twi'leks appear behind you and talk among themselves about him:

Twi'lek: That is the one he travels with. Twi'lek: You are right - it is him. He is different.
Dialog
Twi'lek: Do you think she knows? Twi'lek: Do you think he knows? Twi'lek: Let us watch and see what he does.
Twi'lek: How could she - she walks with him. She must not know. Twi'lek: How could he - he walks with him. He must not know. Twi'lek: Do you think he will recognize us?
Twi'lek: She left him back at the ship - we can approach her safely, if we wish. Twi'lek: He left him back at the ship - we can approach him safely, if we wish. Twi'lek: He never saw us before, he will not recognize us now - we may approach safely without detection.

If you approach them, they speak:

Twi'lek: We have something to sell you, something you might like to know.
Twi'lek: But it is for your ears alone, not for an audience.
Dialog
Twi'lek: What we have to tell you will cost 25 credits, a small sum. Twi'lek: Have you come up with the sum of 25 credits?
3. I don't have that much.
Twi'lek: Come back when you do. You will want to hear what we have to say.

Otherwise:

1. All right, let's hear it. 2. This better be worth it.
Credits Lost: 25
Twi'lek: Your human companion, the male one, we have seen him here before. Twi'lek: That one - your human companion, the male one, we have seen him here before.
Dialog
3. I don't have time for this.

Otherwise:

1. Who? Atton? 2. Was he a refugee?
Twi'lek: That was the name we knew him by.
Twi'lek: That one came to the smuggler's moon years into the Jedi Civil War, claimed he had been displaced by the war. Don't trust him. He is not a soldier - he is a killer, tried and true. I can give you nothing more than that warning - the rest is up to you.
Take care, traveller.

You can now question Atton about this.

Will Work for Fuel[edit]

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

Odis: Hey, you look like a spacer. You work at the docks?
Dialog
1. What makes you think I do? 2. No, I don't. Why?
Odis: Because if you need a crew, I'm your man. I flew during the Mandalorian Wars, and again during the Jedi Civil War.
3. I'll be going now. 2. That's hardly a badge of honor. 4. I couldn't care less - just get away from me.
Odis: I don't care if you think so. I know what I've done and who I am. Odis: There's no need to be belligerent. I'll leave you alone.

Otherwise:

1. You served in the war?
Odis: Yes... and look where I ended up.
3. Why aren't you still flying?
Odis: You need a pilot's license to fly the freighters here. They're tough to get without sponsorship.
1. If I hear of anyone looking for a pilot, I'll refer them to you.
Odis: I'd greatly appreciate that.
Journal Entry Added Will Work for Fuel
Odis is looking for work on Nar Shaddaa. He's a war veteran and skilled pilot, but needs to be sponsored for a pilot's license.
Odis: Hey, any luck yet?
Dialog
1. Sorry, I haven't found anyone yet. 2. No, but I'm still working on it. 3. Who are you?
Odis: Thanks for your help. I'm still looking, too. Odis: All right, I can take the hint.
Quit wasting my time.

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

Serroco Thugs[edit]

Serroco territory is on the right side of the quad, but you should speak to Hussef back in the central commons about Refugee Woes before going here, or the overseer Saquesh in Exchange Headquarters on the left side of the quad.

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

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

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

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

Serroco Thug: This is Serroco territory. Get out of here before we space you - got it?
3. Why don't you go ahead and try? Serroco Thug: You've made a dangerous enemy today.
Journal Entry Added Serroco Thugs
You've attacked the Serroco Thugs and infiltrated their territory.

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

2. I wanted to speak to your leader.
Serroco Thug: That's a laugh - look, blow outta here like space-dust or you'll be a new stain on the cargo hold.
Low (Affect Mind) 1. [Force Persuade] Let me talk to your leader. Persuade 2. [Persuade (9)] The Exchange has been getting in his way. I want to help him gain the upper hand.
Serroco Thug: [Success] All right, you can go see him. Serroco Thug: [Success] All right, you can go see him. Try anything and you'll never make it out.
Journal Entry Added Serroco Thugs
The Serroco Thugs have begrudgingly allowed you to enter their territory.
Hurry up and take care of your business.

Otherwise:

1. Who are the Serroco? 4. I don't want any trouble - I'll be going now. Serroco Thug: [Failure] I don't think so. Now leave.
Serroco Thug: We are. Now beat it. Serroco Thug: Fine, now get out of here before I blast you.
Journal Entry Added Serroco Thugs
You've found the Serroco Thug territory. They denied you entrance.

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

Hey, I thought we told you to stay out of here!

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

We're all we've got - we need to stick together. If any more refugees try to come in here, we'll cut them down. If the Exchange tries to muscle in, we'll break them. I'm spoiling for a fight.

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

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

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

Serroco Leader: I heard you've been looking for me.
1. I'd like to help you guys out. 5. I don't want any trouble - I'll be going now.
Serroco Leader: We don't need your help. Now get out of here before I space you. Serroco Leader: Fine. Now get out of here.

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

4. No, I just want to kill you. Serroco Leader: Yeah, what is it? 3. I just want to kill you.
Dark Side Points Gained: -2
Serroco Leader: No chance.

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

Serroco Leader: You're tough to have made it this far - it's too bad you're not going any farther.
Dialog
3. Was that supposed to be a threat? Serroco Leader: I don't make threats... only state the facts.
4. You're the one asking for a beating. 5. I don't want any trouble - I'll be going now.
Serroco Leader: Do your worst. Serroco Leader: You've played target practice with my men. Your leaving isn't an option.

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

2. Yes, I want to talk with you about the Exchange. 1. I want to talk with you about the Exchange. 1. Why don't you deal with the Exchange?
Dialog
Serroco Leader: Yeah? What about the Exchange?
1. I know they're encroaching on your space here.
Serroco Leader: We can hold our own against them. Not that it's your concern.
3. Never mind. I'll be going now. 1. I doubt you can handle the Exchange.
Serroco Leader: You're not going anywhere. Serroco Leader: No? Well, we can certainly handle you!

Otherwise:

2. I have a plan to drive them out of this sector.
Serroco Leader: Do you now? Suppose I were interested. What's this plan of yours?
Impossible 1. [Force Persuade] Attack the Exchange now. 2. [Persuade] I've scouted them out. Attack them from the south. 3. [Persuade] Their defenses are weakest on the north side of their base. 4. [Persuade] If you attack them from both sides, they'll crumble.
Serroco Leader: [Failure] That would be suicidal. Almost as suicidal as your making that absurd suggestion.

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

3. I don't like how you have been bullying the refugees. Serroco Leader: Well, that's too bad. Is that all you wanted to say?
Low (Affect Mind) 1. [Force Persuade] Stop harassing the refugees. Serroco Leader: [Success] All right. We'll lay off a bit.

Otherwise:

Strength 2. [Persuade (9)/Intimidate (17)] Stop harassing the refugees. Persuade 3. [Persuade (17)] Surely you can find something better to do.
Dialog
Serroco Leader: [Failure] No thanks. I tire of this talk.

The Serroco become hostile. Otherwise:

Serroco Leader: [Success] Hmm... Then what would you propose me and my men do?
2. I don't care. Just leave the refugees alone.
Serroco Leader: All right. We'll lay off a bit.
Journal Entry Added Serroco Thugs
You've persuaded the Serroco to be less oppressive of the refugees.
Experience Points (XP) Received:
  • 1000 Persuaded Serroco to be less oppressive

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

Serroco Leader: Listen. I've already agreed to give the refugees some more room. Now get out of here.
1. Very good. Thanks. 2. Not good enough. Disarm yourselves. 3. I'll be going now.
Serroco Leader: No chance.
Serroco Leader (main character level 13)
Set 4
Level 9
Class Minion
Alignment 50 (neutral)
Skills
Awareness 8
Attributes
Strength 18 +4
Dexterity 18 +4
Constitution 18 +4
Intelligence 18 +4
Wisdom 18 +4
Charisma 18 +4
Vitality 108
Force -
Defense 30
Saves
Fortitude 18
Reflex 18
Will 18
Ranged Main Off hand
Attack 18 -
Energy 4-24-
Threat 20-20,x2-
Melee
Attack - -
Damage --
Threat --
Items and abilities Feats Force powers

Light Battle Armor Repeating Blaster Carbine

Armor Proficiency: Medium Weapon Proficiency: Blaster Rifle Sneak Attack I

None

Serroco Veteran (main character level 13)
Set 3
Level 9
Class Minion
Alignment 50 (neutral)
Skills
Awareness 4
Attributes
Strength 13 +1
Dexterity 13 +1
Constitution 12 +1
Intelligence 8 -1
Wisdom 10 0
Charisma 9 -1
Vitality 81
Force -
Defense 28
Saves
Fortitude 15
Reflex 15
Will 14
Ranged Main Off hand
Attack 14 -
Energy 2-24-
Threat 19-20,x2-
Melee
Attack - -
Damage --
Threat --
Items and abilities Feats Force powers

Light Battle Armor Blaster Rifle

Armor Proficiency: Medium Weapon Proficiency: Blaster Rifle Sneak Attack I

None

Journal Entry Added Serroco Thugs
You've attacked the Serroco Thugs, infiltrated their territory, and killed their leader.
Experience Points (XP) Received:
  • 500 Killed Serroco leader
Experience Points (XP) Received:
  • 250 Killed Serroco Veteran (4) (level 13)
Experience Points (XP) Received:
  • 375 Killed Serroco Leader (level 13)

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

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

Security Security Door (4) Lock DC 21 (1) Bash Resist 5 Vitality 20

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

Hey! What's going on over there?
Serroco Thug (main character level 13)
Set 2
Level 9
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 -1
Vitality 63
Force -
Defense 25
Saves
Fortitude 11
Reflex 11
Will 11
Ranged Main Off hand
Attack 11 -
Energy 2-24-
Threat 20-20,x2-
Melee
Attack - -
Damage --
Threat --
Items and abilities Feats Force powers

Light Battle Armor Blaster Carbine

Armor Proficiency: Medium Weapon Proficiency: Blaster Rifle Sneak Attack I

None

Serroco Thug (main character level 13)
Set 3
Level 9
Class Minion
Alignment 50 (neutral)
Skills
Awareness 4
Attributes
Strength 13 +1
Dexterity 11 0
Constitution 12 +1
Intelligence 8 -1
Wisdom 10 0
Charisma 9 -1
Vitality 41
Force -
Defense 20
Saves
Fortitude 15
Reflex 14
Will 14
Ranged Main Off hand
Attack 13 -
Energy 2-24-
Threat 20-20,x2-
Melee
Attack - -
Damage --
Threat --
Items and abilities Feats Force powers

Clothing Blaster Carbine

Weapon Proficiency: Blaster Rifle Sneak Attack I

None

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

Security Plasteel Cylinder (2) Lock DC 21 (1) Bash Resist 5 Vitality 15
Experience Points (XP) Received:
  • 200 Killed Serroco Thug (2) (level 13)
Experience Points (XP) Received:
  • 250 Killed Serroco Thug (16) (level 13)
Item(s) Received Plasteel Cylinder (4)
  • ?

Airspeeder[edit]

There's an airspeeder parked on the lower right side of Serroco territory:

Airspeeder: [This airspeeder could quickly transport you to other areas in Nar Shaddaa.]
1. Examine airspeeder.
Dialog
Airspeeder: [The airspeeder is missing a navigation interface, maneuvering flaps, and power cells.]
Airspeeder: [The airspeeder is missing a navigation interface and maneuvering flaps.] Airspeeder: [The airspeeder is missing a navigation interface and power cells.] Airspeeder: [The airspeeder is missing maneuvering flaps and power cells.]
Airspeeder: [The airspeeder is missing a navigation interface.] Airspeeder: [The airspeeder is missing power cells.]

The three missing parts can be found in the refugee landing pad and the docks:

Part Area Location Source
Airspeeder Navigation Interface Refugee Landing Pad Tienn Tubb's shop Plasteel cylinder
Kodin Kodin Dark Side Points Gained
Cryogenic Power Cell Docks Flophouse Lasavvou
Maneuvering Flaps Pylon 3 Plasteel cylinder

How much experience is received for installing them depends on how skilful your character is (any member of your party can be used, even though your main character is shown performing the installation):

Computer Use 4. [Computer] Install navigation interface.
Dialog
Airspeeder: [You manage to get the navigation interface hooked up to the airspeeder. You're not confident about how well it will work, however. You also realize that you'll need to unlock the airspeeder's controls to fly it safely.] Airspeeder: [You easily install the navigation interface into the airspeeder. After you have it operating, however, you realize that you'll need to unlock the airspeeder's controls to fly it safely.]
Experience Points (XP) Received:
  • 100 Installed navigation interface
Experience Points (XP) Received:
  • 200 Minimum Computer Use rank 6
Repair 5. [Repair] Install maneuvering flaps.
Dialog
Airspeeder: [You struggle with the maneuvering flaps for some time. It's clear that they were not designed for this vehicle. You manage to install them, but are concerned about whether or not they'll hold.] Airspeeder: [These maneuvering flaps were intended for a military vehicle and are quite heavy for this airspeeder. You manage to install them successfully, however.] Airspeeder: [With your impressive skills, you jury rig the heavy maneuvering flaps into the airspeeder. Though they were not designed for this vehicle, you're confident they will serve you well.]
Experience Points (XP) Received:
  • 100 Installed maneuvering flaps
Experience Points (XP) Received:
  • 200 Minimum Repair rank 8
Experience Points (XP) Received:
  • 300 Minimum Repair rank 16
Demolitions 6. [Demolitions] Install cryogenic power cells.
HK-47: Suggestion: I excel at such activities, Master. Perhaps I can be of assistance.
1. You are the Master with tasks like this. Go for it. 2. Give it a shot. 3. I don't need your help.
Influence Gained: HK-47 (+2)
HK-47: Affirmation: As you wish, Master. HK-47: Statement: It will be done, Master. HK-47: Translation: Master does not recognize his inadequacies.
HK-47: Statement: The power cells are installed, Master.
Experience Points (XP) Received:
  • 300 HK-47 installed cryogenic power cells

Otherwise:

Dialog
Airspeeder: [The power cells are in place. Without much training in chemistry and physics or even repair skills, you're not sure that you've installed the power cells properly.] Airspeeder: [You lack the background in chemistry and physics necessary to install these power cells optimally. Still, because of your Repair skill, you think you've done the job well enough.] Airspeeder: [These power cells are clearly not made for this purpose and it's difficult to install them properly. With your superior knowledge of chemistry and physics through your Demolitions skill, you are confident that you have been successful, however.]
Experience Points (XP) Received:
  • 100 Installed cryogenic power cells
Experience Points (XP) Received:
  • 100 Minimum Repair rank 1
Experience Points (XP) Received:
  • 300 Minimum Demolitions rank 1

Installing the navigation interface unlocks the following:

Security 6. [Security] Unlock airspeeder's controls.
Atton: Hey, let me take care of that for ya.
1. All right, I'll let the expert handle this. 2. Sure, Atton. 3. I'll handle it, Atton. 4. Back off, Atton.
Influence Gained: Atton (+2) Influence Lost: Atton (-2)
Atton: Expert. I like the sound of that. Atton: Let's see what I can do here. Atton: Whatever you say. Atton: Hey, I was only trying to help!
Atton: All done.
Experience Points (XP) Received:
  • 200 Atton unlocked airspeeder's controls

Otherwise:

Airspeeder: [You think you have unlocked some of the critical controls. You might have a rough flight, though.] Airspeeder: [With expertise, you manage to unlock the airspeeder's controls. You should have no trouble flying it now.]
Experience Points (XP) Received:
  • 100 Unlocked airspeeder's controls
Experience Points (XP) Received:
  • 300 Minimum Security rank 1
7. Leave the airspeeder alone.

Once the airspeeder is fully assembled:

Airspeeder: [This airspeeder could quickly transport you to other areas in Nar Shaddaa. It is fully assembled.]

T3-M4 and Bao-Dur can now check it:

2. Ask T3 to examine the airspeeder.
T3-M4: Dweet-Broooo.
1. You want me to put it together and then you'll check it out? 2. All right, droid, but don't order me around.
T3-M4: Bweeep. T3-M4: Dwooooo.

Once it's put together, T3-M4's response to examining it depends on how many points you received while doing so (and Bao-Dur examining it first adds 400):

Less than 600 points Less than 1000 points
T3-M4: Bweep! Dweet! T3-M4: Bweeep. Dwoo.
1. But it should be easy for you to fix it, right? 2. Don't get smart with me. Just fix it! 1. Do you think you could improve on my work? 2. Just fix it, droid.
Influence Gained: T3-M4 (+2)
T3-M4: Bwoop-beep.
Experience Points (XP) Received:
  • 100 T3-M4 fixed airspeeder

Subsequently, or if you received at least 1000 points:

T3-M4: Bweeep-boop.
1. Great! Thanks for your expertise, T3! 2. All right. We're good to go, then. 3. I didn't need your help, droid.
Influence Gained: T3-M4 (+2) Influence Lost: T3-M4 (-2)
T3-M4: Bweep-deet! T3-M4: Bweeep. T3-M4: Dwoooo.

T3-M4 fixing it also adds 400 points, But Bao-Dur's response is always the same once it's assembled:

3. Ask Bao-Dur to examine the airspeeder.
Bao-Dur: After you assemble it, I'll double-check your work for you.
Bao-Dur: Looks grim. Let me try something. That's a little better. Try it now.
1. Thanks for your help, Bao-Dur! 2. Let's try it out. 3. I did a fine job without you, Zabrak.
Influence Gained: Bao-Dur (+2) Influence Lost: Bao-Dur (-2)
Experience Points (XP) Received:
  • 100 Bao-Dur fixed airspeeder

If you examine it yourself:

Points Airspeeder
400 [The airspeeder appears to be fully intact. It looks like it was assembled by a drunk Gamorrean, however.]
600 [The airspeeder appears to be fully intact. It looks a little shaky, but might hold up.]
1000 [The airspeeder appears to be fully intact. It looks jury-rigged, but solid.]

If you attempt to use it:

4. Attempt to use the airspeeder.
Points Airspeeder
400 [The airspeeder sputters and shakes violently. You realize that it would be suicide to try to use it in this condition.]
700 [The airspeeder lurches and shakes. It might be a rough ride. Where would you like to go?]
1000 [The airspeeder starts quickly. It sounds a little shaky, but should be safe. Where would you like to go?]
1300 [The airspeeder starts immediately and runs smoothly. Where would you like to go?]

You receive maximum 1100 XP in total for assembling it, but 1300 or more points are possible if T3-M4 or Bao-Dur help.

1. Refugee Landing Pad. 2. Refugee Sector. 3. Nar Shaddaa Docks.

Once you've gained sufficient attention from the Exchange to get a message from Visquis, if you subsequently attempt to examine or use the airspeeder:

[The airspeeder has been sabotaged beyond repair.]

Exchange Headquarters[edit]

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

Kaul: Hey stranger. Interested in some information for a mere 20 creds?
Dialog
2. Sorry, I don't have 20 credits on me. 3. No thanks.
Kaul: That's too bad. Well, take care.

Otherwise:

2. What kind of information?
Kaul: I can give you a tip on how you can get some good loot.
2. Why don't you get the loot yourself?
Kaul: If I had the skills needed for the task, I wouldn't be stuck here on Nar Shaddaa, now would I?
1. Sure, what is it? 1. All right, here's your 20 credits.
Kaul: I've done a little scouting out of the Exchange camp. I think there's a killing to be made. They have containers filled with goods. With a stealth generator and some basic security skills, you could rob them without the guards even noticing.
1. Thanks for the tip. 2. I have to go now.
Kaul: Good luck to you.
Credits Lost: 20 Good luck to you.

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

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

You the new muscle? The Overseer's the one you want to see. You don't smell like a refugee.

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

Get out of there or I bash you! What was that?

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

Hey, what are you doing?
Exchange Thug (main character level 13)
Set 3
Level 9
Class Minion
Alignment 50 (neutral)
Skills
Awareness 20
Attributes
Strength 15 +2
Dexterity 9 -1
Constitution 12 +1
Intelligence 8 -1
Wisdom 10 0
Charisma 9 -1
Vitality 81
Force -
Defense 19
Saves
Fortitude 15
Reflex 13
Will 14
Ranged Main Off hand
Attack - -
Damage --
Threat --
Melee
Attack 11 5
Bludgeoning 5-153-13
Threat 20-20,x220-20,x2
Items and abilities Feats Force powers

Quarterstaff

Weapon Proficiency: Melee Weapons Sneak Attack I

None

Exchange Thug (main character level 13)
Set 3
Level 9
Class Minion
Alignment 50 (neutral)
Skills
Awareness 20
Attributes
Strength 13 +1
Dexterity 11 0
Constitution 12 +1
Intelligence 8 -1
Wisdom 10 0
Charisma 9 -1
Vitality 81
Force -
Defense 20
Saves
Fortitude 15
Reflex 14
Will 14
Ranged Main Off hand
Attack - -
Damage --
Threat --
Melee
Attack 10 4
Bludgeoning 3-132-12
Threat 20-20,x220-20,x2
Items and abilities Feats Force powers

Quarterstaff

Weapon Proficiency: Melee Weapons Sneak Attack I

None

Security Metal Box (4) Lock DC 21 (1) Bash Resist 5 Vitality 15
Item(s) Received Metal Box (4)
  • ?
Experience Points (XP) Received:
  • 250 Killed Exchange Thug (6) (level 13)

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

Exchange Thug (main character level 13)
Set 3
Level 9
Class Minion
Alignment 50 (neutral)
Skills
Awareness 20
Attributes
Strength 13 +1
Dexterity 11 0
Constitution 12 +1
Intelligence 8 -1
Wisdom 10 0
Charisma 9 -1
Vitality 81
Force -
Defense 20
Saves
Fortitude 15
Reflex 14
Will 14
Ranged Main Off hand
Attack - -
Damage --
Threat --
Melee
Attack 10 4
Bludgeoning 3-132-12
Threat 20-20,x220-20,x2
Items and abilities Feats Force powers

Quarterstaff

Weapon Proficiency: Melee Weapons Sneak Attack I

None

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

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

Security Metal Box Lock DC 21 (1) Bash Resist 5 Vitality 15
Item(s) Received Metal Box
  • ?
Experience Points (XP) Received:
  • 250 Killed Exchange Thug (2) (level 13)

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

Saquesh: Ah... I thought I had picked up a new smell in the sector.
Dialog
1. Then maybe you ought to start bathing.
Saquesh: Is it humor? Such a human indulgence... and look where your filthy people are now.
5. I'll be going now.

Upon returning:

Saquesh: Look at this! The creature has returned. What does it want this time?
2. You the one running this place? 3. And who are you? 4. Get out of my way, squid head.
Saquesh: I am Saquesh, the Overseer of this sector, voice of the Exchange... you would do well to show some respect, human.

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

Saquesh: Look at this! The creature has returned. What does it want?
1. Do you want me to eliminate the Serroco for you?
Dialog
Saquesh: No. We have an amiable relationship with those dregs of humanity.
1. Why is that?

Otherwise:

2. I doubt they'd agree with that statement.
Saquesh: And how would you know?
1. [Lie] I learned that they plan to attack you. 2. It is only logical. They desire territory, which you have. 3. Never mind.
Saquesh: Ha! If that is true, then they will immediately regret it. Are we done now? Saquesh: Your theory is interesting. Are we done now? Saquesh: Are we done now?
3. I'd like to talk with you about Lootra.
Saquesh: Lootra. Bah. Do not mention that name to me again. There is nothing to discuss about that one.
4. How might I show my support for the Exchange?
Dialog
Saquesh: You have already offered to convince Nadaa to pay her debt. Even Hutts are smart enough not to pile more food onto a full plate. But I appreciate you groveling to me. Saquesh: The Exchange does not require your support. But I appreciate your groveling to me.
1. I wasn't groveling.
Saquesh: Excuse my misinterpretation. Your language is so... clumsy for communication.

If you speak to Saquesh before speaking to Hussef about Refugee Woes:

8. Why is the Exchange pressuring the refugees?
Saquesh: You ask too many questions, human. It does not concern you. Are there other matters for us to discuss or will you leave?
10. Why do you dislike humans so much?
Saquesh: You misunderstand me. I do not loathe humans because they are humans. I loathe humans because they are weak.

Saquesh and his guards won't become hostile even if you kill Exchange thugs right in front of them, but he, his guards and any remaining Exchange thugs do become hostile if you try to intimidate him to stop pressuring the refugees or let Adana go, or forget it and just kill him anyway even if you successfully persuade him:

Saquesh (main character level 13)
Set 5
Level 9
Class Minion
Alignment 50 (neutral)
Skills
Awareness 14
Attributes
Strength 18 +4
Dexterity 18 +4
Constitution 30 +10
Intelligence 28 +9
Wisdom 26 +8
Charisma 20 +5
Vitality 171
Force -
Defense 32
Saves
Fortitude 24
Reflex 18
Will 22
Ranged Main Off hand
Attack 19 -
Energy 6-36-
Threat 20-20,x2-
Melee
Attack 19 -
Bludgeoning 7-7,+1-6 Piercing
Threat 20-20,x2-
Items and abilities Feats Force powers

Heavy Battle Armor Repeating Blaster Rifle+ Exchange Negotiator On Hit: Stun18

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

None

Saquesh Personal Guard (main character level 13)
Set 3
Level 9
Class Minion
Alignment 50 (neutral)
Skills
Awareness 2
Attributes
Strength 13 +1
Dexterity 14 +2
Constitution 13 +1
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Vitality 81
Force -
Defense 29
Saves
Fortitude 15
Reflex 16
Will 14
Ranged Main Off hand
Attack 15 -
Energy 4-26-
Threat 20-20,x2-
Melee
Attack - -
Damage --
Threat --
Items and abilities Feats Force powers

Battle Armor Repeating Blaster Carbine

Armor Proficiency: Heavy Weapon Proficiency: Blaster Rifle Weapon Specialization: Blaster Rifle

None

The guard by the top wall, Gonlo, only has 3 Constitution, resulting in just 36 Vitality and 10 Fortitude, but is absent if you told Saquesh he should hurry and sell Adana to the Hutts. The guard by the bottom wall, Jubei, is absent if you persuaded Saquesh to kill Geriel before his disease can spread.

Experience Points (XP) Received:
  • 625 Killed Saquesh (level 13)
Experience Points (XP) Received:
  • 250 Killed Saquesh Personal Guard (0-2) (level 13)
Item(s) Received Saquesh Experience Points (XP) Received:
  • 250 Killed Exchange Thug (4) (level 13)

You can receive another 1000 XP and gain the attention of the Exchange for killing Saquesh, but surprisingly this has no effect on favor.

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

Security Metal Box (3) Lock DC 21 (1) Bash Resist 5 Vitality 15
Item(s) Received Metal Box (3)
  • ?
Experience Points (XP) Received:
  • 250 Killed Exchange Thug (6) (level 13)

The entrance from the Refugee Landing Pad is beyond the magnetically sealed door in the right wall, which should be open if you've spoken to Saquesh twice, or killed him.