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File:KotORII Map Refugee Quad.png
Map of the Refugee Quad

Refugee Landing Pad

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

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

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.
link=Star Wars: Knights of the Old Republic}}/Force powers#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! Dark Side Points Gained: -2 (2 * -1)
3. No - you wanted a fight, you've got one.
Exchange Thug: That's too bad. Guess we take what you do have.
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 Axe

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

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.
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

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.
Light Side Points Gained: +2
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.
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?
Dark Side Points Gained: -2
2. [Persuade] You better kill him before the disease can spread.
3. No reason. I'd like to ask something else.
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:

Dark Side Points Gained: -4
2. [Persuade, Lie] You look awful. You should kill yourself to prevent your disease from spreading.
Dark Side Points Gained: -2
2. [Persuade] You should kill yourself to save the others.
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...
Dark Side Points Gained: -4
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.
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

This section is a stub. Help us expand it, and you get a cookie.

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: On the inner side, you got the Overseer and his Exchange. They were pressuring us pretty hard, but they've laid off recently. 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.

Intergalactic Reunification

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

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:

Dark Side Points Gained: -2
2. [Lie] The path is clear, the Exchange thugs have been dealt with.
Light Side Points Gained: +4
2. The path is clear, the Exchange thugs have been dealt with.
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

This section is a stub. Help us expand it, and you get a cookie.

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?

Seeking Passage

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. Light Side Points Gained: +2
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.

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:

Dark Side Points Gained: -2
1. [Persuade] Excellent. Hand that to me and I'll be right back.
Dark Side Points Gained: -2
1. All right, but don't take advantage of my generosity.
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. Dark Side Points Gained: -2
3. Sorry, but I have to go now.
2. I'll be back soon. 1. All right, I'll try to help you.

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

This section is a stub. Help us expand it, and you get a cookie.

Will Work for Fuel

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

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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 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 wall of the bottom right corner of the commons, there's a 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 back in the commons about Refugee Woes before the thug can be persuaded without 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.
link=Star Wars: Knights of the Old Republic}}/Force powers#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 can become hostile:

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

If you speak to any unarmored Serroco thug, or veteran:

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.

Airspeeder

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Exchange Headquarters

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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 hall containing two pairs of Exchange thugs, with a door in the top and bottom corners of the right wall. Overseer Saquesh stands in the middle of the room beyond, with a Weequays personal guard standing by the top and bottom walls, and a large pair of windows in the right wall, overlooking the commons below.

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?

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

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)