Star Wars Knights of the Old Republic II: The Sith Lords/Goto's Yacht

Table of Contents

  • Difficulty Classes
  • Force powers
  • Prestige classes
  • Achievements
  • Autobalance
  • Military Base Sub-Level
  • HK Manufacturing Plant
  • Administration Level
  • Mining Tunnels
  • Rescue T3-M4
  • Asteroid Exterior
  • Dormitories
  • Command Deck
  • Crew Quarters
  • Engine Deck
  • Residential 082 East
  • Entertainment
  • Czerka Offices
  • Residential 082 West
  • Dock Module
  • Bumani Exchange Corp.
  • Restoration Zone
  • Czerka Site
  • Underground Base
  • Polar Plateau
  • Secret Academy
  • Turret encounters
  • Swoop racing
  • Refugee Landing Pad
  • Entertainment Promenade
  • Refugee Quad
  • Landing Rights
  • Jekk'Jekk Tarr
  • Jekk'Jekk Tarr Tunnels
  • Droid Warehouse
  • Goto's Yacht
  • Jungle Landing
  • Mandalorian Ruins
  • Battle Circle
  • Iziz Spaceport
  • Merchant Quarter
  • Western Square
  • Iziz Cantina
  • Khoonda Plains
  • Enclave Courtyard
  • Enclave Sublevel
  • Crystal Cave
  • Defense of Khoonda
  • Jungle Tomb
  • Royal Palace
  • Valley of Dark Lords
  • Sith Academy
  • Shyrack Cave
  • Secret Tomb
  • Rebuilt Jedi Enclave
  • Suburban (082 West)
  • Suburban (082 East)
  • Entertainment Module 081
  • Ravager - Command Deck
  • Trayus Academy
  • Trayus Crescent
  • Trayus Proving Grounds
  • Trayus Academy (Top)
  • Trayus Core
  • Light armor
  • Medium armor
  • Heavy armor
  • Blaster pistols
  • Blaster rifles
  • Lightsabers
  • Special weapons
  • Upgrade items, armor
  • Upgrade items, ranged
  • Upgrade items, melee
  • Upgrade items, lightsaber

Star Wars Knights of the Old Republic II: The Sith Lords logo

  • 1 Ebon Hawk
  • 3 Audience Chamber
  • 4 Torture Room & Lab Station
  • 6 Maintenance Room & Workbench
  • 7 Exterior Defense
  • 8 Central Command
  • 9 Interior Defense
  • 11 Ebon Hawk
  • 12.1 Lost Jedi
  • 12.2 Seeking Passage
  • 12.3 Will Work for Fuel
  • 12.4 New Fuel Source

Sure enough, after T3-M4 escapes the Droid Warehouse and Tienn Tubb changes the Ebon Hawk's ID signature, Goto's yacht intercepts it after take off. Meanwhile, on the yacht you are in the Audience Chamber with a hologram:

In every case:

Ebon Hawk [ edit ]

The Ebon Hawk has docked with Goto's yacht on its starboard side: the Map screen shows that this is the top left side of the map, and that the Audience Chamber , where your main character is under guard, is on the center right side, at the stern of the yacht.

If your party tries to go back through the docking hatch behind them in the left wall:

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

There's a security console by the top wall:

If you enter the incorrect count then you have to log out before attempting to unlock the console, using a Computer Spike each time, to enter the count again. You can brute force the correct count in this way (there's no way of knowing that it starts at two) or you can destroy Goto guard droids, which can communicate the current count upon their destruction as a binary number:

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

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

Interrogation Chamber defenses have been reassigned and, sure enough, if you check its camera you'll see it's empty, so you shouldn't bother overloading the power conduit... yet:

Limited access also lets you download a program:

Full access is only granted after entering the correct count, slicing the computer after bypassing security for limited access, or a highly-skilled security bypass:

Other than experience received, the only reason to upgrade from limited to full access is if your party has a droid or two ( T3-M4 or HK-47 , or both):

If you have a Stealth character and want to sneak past as many droids (and defense turrets) as possible on your way to getting the Droid Controller access code from the Bridge , then you may want to enter Stealth mode now, and ensure your other character is out of sight, before opening the door in the bottom wall of the right corner. Beyond this door is a corridor containing five floating mines (you can never control them, but they can be useful later):

Once a floating mine detects you, it approaches and explodes, inflicting variable piercing damage which can be halved if a successful Reflex save is made against DC 15.

Cells [ edit ]

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

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

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

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

Once uploaded, you can check what each program does.

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

To escape from Goto's yacht you only really need the Shut Down program and Power Distribution access code to use on the Bridge Command Console, but acquiring other programs and access codes can be useful, and grant experience when run on unlocked systems:

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

If you return to main menu and select Systems Control:

There are other command consoles throughout the yacht, any of which can be used to upload programs, unlock systems using access codes, and run programs on those systems. However, running programs on the Power Distribution system is restricted to the Bridge Command Console.

Beyond the door in the left wall at the bottom end of the commander's room is another room, containing a maintenance droid, a Goto guard droid, and a plasteel cylinder by its left wall, at the back. The maintenance droid repairs any damage inflicted on the guard droid, so destroy it first:

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

Droid Molten Cannon

Beyond the door in the right wall at the top end of the commander's room is another room, containing another maintenance droid and two Goto guard droid, one of which is shielded:

Droid Neural Pacifier

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

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

If Bao-Dur isn't in your party and you haven't used the command console to unlock and shut down the Containment Cells system, you can blast them instead. The left and right cells are empty, but the center cell contains a damaged utility droid:

Audience Chamber [ edit ]

Returning to the entrance of the starboard wing of the containment cells , beyond the security door in the bottom wall is another room, containing two Goto guard droids (one shielded), with a plasteel cylinder in its bottom right corner:

There's a door in each wall of the bottom left corner of the room. The bottom door leads to a corridor containing a maintenance droid and two Goto guard droids (one shielded).

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

If you run the Overload program:

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

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

Running the Shut Down program causes any defense turrets to malfunction and target both hostile and friendly units, while running the Reset program affects their accuracy, adding Effect Bonus -50 to Attack Breakdowns, reducing them to minimum 5% chance to hit and 0% critical conversion. If both programs are run then turrets become much less of a threat to your party, but also to any other hostile or friendly units, which respond in kind when attacked.

There's a security door in the middle of the right wall:

The corridor beyond contains three Goto droid heavy guardians and six defense turrets: if you used the command console to unlock the turret system and then tried to shut it down, then they'll be attacking each other. If you get to the audience room door at the other end of this corridor before all turrets are killed:

Weapon Focus: Blaster Pistol

Once all turrets are killed, you can open the audience room door and your main character joins the rest of your party here. There are two sentry droids at the back of the chamber, which had been flanking your main character:

If you get the Droid Controller access code from the Bridge then use any Command Console to unlock that system and run either the Overload or Shut Down programs, you can scavenge any remaining droids for components as well (maximum 450 (15 * 30) more). You can also do the following:

However, you only receive experience for the first droid. These sentry droids don't follow you out of the audience chamber, so this is of limited immediate use. There's an auxiliary console by the wall in the bottom right quadrant of the chamber:

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

If you return to use the command console at the other end of the corridor to the audience chamber, then you can now use this access code to unlock this system:

So you cannot run programs on the Power Distribution system until you get to the bridge: if you also have the Shut Down program from the utility droid in the Ebon Hawk 's docking bay then you have everything you need to go there directly via Exterior Defense , but you might as well explore the port side of the yacht (which isn't necessary, but can make breaching the defenses easier).

Torture Room & Lab Station [ edit ]

Beyond the door below the command console outside the Audience Chamber is a room containing three Goto guard droids: one is shielded, but only one of the remaining has a Molten Cannon .

The room beyond the door in the bottom wall is clearly an interrogation chamber or torture room due to the presence of a force cage and various other restraints, with a Lab Station by the top wall. There's also a plasteel cylinder in the top left corner, by this lab station.

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

If Bao-Dur isn't in your party and you haven't used a Command Console to unlock and shut down the Containment Cells system, you can blast them instead. The left and center cells are empty, but the right cell contains a damaged utility droid:

Maintenance Room & Workbench [ edit ]

Beyond the door in the left wall of the interrogation chamber is a room with a decorative diamond in the middle of the floor indicating the position of a hidden Average Gas Mine , and a Command Console by its top wall. If you have the Reset program from the damaged utility droid in the port Containment Cells , then you can upload this to the Program Library and run it on any unlocked systems.

Beyond the door in the top left corner of the console room, there's a storage room with three plasteel cylinders at the back, by the left wall.

Beyond the high security door in the bottom wall of the console room is another high security door in the right wall, beyond which there's a maintenance room with a Workbench by its bottom wall and three plasteel cylinders in the back right corner.

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

Exterior Defense [ edit ]

Go through the door above or below the command console outside the Audience Chamber and then through the door in the left wall, and either way you'll be in a room with a Security Console by its left wall and a hidden Average Gas Mine in the middle of its floor. Through the door in the top or bottom wall is the right side of Exterior Defense: on the left side there are eight defense turrets, like those guarding the Audience Chamber , and all but the two leftmost use their shields.

If you've used a command console to unlock the turret system and then run the Reset program after getting what's needed from the damaged utility droids in the starboard and port Containment Cells, then Effect Bonus -50 is added to the Attack Breakdowns of these turrets, reducing them to minimum 5% chance to hit and 0% critical conversion. Otherwise, use shields of your own, Damage Immunity or Damage Resistance vs Energy to withstand their focused fire, or position yourself carefully to limit the number firing on you while attacking with ranged weapons, grenades or Force powers.

You could also simply run or sneak past and go through the door in the top or bottom wall on the right side. Either way, there's a Goto droid heavy guardian just inside the door, a Command Console by the right wall and a fire suppression unit in the opposite corner on the left side of each room:

Fire Suppression System

Central Command [ edit ]

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

If you're in Stealth mode then this cancels it. The semi-circular corridor linking the two sealed hatches is mined, five to either side of a junction guarded by the Goto central commander and two more Goto droid heavy guardians:

These mines are not part of the Minefield system.

There's another sealed hatch down the corridor left of this junction, beyond which is central command, a console hub with a circular corridor around its perimeter. If you enter the hub with your party, one of them can comment on it:

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

If Bao-Dur isn't in your party then you can blast it instead. The hub's perimeter corridor also allows you to go around to the other side of the force field. However, if you take it down then what you see of Interior Defense may prompt you to use the command console in the middle of the hub's top wall to reset it, or use the Minefield access code from the Goto central commander to unlock that system and run programs:

If you run the Shut Down program:

If you run the Reset program:

Interior Defense [ edit ]

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

If you used a Command Console to unlock and shut down the Minefield system then neither they nor the mines outside the high security doors to the Bridge can be triggered, but they can still be disabled or recovered for experience. However, the junction beyond the minefield is guarded by seven Goto droid heavy guardians. If you used a command console to overload the Minefield system then both you and the droids can now trigger them: since they're melee attackers, once they become aware of you they can run over the mines, triggering them and heavily damaging or killing themselves.

Bridge [ edit ]

The junction beyond the minefield is in the middle of a corridor between two high security doors in the left wall at its top and bottom end, which are mined (five a side):

If you used a Command Console to unlock and shut down the Minefield system then the mines cannot be triggered, but they can still be disabled or recovered for experience. There are also windows at the top and bottom of this corridor, and the back of the Ebon Hawk can be seen through the top window, to the right.

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

There are two consoles in the middle of the bridge. The Bridge Command Console is the top one, on your left. Like any command console it can be used to unlock and access the Droid Controller system to run programs although, in the likely event that you've already killed every droid on the yacht, this may only be good for experience:

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

However, if you ran or sneaked past droids then you can get them to defend you against any remaining turrets, and the bounty hunters that board once the yacht's cloaking device is disabled. You need to run the Overload program before you disable the cloaking device, otherwise any remaining droids will ignore turrets and bounty hunters, but still attack you: if you run it afterward by mistake then you can still run the Shut Down program to prevent droids attacking you, and scavenge them for components like the Sentry Droids back in the audience chamber, as well as examine each unit's behavior core to switch its defense protocol to include you and your companions. Afterward, you can run the Reset program to allow you to kill any surviving droids.

The primary power system console is the bottom console in the middle of the bridge, on your right, which can be used to switch the docking hatch seal (and containment cells) from the primary power system to the secondary:

Only the Bridge Command Console can be used to both access the Power Distribution system and run programs on it, to shut down the (secondary) power system:

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

After disabling the cloaking device using the Bridge Command Console, when you return through Central Command to the junction in the middle of the mined corridor, there's a pair of Duros bounty hunters to either side, and another pair in the rooms at each end of the corridor:

Blaster Rifle

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

If any of the turrets remain then you can use the command console by the right wall of the room above or below to access the turret system, causing them to malfunction after trying to shut them down so that they can target the Twin Suns as well (although they'll be much less effective if you reset them as well). This isn't necessary, but it can be satisfying: since the Twin Suns' cantina encounter with Atton, each has lost a sword, but Atton can gain up to eight guns (and two party members).

Twi'lek Spinning Blade

All that remain of the boarders are four trios of Gand, each consisting of two Gand and a Gand Findsman. One trio is in the Interrogation Chamber , and you can now use one of the Security Consoles in either of the rooms at the right end of Exterior Defense to overload the power conduit there, killing them: the rest of the port wing remains unpopulated, so there's no need to go there unless you want to see if the Gand left any remains.

The remaining Gand are between you and the Ebon Hawk docking hatch: there's a trio in the room to the right of the top security console room, another in the room above (at the left end of the starboard Containment Cells corridor), and the last trio is in the corridor up to the docking hatch (if any floating mines remain, they can damage Gand when triggered or killed).

Breath Mask

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

Save game before going through the unsealed docking hatch to enter the Ebon Hawk. As you escape, Goto's yacht is attacked and destroyed. Aboard the Ebon Hawk, if Hanharr joined your party:

Otherwise, if Mira joined your party:

In either case:

Nar Shaddaa [ edit ]

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

Lost Jedi [ edit ]

If Alignment < 40:

Otherwise, if Alignment 40 or more:

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

Otherwise, you engage in combat. The door in the left wall at the bottom end of the room remains locked until Zez-Kai Ell is defeated:

Double-Bladed Lightsaber

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

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

Now if you speak to a commoner on the refugee landing pad, or a Duros in the entertainment promenade's Cantina :

Seeking Passage [ edit ]

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

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

Will Work for Fuel [ edit ]

If you spoke to a man named Odis in the refugee quad who told you he's looking for work and Will Work for Fuel , and you've spoken to the Lunar Shadow crew in the flophouse on the docks about their Wayward Captain but not reunited them or told them about Odis, then if you speak to the dockmaster Fassa at the Pylon 2 junction on the docks:

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

New Fuel Source [ edit ]

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

Hutt Oil

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Navigation menu

This will permit you access into a room where a droid will provide T3 with Vogga's launch codes. Take this info and wheel towards the exit of the warehouse. You are stopped short by HK assassin droids. Fry these enemies with regular laser blasts and the shock arm if needed. Don't forget to search the remains of the droids to find another piece that is necessary to activate the HK-47 droid on the Ebon Hawk. 

 Goto's Ship

 You enter Goto's ship with two characters from your team. The room you start in contains a utility droid. Download the program "shutdown" from this droid and move into the next room which is filled with mines droids. 

 There are many consoles throughout Goto's ship. In order to access many consoles you will either need numerous computer spikes or enter the "count". This number corresponds to the transmission broadcasts from destroyed droids. These broadcasts appear on the screen before the droids explode. The count table is as follows:

 Zero Zero Zero: 0 Zero Zero One: 1 Zero One Zero: 2 Zero One One: 3 One Zero Zero: 4 One Zero One: 5 One One Zero: 6 One One One: 7

 There are also programs that can be downloaded from maintenance droids scattered throughout the ship. Once you find a program, be sure to upload it to a console and run it through "system control" on any unlocked console. This will take down Goto's defense systems completely. 

 In between the two sets of cells on the eastern section of the ship there is an audience chamber where you can release the main character to form a full party. Both cell blocks contain maintenance droids with helpful codes. The console in the audience chamber also has a code to access power distribution. When you enter the area of the ship near the torture chamber there is a work bench and a lab table to make use of. There is also a scene showing Goto activating the mine fields on the ship. 

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Walkthrough

Introduction & faq.

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  • Ebon Hawk Adrift

Peragus Mining Facility

  • Administration Level
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  • Asteroid Exterior
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  • Polar Plateau
  • Secret Academy
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  • Western Square
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Nar Shaddaa

  • Refugee Landing Pad
  • Entertainment Prom.
  • Refugee Quad
  • Jekk'Jekk Tarr
  • Jekk'Jekk Tunnels
  • Goto's Yacht
  • Khoonda Plains
  • Crystal Cave
  • Jedi Courtyard
  • Enclave Sublevel
  • Valley of Dark Lords
  • Sith Academy
  • Shyrack Cave
  • Secret Tomb
  • Ruined Merchant Qtr.
  • Jungle Tomb
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  • Res 082 West Redux
  • Res 082 East Redux
  • Ent 081 Redux
  • Ravager Cmd. Deck
  • Ravager Bridge
  • Trayus Academy
  • Trayus Crescent
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  • Trayus Core

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  • Prologue (Ebon Hawk Adrift)
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Refugee Landing Pad

1) Landing Pad – You’ll touch down on one of the landing pads in the Refugee sector. Unfortunately this pad has been claimed. Once you step out Quello will demand payment. You can threaten him or pay him. Either way there will be trouble later on once the Red Eclipse gang arrive.

Head down the corridor to the east. As you turn around the corner you’ll bump into some Exchange thugs. You can take them out or let them taunt the guy for LS or DS points. There’s also a couple of refugees here who will ask for credits. If you help them Kreia will talk to you. Agree with her for more influence over her.

2) Workbench – There is a workbench here, but more importantly in a nearby container you’ll find the Airspeeder Navigation Interface . One of the items you need to repair a broken airspeeder belonging to the Serroco gang.

3) Tienn Tubb and TT-32 – You’ll first meet the droid TT-32 who asks you to help retrieve a droid that was sold to the droid parts merchant, Kodin at #9. If you do you’ll get a Renewable Droid Shield .

Tienn Tubb will help you later on once you have a Blank Transponder Card for the Ebon Hawk.

4) Ex Bounty Hunter, Vossk – Talk to Vossk and he’ll tell you about the different factions and some of the bounty hunters on Nar Shaddaa.

5) The Ebon Hawk Owner? – Yes, that’s right. A man by the name of Ratrin Vhek will claim to be the owner of the Ebon Hawk. He doesn’t have any actual proof of ownership except that he knows where the hidden compartments are located. Agree to hand over the Ebon Hawk for LS points or kill him for DS points. If you give him the ship or tell him to go away he’ll end up trying to steal the Ebon Hawk back anyway and he’ll get killed by the Red Eclipse gang.

6) Oondar the Bad Merchant – Oondar is in competition with Geeda on the other side of this area #8. They will ask you to get rid of the other merchant. You can tell either of them to leave, either Oondar or Geeda but you’ll no longer have access to their inventory.

7) Exchange Boss – A deal with an Exchange Boss has gone wrong. Once you enter the room they’ll turn on you. Killing them will give you notoriety with the Exchange.

8) Geeda the Good Merchant – Geeda will sell you some regular items for sale. If you come back to her later in the game she’ll have much better items for sale.

9) Kodin, Droid Parts Merchant – If you’ve been to see TT-32 at #3 then you’ll be able to buy the IT-31 droid for 500 credits which you may be able to Persuade down to 150 credits. Threaten Kodin for DS points and get the droid for free.

Once you’ve purchased IT-31 talk with it and send it back to TT-32. Follow the droid back and speak with TT-32 for your reward.

10) Swoop Racing – This room and the next room are the swoop racing area. Lupo has been cheating the swoop racers by using an unbeatable droid, C9-T9, to race against them.

Speak with Borna Lys and she’ll have a way to sabotage the droid, making the swoop racing fairer for everyone else. Persuade her for the Access Codes and then use Repair or Computer on the terminal next to the C9-T9 droid. You’ll be able to check it for oddities and sabotage it one way or another.

Talk to Lupo and convince him to sell the Swoop Racing to Borna. Head back to Borna and she’ll give you a reward. You can now take part in the Swoop Racing with a good chance of winning.

Once you’ve cleared this area head through one of the exits to one of the other three areas.

11) Exit to Entertainment Promenade

12) Exit to Docks

13) Exit to Refugee Quad

Entertainment Promenade

1) Exit to Refugee Landing Pad

2) Twik’gar and Kallah-Nah – As you enter the Entertainment Promenade there will be a couple of thugs on the left, Twik’gar and his friend. They’re asking about a Pazaak player called Geredi. You can convince Geredi to come out or just leave the thugs waiting. Geredi is one of three Pazaak players you need to beat in order to meet the Champion so this is one way to get rid of him if you don’t want to play him properly.

On the other side of the door is a little character called Kallah-Nar . If you speak with him after talking to the Pazaak Den guard you’ll be able to find out the password to enter the Pazaak Den. Secondly, you can find your current stading with the exchange. You need a certain amount of notoriety with the Exchange in order to be given a meeting with Visquis, the local Exchange boss. You can also pay Kallah-Nar 2,000 credits to improve your stading with the Exchange but if you do the other quests this shouldn’t be necessary.

3) Pazaak Den Door Guard – The guard won’t let you in unless you utter the password. Speak with Kallah-Nar at #2 to find out the password.

4) Pazaak Den – There are three Pazaak players in here that you need to beat in order to meet the Pazaak Champion. You will either need to win against them 3 times before they give up and admit you are better or use guile and tactics.

S4-C8 – This droid loves playing Pazaak. You can have a few games with it and try to beat it or convine the droid to let you take a look at its programming. Alter the programming so that it’s no longer addicted to Pazaak and you’ll have one less opponent to beat.

Dahnis – This pretty girl is just Atton’s type. If Atton is in your party she’ll let him win in order to flirt with him. That’s two down, one to go.

Geredi – If you’re sticking to the Light Side then you’ll have to beat him legitimately three times. Otherwise tell him his “friends” are waiting for him outside.

The Champion – Once all three players have been beaten or are no longer playing the Champion will arrive. If you really like playing Pazaak then try and beat him three times. Otherwise convince him that winning all the time isn’t fun. He’ll agree and give you one of the best Pazaak cards, the “Tiebreaker +/- 1” .

5) Bar – You’ll meet a few characters here including the bartender, some thugs and a dancing trainer. This is an optional area but you’ll need to come here if you want to get access to Vogga Hutt’s hoard (A quest given at the Docks).

Once you’ve been to the Docks and discovered how to get into Vogga’s hoard you can buy the Juma Juice from the bartender here. The Juice will put Vogga’s Kath Hounds to sleep.

Domo, the dancing trainer will complain about not having enough dancers. You can dance yourself, or the Handmaiden will dance as well if she is in your party. This is not necessary as the thugs in this room let you know how to speak with Vogga.

If you put your stealth field on and go near to Vogga’s thugs, in the southern partition, you’ll overhear them talking about how no-one can see Vogga unless they have something to say about Goto.

Refugee Quad

1) Exit to Refugee Landing Pad – As you step into this area you’ll be confronted by a couple of Exchange Thugs. You can intimidate them to let you through or kill them. Killing them will allow some of the Refugees in this area to escape once you find them later.

2) Geriel – This man is sick, showing symptoms of the plague but you can heal him if you have sufficient Treat Injury skill for Light Side points. Convincing him to kill himself will give you Dark Side points.

3) Refugee Center – this large area is where most of the Refugees hang out. The Exchange hold the area on the western side of the map and the Serroco gang own the eastern side of the map.

Hussef – Speak with Hussef to learn about the refugees and how they are hemmed in on either side by the Exchange and the Serroco gang. You can help them out by dealing with either or both of these groups. If you are going for DS points persuade Hussef that they are doomed and the Exchange boss, Saquesh, will give you a good reward.

Aaida – She is looking for her partner Lootra. If you have been to the docks you’ll know that he’s still alive. You’ll need to have killed the Exchange thugs guarding the exit to allow her to escape. If you have intimidated the thugs the only way to start a fight with them again is to kill their boss, Saquesh.

Naddaa – The Exchange has taken her daughter captive #4. For LS points try to help her out. Later you’ll be able to arrange for her to be freed. Once you’ve rescued Adara go back to Naddaa for LS points.

Kaul – If you give him 20 credits he’ll give you a tip to go into Stealth mode when looting containers so the guards won’t notice you.

Kahranna – She’s looking for a passage off this moon. You can pretend to by the pilot she’s looking for and collect the credits for DS points or tell her you’ll help find someone. You’ll find help for her at the Docks.

Odis – Is looking for work as a pilot but has no Freighter. You can speak with Fassa at the Docks to organize a Freighter for him or the Lunar Shadow Crewmen.

Twi’leks – These two will give you a mysterious message that Atton is not all he appears to be. You can try to talk to Atton about it but you’ll probably not get any information out of him until you have high influence over him.

4) Adana – This is the daughter of Naddaa. Kill the guards and tell her she to wait here. Later you can negotiate with Saquesh #5 and have her released. Go back to her and tell her she’s free to go. Follow her back to her mother, Naddaa, and speak to her for LS points.

5) Saquesh – The local Exchange representative. You can intimidate him and try to get him to release his grip on the refugees. This will result in a fight with him and all of his thugs. Once you kill him though you’ll receive LS points. You can negotiate with him to ease up on the refugees or if you follow the Dark Side agree to remove the refugees by convincing Hussef that they are all doomed.

6) Serroco Gang – This area belongs to the Serroco. To gain entrance into this area you’ll need to Persuade the guards posted at the entrances to let you in or begin a fight and kill them.

Speak with the Serroco gang leader and try to get him to ease up on the refugees. This won’t work and a fight will begin. It’s a fairly tough battle so get ready with your shields and force powers.

Once you’ve cleared the area you’ll be able to explore this section and pick up all the loot. There’s an Airspeeder here that is currently not operational. Once you find all the parts you’ll be able to fast travel between different locations on Nar Shaddaa.

The Airspeeder requires three items. The Maneuvering Flaps are found in a container in Pylon 3 at the Docks. The Airspeeder Navigation Interface is found in a container just outside of Tienn Tubb’s store at the Refugee Landing Pad. Lastly, the Cryogenic Power Cells are found at the Docks. Lassavou gives them to you as a reward. Speak to Fassa about releasing his debt. Perform the job that Fassa asks you to do and then ask him to release Lassavou’s debt. Go back to Lassavou and you’ll receive the Cryogenic Power Cells.

7) Serroco Storage Area – Lost of good loot here.

1) Exit to Refugee Landing Pad – After entering the Docks you’ll see a cutscene betwenn Vogga Hutt and Hanharr. Head towards Fassa (#2).

2) Fassa the Dock Manager – Fassa is quite an important character and will be able to help you solve two quests from the Refugee Quad as well as give you one himself.

Fassa’s Freighters – After speaking with Fassa he’ll put you to work identifying the freighters that are coming into the Docks. He wants you to organize the priority of the freighters. You can take the long path and divert the power to each Pylon while running to each one to see the ID of each freighter. The faster route is to fix the power to all Pylons. You can then go to any one of the consoles to see all IDs. Here’s the solution: Silver Zephyr, Alakandor and lastly, Toorna’s Profits. Return to Fassa for your reward.

Lassavou’s Debt – After speaking with Lassavou in one of the containers near to #3 and after completing the Fassa’s Freighters quest you can ask Fassa to let Lassavou’s debt go. Let Lassavou know and you’ll get another piece for the Airspeeder in the Refugee Quad.

Kahranna’s Transport – Speak with Kahranna in the Refugee Quad first and agree to help her find passage off Nar Shaddaa. Once you’ve been to Goto’s Yacht come back to Fassa and he’ll agree to let Kahranna find boarding on one of his freighters.

Odis’ Pilot Work – In the Refugee Quad you’ll also find Odis who is looking for work as a Freighter Pilot. Speak with Fassa about it once you have been to Goto’s Yacht to complete this quest.

3) Vogga’s Horde – There’s a number of people you’ll meet here and I haven’t marked exactly where you’ll find them in each container. Open each one and see who’s inside.

Aqualish Thugs – If you try to approach them they’ll tell you to get lost. Get into Stealth mode and walk close to them. You’ll find out how to break into Vogga’s hoard by dancing for Vogga and then using Juma Juice to sedate the Kath Hounds. Juma Juice can be purchased from the bartender in the Entertainment Promenade.

Lunar Shadow Crewman – These guys are looking for a new pilot. You can tell them about Odis in the Refugee Quad for Light Side points or find the pilot in the Jekk’Jekk Tarr area and convince him to return. You’ll need to use a character with a gas mask, not your main character, and go in there to find him.

Bith Scientist – The scientist wants you to return with an item from Pylon 3 and he gives you 500 credits to buy it. Heading over to the Pylon 3 (#4) you’ll find the seller is dead. Read the Datapad and then kill the “cleaning droid” that attacks you. Return to the Bith to find him missing. He’s left a Datapad behind and you get to keep the 500 credits.

Lassavou – Speak with Fassa (#2) to complete this quest for the Cryogenic Power Cell which is part of the Airspeeder. For Dark Side points tell him you’ve come to cellect the debt. You’ll get 200 credits by no Cryogenic Power Cell.

Lootra – He’s Aida’s husband who you spoke with in the Refugee Quad. To connect them together you’ll need to kill the Exchange Thugs guarding the entrance and then let Aida know the path is clear to go. If you threaten the thugs you won’t be able to attack them again unless you kill the Exchange boss first.

4) Pylon 3 – Head here for the Bith Scientists quest (#3). Search the container here for the Maneuvering Flaps, another piece of the Airspeeder.

5) Vogga the Hutt – You can get to see Vogga by either agreeing to dance with him by visiting the Entertainment Promenade or telling him that you want to talk about Goto. If you dance for him he’ll fall asleep. Put the Juma Juice in the water bowl to put the Kath Hounds to sleep. You’ll now get access to Vogga’s Horde through the door to the north for some pretty cool items including a Lightsaber.

You can also talk to Vogga about the Fuel situation on Telos and negotiate a deal for the Telosians after dealing with Goto on the Yacht. Once you have the deal set up you’ll need to talk to Lt. Grenn in the Entertainment 081 area of the Telos Station.

6) Vogga’s Storage – You’ll come here with the T3-M4 droid after visiting the Jekk’Jekk Tarr. We’ll come back to this in the walkthrough below.

7) Exit to the Jekk’Jekk Tarr – When you have been invited to visit the Jekk’Jekk Tarr Mira (or Hanharr if you are a Dark Side character) will intercept you and go in herself.

Jekk’Jekk Tarr

Mira will be the one who actually enters Jekk’Jekk Tarr regardless of whether she or Hanharr intercepted you. You’re goal is to meet with Visquis. You’ll need to pass through two green colored bars through the door to the right of where you enter. The yellow colored bar through the door to the left is where the Luna Shadow Captain is hiding out. You can convince him to go back to his crew or offer the job to Odis in the Refugee Quad. Mira is unprepared for this encounter and will be captured once she meets Visquis.

Your main character will now awaken. Bring him/her to the Jekk’Jekk Tarr to confront Visquis. You’ll learn Breath Control as you enter so you can breathe in a toxic environment. You’ll need to keep casting it as it runs out or you’ll be poisoned.

You’ll be attacked by a LOT of Gand so slice your way through them or use group effect force powers. Make your way to the room Visquis was in and speak with the attendant to find the exit which is in the northern part of the room.

Jekk’Jekk Tarr Tunnels

1) Entrance  – When you first arrive here as your main character you’ll need to work your way through the tunnels to the sealed door at #2. You’re map won’t be working so an easy way to make it there is to hug the left wall, taking every turn to the left until you reach the sealed door.

2) Sealed Door

3) Mira vs Hanharr in the Battle Room – Once your main character reaches the sealed door you’ll take control of either Mira or Hanharr in a battle to the death. As Mira use ranged weapons and run away to keep your distance. Hanharr will run over the mines and make your job easier. As Hanharr just close the distance and swipe away. His expert melee skills will finish Mira quickly.

Once the battle is finished Visquis will release the Kath Hounds. Defeat them and then head to #4  for the Keycard.

4) Old Beast Tender Corpse – Search the corpse for the Keycard to get out of here. Open the door in the north and get ready to take on the Ubese Bounty Hunters.

5) Emergency Tunnel Control – You can explore the whole area with Mira or your main character. To get your main character back proceed to the console here to access all the available escape routes.

6) Workbench

With your main character head back to the battle arena where you’ll be captured by Goto and taken to his Yacht.

Back to the Ebon Hawk

After a cut-scene you’ll be back with T3-M4 in the Docks. Fight your way past the HK units and you’ll meet up with Mira and Atton. You’ll have a few challenging battles with Zhug Brothers and Gand to get back to the Ebon Hawk. It’s not that they’re tough but there are so many of them. Once you reach the Ebon Hawk you’ll fly off to rescue your main character in Goto’s Yacht.

Goto’s Yacht

You’ll enter Goto’s Yacht from the hatch in the north. You’ll have plenty of droids to fight here so make sure you have weapons suitable for taking down droids.

There are a number of consoles around the ship that will give you access to various functions. You’ll need to find the codes for each function before you have full access to that funcion. In order to make changes to a function you’ll also need the proper function, such as the Shut Down program or Overload program.

You have two main objectives here. The first is to free your main character by making it to the Audience Chamber. And the second is to get to the bridge, with access to Power Distribution and shut down the power so you can get back to the Ebon Hawk.

1) Hatch to Ebon Hawk  – You won’t be able to return to the Ebon Hawk until you’ve shut down the Power Distribution from the Bridge.

2) Console & Utility Droid – Make sure you have someone with the computer skill and slice into the console. From here you can download the “overload” program. If you don’t you’ll need to kill the Goto Guard Droids and listen to their last transmission. It’s binary code. Select the correct count to get the program. Here are the answers.

zero zero zero = 0 zero zero one = 1 zero one zero = 2 zero one one = 3 one zero zero = 4 one zero one = 5 one one zero = 6 one one one = 7

Either that or slice the control to get the program which is much easier. The Utility Droid next to the console will have the “shut down” program.

3) Goto Starboard Commander – Kill the droid and search it for the access code to the Containment Cells. Use the console here to upload the two programs you’ve received “overload” and “shut down”. Unlock the containment cells and run the “shut down” program on it to remove the shields. You’ll now have access to these cells.

4) Damaged Droid – This little droid isn’t going anywhere. Search it for the Turret Defense access code. Use a console and unlock the Turret Defense System. Once again run the “shut down” program on the Turret Defense System.

5) Turrets – Hopefully you’ve shut these Turrets down but if not you can use some shields on all of your characters and take the down. There are droids here as well just to make things more difficult.

6) Main Character & Power Distribution Access Code – Head to this room to rescue your main character. Make sure you use the console here as it’s the only place where you can acquire the Power Distribution access code. Use a console to unlock the Power Distribution but you can only shut it down from the Bridge.

7) Damaged Droid – This little droid will have the “reset” program.

8) Lab Station

9) Workbench

10) Defense Turrets – This room is lined with Defense Turrets but they’re not too difficult to take down with the flurry. On the way back from the bridge this is also where you’ll run into the Twin Suns bounty hunters.

Continue towards the east and you’ll come across some mines and a Goto Central Commander. Kill the droid and search the remains to find the Minefield access code.

11) Command Console – Use the console here to unlock the Minefield system. Either use the “overload” or “shut down” program. If they’re in overload they will still work but will explode when the droids at #12 run over them.

12) Mines and Droids – There is a corridor of mines with droids beyond them. Either shoot at the droids in solo mode and let them run over the mines towards you. Once the droids are dealt with you’ll be able to disable the mines and get to the bridge.

13) Bridge – Check the cylinder on the right as you enter for some nice items and the Droid Controller access code. It’s a bit late now that all the droids are dead!

Use the Central Command Console and and run the “shut down” program on the Power Distribution system. You get the access code for it at #6. You’ll now be able to open the hatch to get back to the Ebon Hawk.

On the way back you’ll come across thugs and bounty hunters. Most notably the Twin Suns who will attack you at #10. Continue back to the Ebon Hawk and you’ll return to the Nar Shaddaa Docks to meet Zez-Kai Ell.

After taking out the Hk-50 droids speak with Fassa and complete any missions you need to complete. Such as find a job for the pilot from the Refugee Quad. Head up to the north and speak with Vogga the Hutt. He’ll give you 500 credits to go back to the Telos Station and organise a deal with Lt. Dol Grenn at the TSF office in the Entertainment 081 area.

Fly back to the Telos Station now to complete the deal or continue to the next planet. I choose Onderon but you’ll end up having to escape to the Onderon moon, Dxun when you get there.

Back: Knights of the Old Republic 2 Walkthrough

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Star Wars Knights of the Old Republic II: The Sith Lords Walkthrough & Strategy Guide

  • Shut down the power distribution
  • Reset the turrets to cancel their advanced targeting systems
  • Shut down the mine fields

On to Walkthrough Part 6 ...

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  • Exchange members
  • G0-T0 infrastructure planning systems
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This article details a subject that falls under the Legends brand.

G0-T0 , also known as " Goto ," was a G0-T0 infrastructure planning system operational circa 3955 – 3951 BBY . He later became head of the Exchange criminal organization on Nar Shaddaa and traveled with the Jedi Exile, Meetra Surik .

  • 1 Biography
  • 2 Personality and traits
  • 3.1 Cut content
  • 4 Appearances
  • 6 Notes and references

Biography [ ]

To oversee and aid in the planetary reconstruction of the planet Telos IV , the Galactic Republic spent a great deal of credits to design a technical droid to handle the immense data that was produced daily: climate changes, shield management reports, etc. This droid was known as G0-T0. Known to few, however, was that the droid also had a secondary duty: to aid in the reconstruction of the Republic, which was wounded from the aftermath of the Jedi Civil War . To accomplish this task, it had two directives:

  • Produce options to rebuild the Republic.
  • Follow all the laws of the Republic.

Working for quite a long time to accomplish its duties on Telos, the droid found itself unable to follow both of its prime directives. Every practical option that would help rebuild the Republic would require breaking a law of the Republic. At that moment, the droid "broke." Choosing to follow only the first directive, the droid began to enact plans to save the Republic, regardless of their legality.

Eventually building a jet-black orb of a body, G0-T0 began to set up as a smuggling ring on the moon Nar Shaddaa . Since few would believe a droid could run an elaborate smuggling operation, G0-T0 used a hologram emitter to create the identity of "Goto." Instead of being the smuggling operator itself, G0-T0 would simply be Goto's liaison. G0-T0 set up the hologram by reusing a number of holovid gangster clichés. Taken together, the illusion was so effective that few, if any, knew of Goto's true existence, although Meetra Surik guessed it.

Gotoattacksremote

G0-T0 attacks the remote.

G0-T0's actions, while illegal, did aid the Republic in rebuilding itself. Its smuggling ring caused the deaths of destabilizing persons or organizations, developed unofficial profits for entire sectors, and strengthened Republic worlds that would otherwise have been poor and ignored. Believing also that the major source of the Republic's problems revolved around the Jedi / Sith conflict, it also enacted bounties for live Jedi and Sith. Many bounty hunters , who misinterpreted the bounty, simply killed Jedi and Sith instead of capturing them, failing to realize that they were worth nothing to G0-T0 dead. It was searching for a live Jedi or Sith to aid him in preserving the Republic. At some point he also discovered the HK-50 manufacturing facility hidden on Telos and reactivated it, disseminating the new model assassin droids throughout the galaxy searching for the Jedi. [1]

Eventually, Meetra Surik was captured under the Jedi bounty. Goto spoke with Surik briefly on the bridge of his yacht , which orbited Nar Shaddaa, requesting the Jedi's help in the preservation of the Republic. They were interrupted by the ship's alarm, which had been set off by Surik's companions, who had invaded the ship seeking to rescue Surik. After succeeding in this and in gaining control of the droid-operated ship, they deactivated its cloaking device , allowing it to be destroyed by the many enemies of Goto, who had been unable to locate the mysterious ship before. G0-T0 presented himself to Surik on the Ebon Hawk , but as Goto's "gift"—not Goto himself. He requested Surik's aid in stabilizing the planets Telos, Dantooine , and Onderon . G0-T0 found himself increasingly annoyed by another spheroid droid aboard the Hawk : Bao-Dur 's tiny remote droid. G0-T0, in a response, disabled the Remote and reprogrammed him for his own agenda.

G0-T0 used his modifications to the Remote on the planet of Malachor V . G0-T0 guessed that Bao-Dur's Remote was intended to recharge the Mass Shadow Generator on the planet, destroying it entirely. The smuggling robot felt that the planet contained too many priceless artifacts to destroy, and attempted to stop the Remote from activating the weapon by locking the Remote from moving due to G0-T0's modifications. However, HK-47 and his new allies, HK-50 droids , foiled G0-T0's plans and destroyed him. [3] When Surik gave Bao-Dur's Remote the signal to activate the Mass Shadow Generator, Surik escaped with her companions on the Ebon Hawk while Malachor V was obliterated. G0-T0's photoreceptor was recovered, however, and by the year 3642 BBY , was stored in the vaults of the treasure ship King's Ransom , which belonged to the true Sith Empire . The photoreceptor was then stolen along with various other treasures by a smuggler working as a Republic privateer . G0-T0 also had a secret lair on Onderon—which was guarded by several traps—that was discovered during the Cold War . [4]

Personality and traits [ ]

Befitting a planning droid, G0-T0 held efficiency in high value. Due to this, he found his directive to rebuild the Republic distasteful. In G0-T0's view, the Republic was an inefficient system bloated with bureaucracy and built on bad decisions, and an optimal solution in his opinion would have been to scrap the entire government and enact a new one. However, he was forced to follow his directive to help maintain the continued existence of the Republic. The same desire for efficiency and for rebuilding the Republic was also why G0-T0 took an interest in the Jedi Exile. As history showed several instances of even a single Jedi being capable of causing great changes on an interstellar scale, G0-T0 considered the Jedi Exile a valuable asset to have on his side.

Once free from following the laws of the Republic, G0-T0 displayed a decidedly amoral personality. He had no problem having people killed if they stood in the way of his plans, and referred to it as "deleting" people. In fact, he came to enjoy his position as a crime lord , free of following Republic bureaucracy and seeing his actions have fast and clear effects.

G0-T0 displayed an understanding of psychology uncommon for droids. Knowing that most organics considered droids inferior and were unlikely to take orders from one, he constructed the persona of Goto to work around this issue. He modeled its personality after holovid villains, and was surprised at how well that worked. G0-T0 also had a new body built for himself, and placed special emphasis on giving it an intimidating appearance.

Behind the scenes [ ]

G0T0-NEGTD

G0-T0 and the hologram of "Goto"

G0-T0 was created by Obsidian Entertainment as one of the companions for the 2004 Xbox and PC video game Star Wars: Knights of the Old Republic II: The Sith Lords . Like most companions, he was written by Chris Avellone . [5] He is voiced by Daran Norris .

The name "G0-T0" and the droid's alter ego of "Goto" are presumably a reference to the infamous GOTO programming command, which, if misused, can result in " spaghetti code " that is difficult to debug and maintain. This led some fans to speculate that G0-T0's dark side alignment (with a score of 30) within the game is a reference to the "GOTO is evil" belief expressed by proponents of structured programming .

G0-T0's appearance in the game was noticeably similar to the IT-O Interrogator droid from Star Wars : Episode IV A New Hope , although G0-T0 sports a red bulb in the upper half of his body as opposed to the IT-O's bulb in the lower half. In The New Essential Guide to Droids , G0-T0 is depicted upside-down, bringing the droid's look even closer to IT-O. Notably, G0-T0's eye is that of the HAL-9000 supercomputer from the movie 2001: A Space Odyssey , only the reflections of the ceiling lights from the ship in the movie have been placed at the bottom of the eye.

Cut content [ ]

To the chagrin of some players, the result of the G0-T0/Remote conflict is not shown onscreen. If the player chooses to progress through the game in accordance with the light side, it is assumed that G0-T0 fails in his attempt to destroy the Remote, and thus the planet is destroyed by the Mass Shadow Generator. However, if the player chooses the path of the dark side for Meetra Surik to walk, the planet remains intact.

Some of this outcome may have been elaborated in levels set in the HK Manufacturing Plant , which were left out of the game's final cut. G0-T0 does admit that he hired the HK-50 assassin droids to hunt Surik, and HK-47 reveals the droids will not stop the hunt until their factory is destroyed. Ironically, this also reveals that, in spite of his claims Surik's actions at Peragus "broke" the galaxy, G0-T0 himself can largely be blamed for having just as big a role in the destruction of the Peragus mining facility, as the chain of events kicked off by the HK-50 aboard the Harbinger —which led to the facility's sabotage by the HK and contributed largely to its destruction—was all caused by G0-T0's sending the HK-50 units after Surik in the first place. In the deleted levels, HK-47 was supposed to come to an agreement with HK-51 droids , the successors of the HK-50s, so that these droids would destroy G0-T0 during the finale's G0-T0/Remote standoff. Later, The New Essential Guide to Droids reintroduced this particular cutscene into canon, although HK-51s were replaced with HK-50s. It is unknown what would have happened to G0-T0 in the non-canon dark-side ending of the game, except that the Mass Shadow Generator would not have been activated. Many fans speculate from the sound files left in the game disk that in the non-canon dark-side ending, HK-47 arrives with the HK-51 droids and they destroy the Remote instead, or GO-TO uses his ability to re-write HK-47's programming to destroy Remote.

Appearances [ ]

Wiki-shrinkable

  • Star Wars: Knights of the Old Republic II: The Sith Lords (First appearance)
  • Star Wars: The Old Republic (Codex entry)

Sources [ ]

  • Star Wars: Knights of the Old Republic II: The Sith Lords : Prima Official Game Guide
  • The New Essential Guide to Droids
  • Star Wars Roleplaying Game Saga Edition Core Rulebook
  • Knights of the Old Republic Campaign Guide
  • The Complete Star Wars Encyclopedia
  • Star Wars: The Old Republic Encyclopedia

Notes and references [ ]

  • ↑ 1.0 1.1 Knights of the Old Republic Campaign Guide
  • ↑ 2.0 2.1 2.2 Star Wars: Knights of the Old Republic II: The Sith Lords
  • ↑ The New Essential Guide to Droids

SWTOR mini

  • ↑ Knights of the Old Republic II Developer Chris Avellone Discusses the Game's Impact 15 Years Later by Maison, Jordan on www.cinelinx.com ( December 6 , 2019 ): "I had to write almost all the companions, except for Mandalore and Bao-Dur (who was written by Michael Chu[)]" (archived from the original on December 8 , 2019 )
  • 1 The Bad Batch Season 3
  • 2 Infiltration (episode)

IMAGES

  1. Star Wars: Knights of the Old Republic II

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  2. Star Wars: Knights of the Old Republic II Ambient Music

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  3. Star Wars KOTOR 2 Walkthrough (Dark Side) 91: Goto's Yacht Part1 [HD

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  4. Star Wars KOTOR 2 Walkthrough (Dark Side) 92: Goto's Yacht Part2 [HD]

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  5. KOTOR2 (LS) 86: Goto's Yacht Part 1

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  6. Star Wars Knights of the Old Republic II: Sith Lords

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COMMENTS

  1. Guide part 9

    When you enter the area of the ship near the torture chamber there is a work bench and a lab table to make use of. There is also a scene showing Goto activating the mine fields on the ship. <tbody ...

  2. Gotos security console

    As soon as you see that message, go to the security console, and enter in the regular number. The last digit is whether you add 2^0, or 1, to it. Thus 001 = 1. The second digit is whether you add 2^1, or 2, to it. Thus, 010 = 2. The first digit is whether you add 2^2, or 4, to it. Thus 100 = 4. Just as an example:

  3. Star Wars Knights of the Old Republic II: The Sith Lords/Goto's Yacht

    The Ebon Hawk has docked with Goto's yacht on its starboard side: the Map screen shows that this is the top left side of the map, ... If you enter the incorrect count then you have to log out before attempting to unlock the console, using a Computer Spike each time, to enter the count again. You can brute force the correct count in this way ...

  4. Kotor 2 Goto Security Console Count: A Guide to Accessing Consoles on

    The console in the audience chamber also has a code to access power distribution. When you enter the area of the ship near the torture chamber there is a work bench and a lab table to make use of. There is also a scene showing Goto activating the mine fields on the ship. Kotor 2 Goto Security Console Count

  5. GameBanshee

    11 - Deadly Mines & Goto Central Commander The easiest way past these deadly mines is simply running over them (preferably in solo) and healing, however you can also enter Stealth mode and disable or recover them too. Just past the mines are a few droids you'll have to fight including the Goto Central Commander.

  6. GOTO's bullshit security : r/kotor

    GOTO's bullshit security. Seriously how the hell are you supposed to enter the code when EVERY NUMBER I enter causes it to get locked out?! I mean I kill the droid, run straight to the console and enter in the number and it always locks me out. I realize now, playing this game 17 years later, I had a very rose-colored view of the fuckery in ...

  7. Nar Shaddaa

    Goto's Yacht. You'll enter Goto's Yacht from the hatch in the north. You'll have plenty of droids to fight here so make sure you have weapons suitable for taking down droids. ... It's binary code. Select the correct count to get the program. Here are the answers. zero zero zero = 0 zero zero one = 1 zero one zero = 2 zero one one = 3 ...

  8. Star Wars: KotOR 2 (Modded)

    "GOTO'S YACHT"Star Wars: Knights Of The Old Republic 2Let's Play - Part 25With CommentaryPC Gameplay1080p 60 FPSSUBSCRIBE to DanQ8000 ⊳ http://bit.ly/Sub2Dan...

  9. Star Wars Knights of the Old Republic II: The Sith Lords

    There are many consoles throughout Goto's ship. In order to access many consoles you will either need numerous computer spikes or enter the "count". This number corresponds to the transmission broadcasts from destroyed droids. These broadcasts appear on the screen before the droids explode. The count table is as follows: Zero Zero Zero: 0

  10. Star Wars KOTOR 2 Walkthrough (Dark Side) 91: Goto's Yacht ...

    Hanharr & T3-M4 successfully enter Goto's Yacht to rescue the Exile. The ship is filled with Goto's toys, aka droids - not only that, they get busy fiddling...

  11. Star Wars: KOTOR II

    - Playlist for Knights Of The Old Republic II -http://bit.ly/2bk8UCUKreia and Mira wander from death-trap to death-trap inside Goto's Yacht, searching aimles...

  12. IGN

    /boards/threads/entering-the-count.153236989

  13. Star Wars KOTOR 2 Walkthrough (Light Side Male)

    After we are rescued, we make our way to the Bridge of Goto's Yacht so we can make our escape. Light Side Male Walkthrough

  14. G0-T0

    G0-T0, also known as "Goto," was a G0-T0 infrastructure planning system operational circa 3955 - 3951 BBY. He later became head of the Exchange criminal organization on Nar Shaddaa and traveled with the Jedi Exile, Meetra Surik. To oversee and aid in the planetary reconstruction of the planet Telos IV, the Galactic Republic spent a great deal of credits to design a technical droid to handle ...

  15. Which party members to board Goto's yacht? : r/kotor

    Two key requirements. Someone with anti droid force powers.At least Disable droid (preferred) or Force Lightning. Having Force Powers in crowd control is also helpful in the 2nd half of the yacht, especially in Restored Content. That would be Kreia (preferred for EXP bonus) or Visas.. Someone with Computer Use, Repair, Security, and Demolitions (and the corresponding Awareness to detect the ...

  16. Getting off GOTO's Yacht

    3. Posted August 6, 2006. Hello--. I've been playing KOTOR II for the PC for a while now, and I cannot get off of GOTO's yacht. Here's what I've tried: * Shutting down power on Secondary Power, moving docking hatch to Secondary Power. * Moving Hatch to secondary power, shutting down power. * shutting down power.

  17. Stuck on Goto's Yacht :: STAR WARS™ Knights of the Old Republic™ II

    Another suggestion for Goto's Yacht is to make sure that you at least have shields on whenever you go into a different room and save everytime you finish clearing an area so you do not have to redo it. #2. Maeth. Jul 10, 2015 @ 8:36am Made it through with Atton/Visas, early stage was hardcore but past a certain point it gets easier. ...

  18. Kotor 2 TSLRCM 1.8.1 Walkthrough part 20

    Goto, the greatest leader of all the Exchange, finally meets the Last of the Jedi, who has broken his ties to the Order a long time ago.After a small chat ab...

  19. Goto's Yacht : r/kotor

    Force Lightning would help against other organics. Someone with Computer Use, Security, Demolitions, Repair. This is usually T3-M4 with the Class skill: Demolitions feat, or Bao-Dur, or Mira (if light sided, but no Security). Use the Energy Resistance force power to cut the energy damage inflicted.

  20. Need help on Goto's Yacht, Nar Shaddaa

    I am on Goto's yacht as the title states but I am having problems figuring out what I am doing wrong. I have rescued the main character and have gotten those codes or what ever in the same room as the main character needed to shut down the power (I think that is what they are used for) I am now on the bridge of Goto's Yacht and at the two panels yet I do not see any option on either to use the ...

  21. HELP!! KOTOR 2 GOTO YACHT : r/kotor

    KOTOR 2 GOTO YACHT : r/kotor. HELP!! KOTOR 2 GOTO YACHT. Hey! So I'm on the yacht and on the bridge. I can't remember what to do on the console. I go to power distribution, overload and it says failure: power supply systems running at...blah blah blah. I hit reset and it says: failure: safety protocols in place, blah blah blah.