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

How can I find the local "lost Jedi?"

  • 1 of 27: He probably won't be wandering the streets and brandishing a lightsaber, what with the big Exchange bounty that's out on all Jedi.
  • 2 of 27: So what you need to do is get to the bottom of the reason behind the bounty.
  • 3 of 27: To do that, get the Exchange leader to desire a meeting with you.
  • 4 of 27: You have to go alone, so head on down the road to the docks, where the alien bar is that Visquis wants the meeting in.
  • 5 of 27: TIP: On your way to the docks, you might want to stop by one of the merchant shops in the landing pad area (Geeda and/or Oondar) and visit the workbench in the swoop garage to see if you can upgrade anything important.
  • 6 of 27: When you approach the exit to the docks, Atton will run up and talk to you a bit, and then do something immensely stupid (going to the cantina alone instead of returning to the safety of the ship).
  • 7 of 27: After you move your Jedi forward in the docks area a bit and talk to Mira or Hanharr (depending on whether you're Light or Dark affiliated), control will switch to Atton, who gets his fool self attacked by two female Twi'lek assassins in the cantina. This is a totally sudden and unexpected kick in the face, so you probably won't be prepared for it and will likely die.
  • 8 of 27: When that and a few cut-scenes are over, you'll be in control of Mira, who's entered the Jekk'Jekk Tarr bar impersonating your Jedi.
  • 9 of 27: TIP: If you're a Dark Side character and have been helping the Exchange instead of hurting them, you will *not* want to level up Mira, even though you can at this point. Trust me on this one. If you're Light Side, you might want to level her up now, though there's really no need to yet. (If you do, level her up manually for at least one level and give her a point or two in the Stealth skill, since she won't get any if you just do the auto-level thing.)
  • 10 of 27: To get to Visquis' little trap area, head down to the first toxin room, then go through the second one to the private lounge.
  • 11 of 27: After that's over, you'll finally meet the local "lost Jedi," but he'll run off to rescue Mira before you can recover from what knocked you out earlier. Better get after him.
  • 12 of 27: TIP: Before you enter the Jekk'Jekk Tarr, you might want to return to the refugee landing pad area and see if there's anything you want to buy or upgrade for your soon-to-be character (Mira if you're Light Side, Hanharr if you're Dark Side).
  • 13 of 27: When you first enter the gassy bar, Kreia will contact you telepathically and teach you the Force power called Breath Control. As soon as you regain control, choose and use that power on the action menu and then run to attack all the piddly little guys that Visquis is using to try to weaken you for capture.
  • 14 of 27: You remember the way to Visquis' private lounge, so fight your way there room by room, using your best feats and Force powers to hurt the enemy and heal yourself as you go.
  • 15 of 27: By the time you get to the private lounge, Visquis will have beat a cowardly retreat to a secret lair of his, so now you have to figure out how to get there.
  • 16 of 27: As soon as you come knocking at Visquis' door, the game hits you with another meaningless out-of-nowhere character-switch combat that you have to win before you can progress. This time it's Mira vs. Hanharr, with you being Mira (if your Jedi is Light Side) or Hanharr (if your Jedi is Dark Side).
  • 17 of 27: After you kill off your opponent, Visquis will open the door to a kath hound cage. There are a lot of them, but you should be able to handle them using tactics similar to the previous battle. (Note that if you carefully lead your opponent to the north side of the pit before finishing him/her off, you'll be in a great position to grenade the kath hounds good when they first appear.)
  • 18 of 27: To escape the pit after you finish off the kath hounds, search the corpses in the kath hound holding cage area. One of them has a keycard you can use on the security door at the north end of the pit.
  • 19 of 27: Now you need to get to where you can let your Jedi character in, since he has no chance of opening that door you left him at from the outside. On the way, you have to deal with a bunch of powerful melee fighters called Ubese.
  • 20 of 27: Once you're back to being your old Jedi self, you'll want to thoroughly explore the base area, finishing off any leftover Ubese and picking up any extra items.
  • 21 of 27: When you're ready, head back down to the pit area where you as Mira or Hanharr started in this area. Visquis is waiting for you in the center of the pit.
  • 22 of 27: After you talk to him, a whole lot of crazy stuff happens, and you eventually regain control as T3-M4 trying to infiltrate Vogga the Hutt's droid warehouse.
  • 23 of 27: When you're talking to Tienn Tubb about the transponder code, choose any option -- they'll all work. Then you get to choose which two people to take aboard Goto's yacht. (This game just keeps springing that kind of thing on you without any warning, doesn't it?)
  • 24 of 27: TIP: Mira or Hanharr (whichever one you got to be earlier) is a good choice to start with. I also like Visas Marr for this, since I gave her one of the double-bladed lightsabers I found along the way, and she's good with it and with Force powers. (T3-M4 is also a really good choice if you have the renewable shield unit, and also because of his tech skills.)
  • 25 of 27: After your Jedi has an interesting talk with Goto, your two chosen party members will be able to start exploring the ship.
  • 26 of 27: When you escape, Goto's marauder ship is destroyed, and Goto is gracious enough about it to give you a droid companion named G0-T0 as a gift.
  • 27 of 27: After that, you *finally* get to meet with the local "lost Jedi," Zez-Kai Ell, and can either talk to him and invite him to the meeting on Dantooine (Light Side) or kill him (Dark Side). Either way, you'll learn a useful new lightsaber form.