Star Wars Knights of the Old Republic II: The Sith Lords promotional game artworkGame-specific promotional, cover or archival artwork

IDS GAME DOSSIER / Released

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

KOTOR II uses a damaged postwar galaxy to question Jedi authority, Sith ideology, trauma, dependence, and the morality of influence. Companion relationships and alignment systems turn philosophical disputes into mechanics that respond to player behavior.

Released2004
GenreRole-playing game
ContinuityLegends
Play asJedi Exile

PLAYER GUIDE / PICK YOUR NEXT STEP

Choose your next step

Use the opening Peragus sequence to practice checking containers, terminals and environmental clues.

Verified source: Game reference ↗

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60-SECOND GAME BRIEF / START HERE

Know the game in three moves

  • 01 / YOUR ROLEWho you play

    Jedi Exile

  • 02 / INFORMATIONWhat to know next

    Start by learning how character choices, equipment, companions and mission conversations shape the next objective.

  • 03 / GAME STYLEWhat to expect

    Role-playing game

Jump to the illustrated player guide →

FIELD MANUAL / START PLAYING

Your first mission briefing

Practical orientation for this particular title. Instructions are not presented as a verified step-by-step walkthrough or as a substitute for edition-specific controls.

01 / START HERE

Use the opening Peragus sequence to practice checking containers, terminals and environmental clues.

02 / AVOID A WRONG TURN

Read the influence and alignment consequences of major companion conversations before committing to a decision.

03 / KEEP YOUR BEARINGS

Keep multiple saves: equipment, companion choices and branching planet sequences can alter later encounters.

PLAYER ORIENTATION / YOUR FIRST SESSION

How to approach the game

01 / Getting started

Know your next objective

Start by learning how character choices, equipment, companions and mission conversations shape the next objective. Check your journal and map before travelling, and save before consequential encounters.

02 / Read the world

What to pay attention to

Pay attention to which factions allow access, which allies supply information and how skills or reputation alter the options available.

03 / Story position

Your role

The playable perspective recorded for this title is Jedi Exile. Its story context is Jedi Exile and the Sith Triumvirate.

Controls and available objectives can vary by game version.

PLAYER GUIDE / GAME-SPECIFIC DIRECTIONS

KOTOR II: 37 wayfinding checkpoints from Peragus to Malachor V

Follow a full first-play story roadmap from the Peragus investigation to the final meeting in Trayus Academy. The fixed Peragus and Telos opening is followed by a flexible search for four Jedi Masters. The guide distinguishes required return visits, optional Korriban exploration and TSLRCM-only content so a different game edition will not send you to a nonexistent quest.

  1. 01 / USE THE JOURNAL

    Find the required task rather than exploring randomly

    The earliest areas on Peragus require collecting information and using nearby panels. Read new journal entries after major discoveries. The task is often opening a controlled route, restoring access, or reaching a named facility, not finding an always-visible quest arrow.

  2. 02 / USE PARTY AND DROIDS

    Check which character can interact with a device

    An Exile, companion, or temporarily controlled droid may handle a different section of the map. Look at party and terminal options before assuming a locked path is a dead end. Save frequently around character-switching sequences.

  3. 03 / MANAGE SKILLS

    Treat Security, Computer Use, Repair and dialogue as progression tools

    Combat matters, but KOTOR II also rewards noncombat skills. Examine any locked console or door for skill-based approaches, relevant spikes or parts, and companions with better specialized skills.

  4. 04 / CHECK INFLUENCE

    Conversation choices can unlock or close personal discussions

    Companion Influence affects how party members respond to the Exile and what personal information they reveal. Consult their conversations after significant events rather than exhausting one dialogue tree and never talking again.

  5. 05 / CHOOSE PLANETS

    Understand the difference between story leads and fixed order

    The Peragus and Telos opening is relatively structured; the following Jedi search permits meaningful order changes. A guide that prescribes one exact planet order is often recommending a build or speedrunning route, not stating a universal progression requirement.

  6. 06 / NOTE GAME EDITIONS

    Keep original and restored-content directions separate

    The Sith Lords Restored Content Mod (TSLRCM) adds or alters dialogue and sequences. Before using a detailed walkthrough, check whether it assumes the unmodified game or the restored version. Do not apply a mod-only location to an unmodified save.

Search all 37 KOTOR II story and location checkpoints

Choose the relevant checkpoint below. Peragus and Telos must come first. After the Secret Academy, use the Jedi-search branch hub to select any unfinished world. This index suggests Dantooine, Nar Shaddaa, Dxun/Onderon, then Korriban, but the game permits other orders. Onderon's second visit requires a later message; the Korriban Secret Tomb is optional. TSLRCM's HK factory is a mod-only conditional chapter, not a universal main quest.

Showing 37 of 37 missions

  1. MISSION 1 OF 37

    01 · Ebon Hawk prologue (optional tutorial)

    The optional opening tutorial puts you in control of T3-M4 aboard a damaged Ebon Hawk. Repair the available systems and inspect the ship's components to learn the droid, security and repair interfaces. If you skip the prologue at character creation, go directly to the Peragus medical-bay checkpoint; skipping the tutorial does not skip the main story.

    NEXT STORY CHECKPOINT →↑ BACK TO MISSION INDEX
  2. MISSION 2 OF 37

    02 · Peragus: awaken in the Medical Bay and meet Atton

    After waking on Peragus, examine the medical room and nearby terminals for records of the mining station disaster. Reach the Administration Level and meet Atton Rand in his holding cell. Speak with him and use the available controls to release him. Your next goal is to restore access to areas that the emergency lockdown has sealed.

    ROOM-BY-ROOM: WHERE TO GO NEXT
    Medical Bay

    Use the Medical Computer beside the kolto tanks. Review the patient records and select the function that opens Medical Storage and the Morgue.

    Morgue

    Search the corpse on the slab opposite the entrance. Equip the Plasma Torch you find there, then leave by the damaged south passage.

    Broken corridor door

    Bash the damaged door with the Plasma Torch. Fight or bypass the first mining droids, then take the eastern administration corridor.

    Security Desk and Administration Center

    Read the nearby security recordings, pass the mining-droid ambush and reach the main Administration Computer. Open the prison-cell door from this console.

    Atton's cell and return to console

    Speak to Atton inside the opened cell. Once he joins, go back to the Administration Computer and use its Hangar Bay 25 connection to contact T3-M4.

    NEXT STORY CHECKPOINT →↑ BACK TO MISSION INDEX
  3. MISSION 3 OF 37

    03 · Peragus: T3-M4 and the Mining Tunnels

    Use the story's control changes and recovered droid access to open sealed station routes. From Administration, move toward the mining area and collect the breath mask and usable equipment before entering hazardous passages. Work through the mining tunnels by checking door panels, access codes and security consoles rather than assuming each visible locked door can be bashed down.

    ROOM-BY-ROOM: WHERE TO GO NEXT
    T3-M4: Hangar storage

    Once control switches to T3-M4, search the Hangar Bay storage room for useful parts and droid equipment. Take the western door and follow the ramps down toward the Fuel Depot.

    T3-M4: initial Fuel Depot

    Search broken droids and the reachable corpse for equipment and mines. The Ebon Hawk is not accessible yet; return up the ramp rather than hunting for a hidden boarding ramp.

    T3-M4: Hangar Control console

    At the Ebon Hawk hangar, repair the damaged Hangar Control panel with a Part. Open Emergency Control Commands and run the damaged-systems diagnostic using Repair.

    T3-M4: reroute emergency commands

    Reroute subsystem controls to the Fuel Depot terminal. Check Emergency Sub-Systems and spend a Computer Spike to open the Fuel Depot blast door if required.

    T3-M4: Fuel Depot emergency hatch

    Walk through the newly opened route into the Fuel Depot. At the terminal, bring up Emergency System Schematics and select the emergency hatch that opens Peragus Administration Level. Control returns to the Exile and Atton; the Mining Tunnels entrance should now be accessible.

    NEXT STORY CHECKPOINT →↑ BACK TO MISSION INDEX
  4. MISSION 4 OF 37

    04 · Peragus: the Fuel Depot and HK-50

    Reach the Fuel Depot and investigate the protocol droid HK-50, its explanations, and related terminal records. Collect any relevant sonic imprint or access clues. Clear the droid resistance and examine power and fuel machinery for a way toward other station sections. The point of this segment is restoring station access, not killing every stationary mining droid.

    ROOM-BY-ROOM: WHERE TO GO NEXT
    Return to Administration corridor

    With the emergency hatch open, return to the previously sealed passage near the corridor leading into the Mining Tunnels. This is the unlocked route, not the earlier blocked exit to the Dormitories.

    Mining Tunnels entry

    Take the Safety Harness, Mining Shield and available survey gear from the entrance containers. These help against environmental damage and droid attacks in the next tunnels.

    First tunnel and heated blast section

    Travel west past the damaged repairable droid, then loop east around the mining droids. Cross the superheated blast corridor quickly rather than trying to wait for all heat damage to stop.

    Central walkway and field console

    At the open chamber with a central walkway, operate its console to lower the force fields in the corners. Optional southwestern salvage is behind a damaged door that can be breached with the Plasma Torch.

    Eastern exit to Fuel Depot

    Return to the central chamber after any optional salvage. Avoid or disarm the southern mines, then take the eastern passage that winds around to the Fuel Depot entrance.

    NEXT STORY CHECKPOINT →↑ BACK TO MISSION INDEX
  5. MISSION 5 OF 37

    05 · Peragus exterior: cross to the Dormitories

    Follow the available path onto the asteroid exterior and toward the workers' dormitories. Equip an environment suit when the sequence requires it and use the station's exterior path markers. Inside the dormitory area, look for terminals with recordings from the miners and information about why the dormitory sections were locked down.

    ROOM-BY-ROOM: WHERE TO GO NEXT
    Fuel Depot: HK-50 and corpse

    At the north entrance, speak with HK-50 near the corpse and ask about the missing miners. His ability to imitate a miner's voice matters for the airlock security system.

    Workbench room: Sonic Imprint Sensor

    Cross the corridor into the workbench room and search the container for the Sonic Imprint Sensor. Without the sensor, the locked airlock may seem to be a dead end.

    Return to HK-50 for voice recording

    Speak to HK-50 again with the sensor and obtain a recording of his miner-voice imitation through the available dialogue or skill option. The recording is used at a later console, not at the airlock door itself.

    Southern and eastern Fuel Depot corridors

    Leave the HK-50 area toward the south and clear the hostile mining droids. Continue east while dealing with the floating mines from outside their blast radius.

    Voiceprint console, spacesuit and airlock

    At the appropriate console, replay the captured miner voiceprint to unlock the airlock. Retrieve the Space Suit from the nearby storage locker, equip it and proceed onto the Asteroid Exterior walkway.

    NEXT STORY CHECKPOINT →↑ BACK TO MISSION INDEX
  6. MISSION 6 OF 37

    06 · Peragus Dormitories: read the logs and lift the lockdown

    Search the east and west dormitories and examine the log entries that contain the necessary codes. Use the dormitory security console to disable the emergency conditions and clear the access back toward Administration. Check the reversed-code clue rather than endlessly attempting an unrelated mining-tunnel lock. Return through the unlocked turbolift route.

    ROOM-BY-ROOM: WHERE TO GO NEXT
    Asteroid Exterior entrance

    Exit the Fuel Depot only after unlocking the voiceprint airlock and equipping the Space Suit. The asteroid exterior is a linear walk to the Dormitories rather than an explorable mining network.

    Exposed walkway

    Keep moving along the outer path and stay away from the hazardous fuel vents near the wall. Atton's radio conversation triggers partway through the crossing; continue forward after it.

    Dormitory airlock

    Watch the Harbinger's arrival during the traverse, then use the far airlock to enter the Dormitories. You do not board the Harbinger from the exterior walkway; its route becomes accessible later from Administration.

    NEXT STORY CHECKPOINT →↑ BACK TO MISSION INDEX
  7. MISSION 7 OF 37

    07 · The Harbinger: crew decks and engine route

    Back in the active station area, follow the story into the Republic vessel Harbinger. Explore the crew and medical passages, collect useful equipment, and follow the path through the engine-level connection. Darth Sion and Sith assassins threaten the escape; focus on reaching the next accessible door and station route rather than attempting to clear the ship permanently.

    ROOM-BY-ROOM: WHERE TO GO NEXT
    Dormitory entry and frost turrets

    Pass the first room with the workbench and deal with the cold-damage turrets along the corridor. Use energy shields and healing as needed; you must reach the Shift Assignment console deeper inside.

    Shift Assignment terminal

    Repair or slice the terminal. Check the camera for the West Dormitory and shut down its poisonous ventilation if you have enough spikes; then end the Dormitory Emergency Lockdown to open the next door.

    Refectory and dormitory logs

    Search the dining area and both dormitory wings for miners' datapads. Examine the Administration Officer's holovids and the mining-console transmission to identify the five-symbol sequence.

    Code interpretation

    The original symbol values are 3, 17, 13, 5, 7. The code was reversed after lockdown, so enter 7, 5, 13, 17, 3 at the turbolift console, or use the automatic Intelligence option if it appears.

    Turbolift back to Administration

    After unlocking the lift, return to the Administration Level. Kreia rejoins, and the route leads to Atton and the HK-50 confrontation before you can continue to the Harbinger.

    NEXT STORY CHECKPOINT →↑ BACK TO MISSION INDEX
  8. MISSION 8 OF 37

    08 · Peragus escape: Ebon Hawk hangar and turret battle

    After crossing the Harbinger and reconnecting with your companions, make for the station hangar and the Ebon Hawk. Complete any remaining required terminal or door interaction that opens the hangar. During the departure, use the Ebon Hawk turret to fend off Sith attackers. Once free of Peragus, talk to Kreia and inspect the ship before selecting Telos at the Galaxy Map.

    ROOM-BY-ROOM: WHERE TO GO NEXT
    Administration: reunite the party

    After the dormitory lift, collect Kreia, return toward Atton and prepare for the HK-50 fight. Ion grenades and droid-disabling attacks are useful. Loot its remains for the HK Vocabulator.

    Administration communications

    Use the central Administration Computer to communicate with T3-M4 as the sequence allows. Follow the newly active station door to the Harbinger Command Deck rather than revisiting the now-completed Dormitory exterior walk.

    Harbinger Command Deck

    Explore the reachable Command Deck rooms for logs and equipment, then follow the ship connections into the Crew Quarters. Read the map names to distinguish the Harbinger decks from Peragus Administration.

    Harbinger Crew Quarters and Engine Deck

    Move from the Crew Quarters into the Engine Deck while dealing with Sith assassins. Avoid unnecessary dead-end rooms if your goal is to return to the station and reach the ship hangar.

    Return to station and launch

    Cross the Harbinger Engine Deck connection back toward Peragus and the Ebon Hawk hangar. Open the remaining passage with its local control as required, board the Ebon Hawk and complete the ship's turret-defense escape.

    NEXT STORY CHECKPOINT →↑ BACK TO MISSION INDEX
  9. MISSION 9 OF 37

    09 · Telos Citadel Station: TSF custody and recovered equipment

    The Ebon Hawk is impounded when you arrive at Citadel Station. Follow the TSF interrogation and residential-module sequence until you are free to move. Visit the TSF office and reclaim confiscated items from its storage lockers; re-equip your party before taking combat assignments. Ask about the stolen ship and the restoration effort to open the main station leads.

    NEXT STORY CHECKPOINT →↑ BACK TO MISSION INDEX
  10. MISSION 10 OF 37

    10 · Telos Citadel: Ithorians or Czerka contract

    Choose whether to help Chodo Habat's Ithorians or Jana Lorso's Czerka operation. Visit the appropriate compound in the residential or entertainment modules and pursue its droid-transfer and corporation objectives. These are competing approaches with different rewards and alignment implications, not two compulsory quest chains. Continue toward the Exchange contact and the shuttle arrangements once your chosen faction's work permits it.

    NEXT STORY CHECKPOINT →↑ BACK TO MISSION INDEX
  11. MISSION 11 OF 37

    11 · Telos Citadel: Exchange dispute and planetary shuttle

    In the Entertainment Module, speak with Luxa about Loppak Slusk and the Exchange, then enter the Bumani Exchange offices after the necessary authorization. Resolve the confrontation according to your chosen approach and return to the appropriate Ithorian or Czerka contact. When the transport to the surface is available, take the shuttle; unused station bounties can wait.

    NEXT STORY CHECKPOINT →↑ BACK TO MISSION INDEX
  12. MISSION 12 OF 37

    12 · Telos Restoration Zone: follow Bao-Dur to the Czerka site

    The shuttle crashes in the restoration zone, where Bao-Dur joins the Exile. Keep him in the party for obstacles that require his field skills. Follow the outdoor paths past cannoks, scavenged equipment and mercenary patrols toward the Czerka excavation site. Look for the route into the Old Military Base after learning where another shuttle may be located.

    ROOM-BY-ROOM: WHERE TO GO NEXT
    Surface shuttle crash

    After the Citadel Station shuttle crashes, recruit Bao-Dur and keep him in the active party. Follow the Restoration Zone canyon path; he is needed for shield barriers later in the underground base.

    Restoration Zone toward the Czerka Site

    Continue past cannoks, mercenaries and sentry droids; you can safely leave mined salvage caches for later. Use shields against the mercenary blasters and make for the exit to the Czerka excavation site.

    Czerka landing pad and entrance

    At the Czerka Site, defeat the mercenary guard, investigate the landing-pad computer for the Shield Network clue, and enter the Underground Base through its marked doorway.

    NEXT STORY CHECKPOINT →↑ BACK TO MISSION INDEX
  13. MISSION 13 OF 37

    13 · Telos Old Military Base: reactor, ignition codes, orbital shuttle

    Enter the underground base from the Czerka site. Use Bao-Dur against energy barriers and security consoles against the gas vents and turrets. Find the Reactor Control terminal and activate the reactor; then revisit the droid-charging area for the orbital shuttle's ignition codes. Return to the Shuttle Bay, defeat the tank droid and open the hangar doors to travel to the Polar Plateau.

    ROOM-BY-ROOM: WHERE TO GO NEXT
    Underground Base entrance

    From the Czerka Site door, clear the initial turrets, watch for poisonous floor vents, and select Bao-Dur to bash the energy shields. The door to the orbital shuttle is visible earlier than you can use it.

    Security room: shut down gas

    Use the Security Control console to deactivate the poison-gas vents and optionally reduce turret threats. Nearby workbench and lab rooms are useful but not part of the shuttle lock sequence.

    Droid Charging Room: remember this room

    Enter the room lined with charging military droids. Use its console to overload the charging stations if desired. The door into the small ignition-code room is still sealed until the reactor is online.

    Reactor Control: first required objective

    Continue past the damaged HK droid corridor to the Reactor Control room and turn the reactor on. Expect nearby turrets to activate. The same action also unlocks the droid-charging side room and releases a Tank Droid by the shuttle.

    Backtrack to droid charging: get codes

    Return to the Droid Charging Room, enter the now-open side door and search the footlocker inside. The datapad contains the orbital shuttle ignition codes; simply turning on the reactor is not sufficient.

    Bay Control: open hangar doors

    Go to the Bay Control terminal and explicitly select the option to unlock the hangar doors. If the shuttle remains inaccessible, confirm that both the ignition-code datapad and hangar-opening action are complete.

    Shuttle Bay: Tank Droid and departure

    Return to the shuttle, defeat the Tank Droid with ion weapons or grenades and shields, then board the orbital shuttle for the Polar Plateau. The sealed military sublevel is not the main route to the shuttle.

    NEXT STORY CHECKPOINT →↑ BACK TO MISSION INDEX
  14. MISSION 14 OF 37

    14 · Telos Polar Plateau: Atris and the Secret Academy

    Defeat or evade the HK-50 units on the snowy approach and enter Atris's secret academy. Speak with Atris about the Exile's history and seek out Atton, Kreia and T3-M4 in the academy holding areas. Retrieve the companions before leaving. Return to the Ebon Hawk; the Galaxy Map now opens the main Jedi search across several worlds.

    ROOM-BY-ROOM: WHERE TO GO NEXT
    Polar Plateau landing

    The shuttle lands in snow near a group of HK-50 droids and floating mines. Target the droids one by one and handle mines carefully before approaching the academy's entrance.

    Atris's Secret Academy

    After the discussion with Atris, search for the cells holding Kreia and Atton, and retrieve T3-M4 from his restricted area. Atris's Meditation Chamber is not the next objective on this early visit.

    Ebon Hawk and selectable Jedi worlds

    Once all companions are recovered and required conversations conclude, return to the Ebon Hawk. The Galaxy Map opens the search for Jedi Masters; choose any unresolved world at the guide's mission-step-15 branch hub.

    NEXT STORY CHECKPOINT →↑ BACK TO MISSION INDEX
  15. MISSION 15 OF 37

    15 · Select your Jedi-search planet (branch hub)

    From the Ebon Hawk, choose an unresolved lead: Dantooine for Master Vrook, Nar Shaddaa for Master Zez-Kai Ell, Dxun and Onderon for Master Kavar, or Korriban for clues to Master Lonna Vash. The displayed order in this IDS index is an accessible recommendation, not a fixed requirement. After a planet's resolution, come back to this hub to select another unfinished lead.

    Dantooine / Vrook →Nar Shaddaa / Zez-Kai Ell →Dxun and Onderon / Kavar →Korriban / Vash →All Jedi leads resolved? Rebuilt Enclave →↑ BACK TO MISSION INDEX
  16. MISSION 16 OF 37

    16 · Dantooine: Khoonda and the ruined Enclave

    Land near Khoonda, speak with Administrator Adare and follow the mercenary disturbances toward the ruined Jedi Enclave. Enter the Enclave Sublevel and search its rooms for clues about Master Vrook and the salvagers. The Crystal Cave is a separate destination; do not assume the first Enclave entry will produce the meeting with Vrook.

    Continue the Crystal Cave →↑ BACK TO MISSION INDEX
  17. MISSION 17 OF 37

    17 · Dantooine Crystal Cave: find Vrook and the personal crystal

    Leave Khoonda toward the plains and enter the Crystal Cave. The kinrath chambers contain lightsaber crystals, including the player's named crystal. Once the Enclave investigation advances, locate the mercenary camp within the cave and deal with the detained Vrook according to your character's choices. His storyline leads back toward the defense or assault of Khoonda.

    Return to Khoonda →↑ BACK TO MISSION INDEX
  18. MISSION 18 OF 37

    18 · Dantooine: Khoonda defense or mercenary assault

    Return to Khoonda and decide whether to support the settlers' defense or the attacking mercenaries. Preparation can involve turrets, mines, doors and conversation-based assistance; the available setup changes with earlier actions. Fight the battle and resolve the confrontation involving Vrook. Dantooine's first major Jedi thread is then complete, but the rebuilt Enclave gathering belongs near the endgame.

    Choose an unfinished Jedi world →All Jedi leads complete? Rebuilt Enclave →↑ BACK TO MISSION INDEX
  19. MISSION 19 OF 37

    19 · Nar Shaddaa: landing pad and Exchange attention

    Land at the Refugee Landing Pad and move toward the Entertainment Promenade, Docks and Refugee Quad. Investigate Goto's Exchange presence and local bounty hunters. Your actions and quest completions attract the Exchange's attention; the main Nar Shaddaa storyline does not start from one universal visible marker. Check messages and the Ebon Hawk after advancing local contacts.

    Follow the Refugee Quad leads →↑ BACK TO MISSION INDEX
  20. MISSION 20 OF 37

    20 · Nar Shaddaa: Refugee Quad and the Jekk'Jekk Tarr lead

    In the Refugee Quad, speak with Hussef and inspect the Exchange and Serroco-controlled sides of the camp. Resolve enough of the central disputes and other local affairs to draw out a message concerning Visquis. Atton's influence story also has opportunities here, so bring companions as appropriate. Once the invitation arrives, prepare for the toxic Jekk'Jekk Tarr.

    Enter Jekk'Jekk Tarr when invited →↑ BACK TO MISSION INDEX
  21. MISSION 21 OF 37

    21 · Nar Shaddaa: Jekk'Jekk Tarr and the tunnels

    The invitation triggers a series of character changes. Mira or Hanharr may appear depending on alignment. Follow the controlled character through the Jekk'Jekk Tarr and then the Exile's route into the toxic club; use Breath Control when granted. Work through the tunnels toward the arena and the encounter with Visquis. Search a fallen beast handler for access if the arena doors remain locked.

    Rescue the Exile from Goto →↑ BACK TO MISSION INDEX
  22. MISSION 22 OF 37

    22 · Nar Shaddaa: recover the Exile from Goto's Yacht

    After the bounty hunter sequence, your companions must work back to the Ebon Hawk and board Goto's Yacht to rescue the Exile. Assemble a capable droid-fighting party, reach the Audience Chamber, and use the ship's terminals with obtained access programs to disable security functions. Recover the Exile, shut down the yacht's relevant systems and escape. Resolve the associated Zez-Kai Ell dialogue before choosing another planet.

    ROOM-BY-ROOM: WHERE TO GO NEXT
    Docking hatch: choose the rescue party

    The Exile is captive, so choose two companions suited to fighting security droids and using Computer Use or Security. Board from the Ebon Hawk docking hatch. The return hatch remains unusable until the yacht's power distribution is shut down.

    First docking room: obtain Shut Down program

    Search the Utility Droid near the entry room to download the Shut Down program. An adjacent security console may also provide Overload, but Overload is not required to finish the ship.

    Starboard commander: containment access

    Defeat the Goto Starboard Commander and collect the Containment Cells access code. At a regular Command Console, upload Shut Down, unlock the containment subsystem using its code, and run Shut Down on the cells.

    Damaged utility droid: optional turret access

    Inspect the newly accessible damaged droid in the starboard cells for the Turret Defense access code. Unlock that subsystem on a Command Console and optionally run Shut Down or Overload to make the interior turret-and-droid room safer.

    Audience Chamber: free the Exile

    Advance past the defenses to the Audience Chamber, free the Exile and inspect the Auxiliary Console in this room. Collect the Power Distribution access code before leaving; this is the indispensable code for the final shutdown.

    Central Command and minefields

    Proceed toward the yacht's central control and exterior defense areas. The Goto Central Commander has the optional Minefield access code; unlock and shut down the minefield through a Command Console, or use stealth and Demolitions to cross safely.

    Bridge: perform the only required shutdown

    Reach the primary Bridge Command Console. In the Program Library upload the Shut Down program, unlock the Power Distribution system with the Audience Chamber code, then select the Power Distribution system and run Shut Down here. Other consoles cannot complete this final operation.

    Escape to the Ebon Hawk

    Once power distribution shuts down, retrace the path toward the docking hatch. New attackers, including bounty hunters and the Twin Suns, can appear on the return. Defeat or bypass them to reach the Ebon Hawk; the Nar Shaddaa story then resumes.

    Choose an unfinished Jedi world →All Jedi leads complete? Rebuilt Enclave →↑ BACK TO MISSION INDEX
  23. MISSION 23 OF 37

    23 · Dxun: find the Mandalorian camp

    Travel to Onderon in the Galaxy Map; the approach forces a landing on the moon Dxun. Leave the Ebon Hawk and push through the jungle past cannoks, beasts and bounty hunters. Locate the Mandalorian Camp and speak with Mandalore and his soldiers. Complete the initial camp tasks needed to obtain Mandalorian assistance and transport to Iziz on Onderon.

    Go to Iziz →↑ BACK TO MISSION INDEX
  24. MISSION 24 OF 37

    24 · Onderon Iziz: clear Dr. Ghent and arrange the meeting

    Arrive at the Iziz spaceport and follow the investigation surrounding Doctor Dhagon Ghent. Seek testimony and evidence from the cantina, authorities and related contacts, and resolve Ghent's detention so he can arrange a meeting with Master Kavar. Visa disputes and political tasks can change your alignment but are not all required for the Kavar encounter.

    Meet Kavar →↑ BACK TO MISSION INDEX
  25. MISSION 25 OF 37

    25 · Onderon first visit: meet Kavar and wait for the summons

    Follow Ghent's introduction and speak with Kavar before the situation escalates. Leave Iziz when the confrontation forces a retreat to Dxun. Onderon's civil-war finale is not immediately available: Mandalore's people will send a message after enough other story progress. Finish at least another Jedi-world thread if Kelborn has not yet contacted you, then return to the ship to check messages.

    Finish another Jedi-world lead →Kelborn has summoned you? Return to Dxun →↑ BACK TO MISSION INDEX
  26. MISSION 26 OF 37

    26 · Korriban: Valley of the Dark Lords and Sith Academy

    Land in the Valley of the Dark Lords and enter the abandoned Sith Academy. Search its training and computer rooms for records of Master Lonna Vash, obtain the necessary console credentials, and examine the locked sections. Prepare for the scripted confrontation with Darth Sion. When Kreia urges retreat, leave the Academy instead of treating the confrontation as an ordinary boss victory.

    Academy complete? Choose another Jedi world →Optional: enter Secret Tomb if aligned →↑ BACK TO MISSION INDEX
  27. MISSION 27 OF 37

    27 · Korriban Shyrack Cave and Secret Tomb (optional)

    The Shyrack Cave branches off the valley and contains an optional Secret Tomb. Entry requires sufficiently strong alignment toward the light or dark side; a neutral Exile may be unable to enter. Inside, the visions test earlier decisions and you may face dangerous Force-based fights. Finish the visions if eligible, but do not mistake the cave for a compulsory requirement to complete the main Jedi search.

    Leave Korriban for another Jedi world →All Jedi leads complete? Rebuilt Enclave →↑ BACK TO MISSION INDEX
  28. MISSION 28 OF 37

    28 · Return to Dxun: Sith Tomb strike team and palace mission

    When Kelborn's message arrives, travel back to Dxun and enter the Mandalorian Camp. Choose a three-person party for the Sith tomb operation in the jungle and a separate group to accompany the Exile into the Onderon palace mission. Advance the strike team's mission through the mines and sensors, then follow the game as it switches between both operations.

    Advance Onderon palace operation →↑ BACK TO MISSION INDEX
  29. MISSION 29 OF 37

    29 · Onderon second visit: palace battle and Kavar's resolution

    During the civil war, advance through Iziz's contested districts toward the Royal Palace. Clear the palace defenses and confront the leadership dispute between Queen Talia and General Vaklu. Resolve the encounter with Master Kavar according to prior political choices and alignment. Once both Dxun and Onderon operations have finished, return to the Ebon Hawk and complete any remaining Jedi-world searches.

    Finish any remaining Jedi-world leads →All Jedi leads complete? Rebuilt Enclave →↑ BACK TO MISSION INDEX
  30. MISSION 30 OF 37

    30 · Dantooine revisited: rebuilt Jedi Enclave meeting

    After resolving the accessible Jedi Master stories, return to Dantooine and approach the rebuilt Jedi Enclave from the courtyard. Make a permanent save and finish desired companion conversations before entering the council chamber. Kreia's and the Jedi Masters' confrontation changes with earlier actions. Follow the resulting story direction to Atris rather than searching for another playable Star Map.

    Return to Atris on Telos →↑ BACK TO MISSION INDEX
  31. MISSION 31 OF 37

    31 · Telos return: confrontation with Atris

    Return to the Polar Academy and proceed to Atris's meditation chamber, previously inaccessible during the opening visit. Confront Atris and follow the major dialogue and battle sequence. When the story turns to the Sith attack on Citadel Station, return to the Telos orbital modules for the final defense and the route toward the Ravager.

    Defend Citadel Station →↑ BACK TO MISSION INDEX
  32. MISSION 32 OF 37

    32 · Telos Citadel siege: reach the Ravager transport

    Travel through Residential 082 and Entertainment 081 while TSF forces defend the station from Sith attackers. Help open the main corridors and move toward the Docking Module transport marked for the boarding operation. Visas and Mandalore are useful for the upcoming capital-ship mission. If TSLRCM triggers its HK-47 factory detour, complete that distinct sequence; it is absent from unmodified KOTOR II.

    TSLRCM players with factory quest →Vanilla or no factory quest? Board Ravager →↑ BACK TO MISSION INDEX
  33. MISSION 33 OF 37

    33 · TSLRCM only: HK-47 and the HK-50 factory

    This checkpoint is available only with The Sith Lords Restored Content Mod and only if HK-47's factory quest was unlocked beforehand. Rebuild HK-47, investigate his sonic sensor dialogue and defeat enough HK-50 squads for the journal to advance before the late-game cutoff. When the factory sequence triggers, control HK-47 alone, investigate the factory and resolve its droid systems. Vanilla players skip this checkpoint entirely.

    Continue to Ravager →↑ BACK TO MISSION INDEX
  34. MISSION 34 OF 37

    34 · The Ravager: plant proton cores on the ship

    Board the Ravager during the assault on Telos; Mandalore is part of the proton-core operation. Move through the Command Deck, plant the assigned charges, and revisit the location where one charge fails. Follow the ship map for the substitute charge and remaining open routes. Sith defenders are numerous, so conserve healing and useful equipment for the bridge confrontation.

    Reach the Ravager bridge →↑ BACK TO MISSION INDEX
  35. MISSION 35 OF 37

    35 · The Ravager: confront Darth Nihilus and evacuate

    Reach the Ravager bridge and confront Darth Nihilus with the required companions. Visas's role in this sequence makes her a sensible party choice. After the confrontation, complete the outstanding proton-core task and follow the ship's escape route. The departure closes the Telos assault and leads toward the final confrontation on Malachor V.

    Continue to Malachor V →↑ BACK TO MISSION INDEX
  36. MISSION 36 OF 37

    36 · Malachor V: Surface, Depths and optional mod scenes

    After the Ebon Hawk crashes, guide the Exile across the storm-beast-filled Surface to the exit for the Depths and then the Trayus Academy entrance. Watch the path markers and avoid needless fights away from the accessible canyon routes. Versions with restored content can add companion and Remote sequences, including the Mass Shadow Generator; the base game's finale does not use all of those scenes.

    Enter Trayus Academy →↑ BACK TO MISSION INDEX
  37. MISSION 37 OF 37

    37 · Trayus Academy: defeat Darth Sion and Kreia

    Enter Trayus Academy from the Malachor Depths. Both the western Crescent route and eastern Proving Grounds route eventually reach the central path. Defeat Darth Sion during his multi-stage confrontation and proceed through the academy toward the Trayus Core to face Kreia, now Darth Traya. Finish the final battle and the story epilogue appropriate to your decisions.

    END OF STORY ROUTE↑ BACK TO MISSION INDEX

If you get stuck

I cannot reach the orbital shuttle in the Telos Military Base
Activate the reactor first, return to the droid-charging room for the ignition-code datapad, then unlock the shuttle hangar. Bao-Dur can open the needed shield barriers.
Onderon will not let me back for the Palace battle
The first Onderon visit ends before the civil war. Leave for a different Jedi-world lead and watch for Kelborn's message to return to Dxun. When it arrives, report to the Mandalorian Camp.
A Korriban tomb says I cannot enter
The Secret Tomb in Shyrack Cave requires a strong light- or dark-side alignment. It is optional. The abandoned Sith Academy and Lonna Vash search are the main Korriban progression.
The guide says HK factory, but my game never opens it
That is a TSLRCM-only restoration, absent from unmodified KOTOR II. Even with TSLRCM it requires earlier HK-47 repairs, sonic sensor dialogue and sufficient HK-50 encounters before endgame.
I visited all four worlds but no Jedi Enclave meeting appears
Check that the main Vrook, Zez-Kai Ell, Kavar and Lonna Vash story leads have been resolved, including the second Onderon visit. Then return to the rebuilt Enclave on Dantooine.
A next-story link offers several destinations
KOTOR II deliberately permits branching planet order. Choose an unfinished lead at the Jedi-search hub, or go to the rebuilt Enclave only after the necessary planet stories are complete.

GAMEPLAY / OFFICIAL SCREENSHOTS

See the game in action

Select an image to enlarge it. These are actual gameplay images from this game's official Steam store listing. Screenshots can reflect a later PC edition.

Official gameplay screenshot 1 · Steam store media
Official gameplay screenshot 2 · Steam store media

Source: Official Steam game page ↗. Images © their respective rights holders.

01 · Orientation

What the game is

KOTOR II uses a damaged postwar galaxy to question Jedi authority, Sith ideology, trauma, dependence, and the morality of influence. Companion relationships and alignment systems turn philosophical disputes into mechanics that respond to player behavior.

IDS places the game in the Old Republic era and records its continuity as Legends.

02 · Publication file

Release, studio, and platform context

Star Wars Knights of the Old Republic II: The Sith Lords was developed by Obsidian Entertainment and published by LucasArts. Its primary release platforms in the IDS record are Xbox; Windows; later ports.

Star Wars Knights of the Old Republic II: The Sith Lords is cataloged as a released Star Wars game. Later ports, remasters, backward-compatible versions, or storefront reissues remain attached to this core record unless they substantially alter the underlying work.

IDS stores the game itself as one work rather than creating separate records for every port, storefront release, compatibility update, or remaster. Platform history still matters, but the archive avoids inflating a single game into several supposedly different titles.

03 · Story

Narrative and player position

The current IDS story label is Jedi Exile and the Sith Triumvirate. The playable role is recorded as Jedi Exile.

Rather than reducing the game to plot summary, IDS tracks what position the player occupies in the galaxy. Playing as Jedi Exile changes which institutions, conflicts, and social relationships the game can make visible.

04 · Gameplay systems

How Star Wars becomes playable

Role-playing systems make dialogue, advancement, party composition, equipment, alignment, and player decisions part of the narrative structure.

IDS classifies the title as Role-playing game. That label is useful because genre changes what parts of Star Wars become legible: a strategy game foregrounds institutions and logistics, an RPG foregrounds identity and relationships, and an action game often foregrounds bodies, movement, combat, and environmental navigation.

05 · Place

Worlds, routes, and environments

Major locations in the current record include Peragus; Telos; Nar Shaddaa; Onderon; Dantooine; Korriban; Malachor V. Those places matter because games convert fictional geography into routes, obstacles, hubs, battlefields, workplaces, ruins, or social spaces the player must navigate.

Interactive scale can reveal details that screen media pass over quickly: how far locations are from one another, which areas are restricted, where people gather, what infrastructure connects spaces, and how movement is shaped by vehicles, architecture, terrain, enemies, or local authority.

06 · Institutions

Power, organizations, and social systems

The story context is Jedi Exile and the Sith Triumvirate. That places the player inside or alongside institutions whose authority is usually encountered through missions, ranks, restricted spaces, enemies, allies, contracts, or rules.

Games are especially useful for IDS because institutions become operational systems. A faction can control checkpoints, issue objectives, distribute equipment, reward loyalty, restrict movement, organize training, or shape reputation. Those mechanics make political power experiential rather than only descriptive.

07 · People

Characters and playable roles

The current playable-role record is Jedi Exile. IDS uses this field as a route into the characters, crews, military roles, factions, or created player identities through which the game is experienced.

Games often make character identity interactive. Abilities, dialogue choices, party membership, equipment, reputation, and mission access can determine how a player experiences relationships that screen media presents from the outside.

08 · Anthropology

Anthropological analysis

The strongest IDS entry point is the relationship between role-playing game mechanics and the story context described as Jedi Exile and the Sith Triumvirate. The player does not only learn about the setting; the player is required to act through a particular set of rules.

That distinction matters anthropologically. Interactive media can make hierarchy, labor, mobility, violence, ritual, reputation, resource management, or identity into repeatable behaviors. IDS therefore reads games as designed social systems as well as narrative texts.

09 · Source record

Verify the game

IDS separates release facts from independently written summaries and analysis. External links are retained as verification sources, but the substantive game description now lives inside IDS instead of requiring the visitor to leave the archive.

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