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

Sky Ramp
The entrance from the Sky Ramp is in the middle of the left side of the map. Captain Bostuco and the royalist officer from outside walk down the hall towards the intersection outside the throne room:

Royal Deadline
As you reach the intersection outside the throne room, Colonel Tobin reacts to your approach:


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The security door is now locked. If you try to use the computer terminal to the right:

You have to go to both the at the end of the south hall and the  at the end of the north hall, and the order doesn't really matter as there's a character at each end that can take you straight back to this intersection. If you go down to the primary security complex first then speaking to the slicer there disables his traps and defences elsewhere, but once you have the override code for the primary security console you should save game before speaking to Captain Kadron in the west security complex, since you only get one chance to tell him you have the override code already.

Dining Room
Back at the intersection, if you go down the south hall (to your right as you entered) then, as you turn right and then left, a Vaklu captain is gathering forces further down:

There's a power conductor by the inner wall on your left as you go down the hall, which overloads if you approach it, inflicting 40 electrical damage on all in the vicinity. If you take your time or wait, three bomas and a Sith beast handler come running around the corner below you, heading for the intersection:

The two other bomas are weaker:

Around the corner at the bottom left end of the south hall, another boma (225 Vitality, but only 31 Defense) and Sith beast handler await, with a Sith elite soldier and dark Jedi apprentice:

Dark Jedi apprentices only have enough Force points to use (cost 20) once your main character is at least experience level 26, and  or Stasis (cost 25) once at least level 32 ... and even then, only one power can be used, once.

The south hall is also mined:

You can see a dining room through a window in the inner wall of the south hall, and enter through the door to its right. Inside, three royalist soldiers are fighting another dark Jedi apprentice, a Vaklu grenadier and two Vaklu heavy gunners:

If you leave them to fight it out, then the royalists can kill them for you. If you speak to any surviving soldiers afterward:

Beyond the dining room and the mines, the south hall is guarded by two Mark I military droids:

There's a computer terminal to the left of the next door panel along from the dining room. If you don't leave this terminal alone:


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Leaving the terminal quickly allows you to get a safe distance away before it overloads. Otherwise:


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use to disable security systems on the terminal always successfully prevents the overload sequence actually being completed. Otherwise:


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Otherwise, identifying User 0 initiates the console overload sequence even if successful, as does failing to abort it or disable remote access:

The terminal overloading inflicts 40 electrical damage on all in the vicinity.

Primary Security Complex
Beyond the third and last door in the inner wall at the right end of the south hall there are a dark Jedi apprentice, a boma (225, but only 31 ) and a Sith beast handler (117 Vitality), a Vaklu grenadier, heavy gunner and heavy soldier, and a Mark I military droid, with a Sith elite soldier in the alcove on the left side of the room.

As you cross this room, the Vaklu captain is interrogating Captain Riiken in the control room ahead:

Beyond the door in the top wall is another room, with an inactive Mark II military droid in each corner. As you enter this room and cross to the door in the left wall, these droids activate. The droid in the bottom left corner can use a :

Each droid explodes when killed, inflicting 20 electrical damage on all in the vicinity.

Beyond the door in the left wall is the control room, where there are a royalist heavy soldier, an officer and two grenadiers with a Mark I military droid on the right side of the room, visible from the door:

The Vaklu captain is on the left side of the control room:

Captain Riiken is also on the left side of the room, in a force cage. You only need to speak to him if you haven't already spoken to Captain Kadron in the :

Otherwise:


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The Twi'lek slicer Kiph still stands at the security terminal in the middle of the room on its top left side. If you try to use this terminal before speaking to Kiph:


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If you tell him to just leave, he stays but you can no longer talk to him. Regardless of the outcome of this dialog, the security terminal is now unlocked and you can access system commands to open the force cage (you can also upload area schematics):


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If you told Kiph to stay here, then after accessing security cameras or system commands you can ask about the "Epicenter Six" program:

This is your last chance to kill him, if you haven't already done so after asking him to give you a reason why you shouldn't, or telling him that attitude will get him killed:

When you talk to Captain Riiken after opening the force cage:


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Otherwise, if you've already spoken to Captain Kadron in the west security complex, then you can just use the security terminal after speaking to Kiph and access system commands:

In either case, the primary security terminal is now offline and Captain Riiken's force cage is open. If you do this before speaking to him, then after he thanks you, you can tell him about it:

He takes you straight back to the intersection:

Three royalist soldiers joined Captain Bostuco and the royalist officer at the intersection when you got to the left end of the south hall, and a lone royalist heavy soldier appeared right back at the entrance from the when you triggered the Mark II military droids in the primary security complex.

If the outer door has been opened then you can now enter the, otherwise you need to go up the north hall, past the royal museum.

Royal Museum
Back at the intersection, if you go up the north hall (to your left as you entered) then as you go left around the first corner you'll encounter a Vaklu grenadier, heavy gunner and heavy soldier with a Mark I military droid. Another such quartet can come running from the top of the hall, around the next corner to your right.

As you go up the hall and approach a door in the right wall:

This sergeant remains alone at the left end of the north hall, just around the corner ahead of you to the right, as his men run to the other end of the hall.

Before turning the corner, there's a to the left of the door in the right wall. Beyond the door is the royal museum, occupied by a Vaklu heavy gunner and two heavy soldiers.

There are treasures by the left and right walls in each corner of the museum:

Beyond the door in the right wall of the museum, there are a Vaklu heavy soldier, heavy gunner and sergeant with a Mark I military droid and a dark Jedi apprentice.

There's a metal box in the bottom right corner of this room:

However, if you haven't spoken to the slicer in the then crossing the floor to get to it triggers poison gas defenses, regularly afflicting any organics in the room with, Virulent Damage, inflicting 5 damage every 3 seconds for 30 seconds unless a Fortitude save is made against DC 30: the only places you won't be afflicted are the top left corner and the doorways in the left and top walls, whose doors have been closed and locked.

Even if all organics in your party have : or Fortitude 29 or more, they are regularly incapacitated every few seconds by choking. There's a computer terminal by the left door on its top side (to your left as you enter from the museum), but it's no use to you:

Otherwise, once poison gas defenses have been triggered:


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The door in the top wall of this room leads back to the north hall, beyond the Vaklu sergeant at its left end.

West Security Complex
At the right end of the north hall, the Vaklu sergeant's three guards have run to engage in combat with four royalist soldiers: the Vaklu grenadier has 14, resulting in 27 (+1) Will at level 25 and rank 4 (+1), while the two heavy gunners aren't wearing  and thus only have 31  (-7) at level 25, and no s.

They join a dark Jedi apprentice, a Sith elite soldier and beast handler (117 ), and a boma (225 Vitality, but only 31 ):

Before approaching the second door in the inner wall, you can go to the third door at the right end of the top hall and use the computer terminal to its left to try to unlock it:


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Save game before trying to repair the corrupted key sequence to open the storage door, because an incorrect key number results in exiting the terminal and it going offline:


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The door opens to reveal a bedroom with a metal box in its bottom left corner, a locked metal box in its bottom right corner which cannot be bashed or blasted open, and two footlockers by its right wall.

Back in the north hall, as you approach the second door in the inner wall, Master Kavar opens it:


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He returns to a security terminal on the right side of the room, to your left as you enter. If you try to speak to him again, or use this terminal:

Beyond the door in the bottom wall is an empty room with a door in its right wall, to your left as you enter, beyond which you'll find Captain Kadron and a royalist corporal. There's another security terminal in the middle of this room, with footlockers at the back in its top and bottom right corners.

You can use the security terminal to access security cameras and activate the museum's security system to gas and kill any organics within, receiving experience. You can also access system commands to upload area schematics.

If you haven't spoken to the slicer in the then the first time you select this camera he'll turn to face it and salute, revealing himself to be Kiph, the Twi'lek from the Iziz cantina, before making the camera inaccessible:


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However, you only need to speak to Captain Kadron, but you should save game if you already have the override code for the primary security console:


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If you already have the override code then this is your one and only chance to tell him:

The royalist corporal can take you straight back to the intersection:

Back at the intersection, he can take you straight back to Captain Kadron in the west security complex:

If the outer door has been opened then you can now enter the throne room, otherwise you need to go down the south hall, past the.

Throne Room
Once the outer throne room door has been opened, save game before you go inside and approach Colonel Tobin in the middle of the entrance hall:

The Drexl larva may have just breached the force field, but now it turns on its trainer and kills him!

As the soldiers run past the beast into the throne room, it lashes out and kills one of them, before charging the colonel:

The beast knocks him down before attacking you. If you try to leave the entrance hall before killing it:

It may be granted the following:


 * : 100% vs. Dark Side and Light Side


 * : Resist 15/- vs. Energy and 5/- vs. all other damage types


 * :, and


 * : 3

It can also use its energy shield, which can absorb up to 90 points total of any damage type (although ion damage is doubled against it).

Royalists now run into the throne room, and you follow:

In the middle of the throne room four royalist heavy soldiers engage four Vaklu heavy soldiers, while on the left and right flanks two royalist elite gunners engage two Vaklu heavy gunners.

However, when you pass the middle of the throne room any remaining Vaklu heavy soldiers and gunners are killed (you still receive experience) before Master Kavar enters, killing the two remaining Vaklu heavy soldiers flanking General Vaklu and Queen Talia as they duel: you still cannot talk with him until General Vaklu is defeated. Search any remains before approaching the back of the throne room:

He disengages and runs up onto the ramp of the throne platform, where four Vaklu soldiers remain:

Queen Talia can be attacked but not killed, and she doesn't normally attack anyone herself. Master Kavar may attack any that come in range.

Kill them and search any remains before defeating General Vaklu.

General Vaklu just stands there, not attacking or even using his s to heal, and you only have to reduce him below 20 Vitality to defeat him:

If you agree and order the execution yourself then you gain influence with her, and Mandalore if present:

Otherwise:

If you stay silent, or say he's right but then tell Queen Talia to do what she must, then he's executed:


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You can search his remains later, before talking with Master Kavar. Otherwise, Queen Talia can be persuaded not to execute him:


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As Queen Talia leaves, Kreia returns to the body of Colonel Tobin in the entrance hall:


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If you speak to Captain Riiken in the throne room after Queen Talia leaves, or move too far away:

What are you waiting for? You can finally talk to Master Kavar! Third time's the charm...

Lost Jedi
If you don't ask the first four questions sequentially (why the Jedi were looking for you, the places they chose to hide, why not Telos and what happened on Katarr) then you can still ask them afterward:


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You can also ask why the Council cut you off from the Force, tell him you've reestablished your connection to the Force and developed a Force bond with another (you can only ask about the holo-recording of the Jedi Council meeting where you were cast out if you haven't already asked the first four questions, listed above telling him the Sith have revealed themselves):


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Before Master Kavar leaves, if you are a, or  then he teaches you a Force form, otherwise he teaches you a lightsaber form:


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As Master Kavar leaves, Queen Talia returns...

Master of the Palace
If you haven't already taken the treasures from the then you receive them now:


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A shuttle returns you to the Ebon Hawk, where you have a reunion with the party leader on Dxun:

Otherwise:


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Otherwise:


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If you return to the Mandalorian ruins instead, you can now get to four metal boxes at the back of the Basilisk hangar:

If you speak to Bralor and Davrel:

If you speak to Xarga and Kumus:

If you speak to the quartermaster Kex:

If you speak to Kelborn in the command center, and Zuka outside:

If you speak to the Mandalorian guard captain, and any Mandalorian guard: