Star Wars: Knights of the Old Republic/Tomb of Naga Sadow

Way of the Sith

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Door to valley is behind you at the north end of the tomb:


 * [This door is held closed by some great power, and cannot be opened at the moment.]

Yuthura Ban stands to the left on the west side of the corridor, while Uthar Wynn stands to the right:

The corridor to the south ends at a door, beyond which is a ramp down to a junction, which is mined:

There's a wraid encounter to the south of this junction, the composition of which depends on your character level:

Ignore the south and east corridors for now and go down the ramp to the west to a corridor ending in a door. There are skeletal human remains to the left of this door, on the south side:


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Save game. Once you open and step through the door, it closes and locks behind you, trapping you in the northeast corner of a room containing two terentatek at its south end: fortunately they aren't immediately aware of you.

The only other exit is another door in the west wall of the southwest corner, which is also locked, and mined:

[This door is locked and will not open at the moment.]

The only way to unlock these doors is to pull the lever in the southwest corner of the room. You could try to sneak past the terentatek to do so, otherwise they attack upon becoming aware of you. They receive bonuses depending on your character level:

Thus at character level > 14:

Individually they aren't as formidable as the in the Shyrack caves, and thankfully they don't have its Slam Attack (although they're still immune to Force Push and Whirlwind and cannot be knocked back and down, but Force Wave can still damage and stun them). A character level > 14 Force user always breaches their innate, but at this level they also have almost 400 Vitality, so unless you're using Kill there's a distinct possibility you'll run out of Force points before killing them. You'd be better served by slowing or debilitating them to allow you to safely pull the lever: they're too big to exit the room, so you can then retreat through a door and either wait for Force points to regenerate or attack them with ranged weapons (although they retreat to the center of the room, so make sure you're positioned to maintain line of sight). ../Mines/ can also be set at the north end of the room without them becoming aware of you.

If you hug the west or east wall (there are skeletal human remains half way down the east wall) and advance slowly south then you can provoke one of them without the other becoming aware of you: standing in a doorway also allows you to take them on one at a time in melee combat, but if the doors are still locked then you have to be confident you can kill them before they kill you, since you can't get past them either.


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Beyond the door in the west wall is a small chamber with a stone plinth at its center: the stone pillar of ice stands on its west side, while the pillar of fire stands to its east:

Return to the junction to the east.

Star Map
To the south of the junction is a ramp down to a door, beyond which is an acid pool.

Otherwise:

Immunity: won't save you:

'''Your entire party has been killed. Return to main menu.'''
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The datapad retrieved from the skeletal human remains by the door to the west leads you to use the cold grenade:

Walk over the now frozen pool and up the ramp to the tomb door, which is mined:

Star Map: Korriban
Beyond the tomb door to the south is a small chamber containing the Star Map, which activates as you approach.

Quest for the Star Forge
You have recorded the coordinates from the Star Map you found on Korriban into a datapad.

There's also a Sith statue at the south end of the chamber:

'''This lightsaber is quite intricate in its design, the hilt covered in delicate runes and inlaid with black markings. No doubt the purpose of the weapon is primarily ceremonial, though it certainly seems to perform as a lightsaber should.'''

After acquiring the Sith lightsaber, the door closes behind you. It's unlocked, but when you open it and go back down the ramp and return to the frozen acid pool to the north, you'll encounter Yuthura Ban standing to the left on its west side and Uthar Wynn standing to the right. When you step back onto the frozen acid pool:


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Regardless of how you choose to complete this final test:

The least sensible option is to fight them both at the same time, as not only is it more difficult, but it makes war with the academy inevitable:

Otherwise:


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If your alignment is dark (< 40):

If your alignment is light (> 60):

If you poisoned Yuthura as well as Master Uthar:


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The tomb door behind you and the door behind these two are both locked. The Sith receive bonuses depending on your character level:

Thus at character level > 14:

If they're poisoned, then they have less Vitality:

Otherwise:

If you haven't activated or completed then you won't be able to do so if the result of this encounter is war with the academy: siding with Yuthura always gives you the opportunity to keep the peace (and move closer to the light side of the Force), whereas siding with Master Uthar only does so if you told him about Yuthura's plot and didn't subsequently report this back to Yuthura.

Side with Yuthura

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Unsurprisingly, while Yuthura joins you engaging in combat with Master Uthar, once he's been killed she turns on you:

If you poisoned her:

If you befriended her as well:

Otherwise:


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However, after engaging in combat she yields before you can kill her:

If you befriended her, you move closest to the light side of the Force by persuading her to leave:


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If your alignment is light (> 60) then she can always be persuaded:


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After she leaves, she can be found at the north end of the ../Courtyard/ outside the Jedi enclave on Dantooine, in the northeast corner:


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However, her departure leaves you at war with the academy, so even if you don't fail to persuade her you may simply want to spare her to keep the peace:


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Even if you didn't befriend her, sparing her is still an option:


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Otherwise, any of the following responses allow you to kill her:

Side with Master Uthar
Master Uthar doesn't engage in combat. If you try to speak to him:

Once Yuthura has been killed, he only turns on you if he wasn't told of Yuthura's plot or you reported back to Yuthura after doing so, regardless of whether or not you then poisoned him:

If you poisoned him:


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If your alignment is dark (< 40) or light (> 60) then you still have an opportunity to kill him even if he still trusts you:


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Otherwise:

Pillars
'''WARNING: On the the Nintendo Switch port, this puzzle is bugged. The dialogue option to manipulate the pillars does not appear and there is no other way to leave the room, meaning that entering triggers an effective softlock. Proceed with extreme caution.'''

To the east of the junction is a ramp down to a corridor ending in a door. Before opening and stepping through through this door, save game, as it will close behind you:


 * [This door is locked and will not open at the moment.]

The same applies to another door at the east end of the room. There are skeletal human remains in the southeast corner:

All that remains in the room is a computer terminal in the northeast corner, to the right of three pillars along the north side of the room:


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This is essentially the Tower of Hanoi puzzle, and it must be solved to unseal the chamber. You must transfer the four systems from the left to the right pillar, but only the highest system on any pillar can be transferred, and it can only be transferred to another pillar if there are no higher systems on that pillar. If you find yourself unable to do this then you can reset, or you can step back from the controls at any time:


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The four systems also reset if you make a mistake:

The second time you make a mistake will also be your last, as the ceiling collapses on top of you:

'''Your entire party has been killed. Return to main menu.'''

You may want to save game again before attempting this:


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Beyond the east door is a ramp down, whose base is mined:

There is also another wraid encounter, the composition of which depends on your character level:

Beyond and opposite the east door stands a monument to Naga Sadow on the west side of the stone plinth in the middle of the chamber, with skeletal human remains in the southeast corner:

Return to the junction to the west.

Valley
Door to valley at the north end of the tomb can now be opened. Regardless of the outcome of your encounter with Master Uthar and Yuthura, the tombs of Ajunta Pall and Tulak Hord are now locked unless the and  have already been completed, you cannot return to Ebon Hawk or change party selection even if solo until you've reentered the academy and exited again, and Adrenas has left the academy even if you didn't poison Yuthura.

War
If neither Master Uthar nor Yuthura remain to lead the academy, all may still seem well upon exiting the tomb until you encounter three Sith apprentices outside the entrance to the academy. You're challenged as you approach:


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They receive bonuses depending on your character level:

Thus at character level > 14:

Only the female on the right has and uses Force powers. The entrance to the academy remains locked until all three are killed.

If you return to the valley, the Sith archaeologists and their students have now left but every remaining Sith is hostile:

The Sith patrol is identical to the two Sith guards (although his is already drawn), while Galon Lor and the Sith student are identical to the Sith apprentices that don't have Force powers (although they only remain in the valley if you haven't entered the tombs and found the  or dealt with the  respectively). Dak Vesser also receives bonuses depending on your character level, so at level > 14:

Upon returning to the academy, every remaining Sith is also hostile.

Sith Academy
Any party members that were with you before Master Uthar took you to the tomb of Naga Sadow will still be at the hub of the academy to the south unless you entered Solo mode beforehand to leave them elsewhere... like the entrance from the. Upon entering, the first of five Sith guards attacks from behind you on the left: another still guards the exit to while the others still patrol the corridors to the north, east and west of the hub.

Tariga and a Sith teacher attack from the left, while two Sith teachers attack from the right.

Any Sith using a lightsaber receives bonuses depending on your character level:

Thus at character level > 14:

Another Sith teacher and a student attack from the left as you approach the hub of the academy from the south, as do two unarmed students from its southeast side:

The doors to Dreshdae to the south, Uthar Wynn's room to the west and the dueling room to the east are guarded by a party of four Sith led by a Sith captain:

The remainder of each party is composed of any three of the following:

Sith heavy troopers may draw a once in melee range, but they don't attack with it.

In the west wing of the academy you may also encounter the students Lashowe, Shaardan, Mekel, Dustil Onasi and Kel Algwinn if they survived and remain in the academy. At character level > 14:

No one else remains within the academy. Once you exit through the door to Dreshdae, you cannot return to the academy or the valley beyond.

Sith Academy Entrance
Upon exiting the academy, the academy guard attacks from your right:

The door has closed behind you:


 * [The Academy has been sealed from within.]

You have no choice but to return to Dreshdae.

Peace
If either Master Uthar or Yuthura remain to lead the academy, then upon exiting the tomb all is well. If you convinced Lashowe to let you help her then you'll still find her at the meeting place at the north end of the valley if you haven't already done so. Upon returning to the academy, if you sided with Yuthura then you can go to the dueling room and try to persuade the Sith duelist to release all the captives:

You can still enter the interrogation room to interrogate the Mandalorian prisoner about the weapons cache if you haven't already done so. Otherwise, any remaining Sith may comment on the outcome of the power struggle between Master Uthar and Yuthura:


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