Star Wars: Knights of the Old Republic/Deck 2

West Exit
The west door is behind you in the north wall of the northwest corner of the second deck. As you go down the ramp in the walkway to the south, elsewhere on the deck Darth Malak is once again approached by a Sith master:


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The walkway turns down a ramp to the east, at the bottom of which is a door to a tunnel. If you take your time, the two Sith apprentices, trooper and heavy trooper within this tunnel will emerge before you open it:

The Sith heavy trooper can use up to two s, s and s, while both he and the Sith trooper can inflict significant ion damage on s like HK-47 or T3-M4 with their and s.

../Medical items/ are only received if unused. However, you may want to run past them and subsequent enemies (preferably after debilitating them) since killing them results in replacements appearing elsewhere and converging on your position.

Beyond the door at the east end of the tunnel is another ramp in the walkway down to a junction with the walkway from the east door. If you travel up the walkway and through the tunnel to the east door and try to use it, then you'll find it is now locked from this side, and a group of four enemies (and replacements if you kill them) will appear elsewhere.

East Exit
The east door is behind you in the north wall of the northeast corner of the second deck: if you enter here then the walkway down and tunnel through to the junction to the west are the mirror of that from the west door in both layout and encounters.

To the south of this junction is another walkway with a ramp down to the door of a tunnel. If you've taken your time then an enemy may emerge from within this tunnel before you can open it (as may replacements of any already killed). This enemy is randomly selected from those already encountered, or the following:

High Force Immunity means that even a level 20 Jedi's Force powers will only breach it 40% of the time.

../Grenades/ are only received if unused. Since organic enemies killed are replaced (albeit not indefinitely), it's important to keep moving on towards your objective. Ranged and melee attackers shouldn't have a problem with a steady stream of replacements, but Force users may want to wait until full groups of four to five have appeared and pooled at their position to maximize the effectiveness of area of effect Force powers, minimize Force points spent and allow some (more) before the next group appears upon killing the previous one.

Where replacements appear depends on your own position: they come from the west and south tunnels around the central walkway junction, and outside the computer room to the southeast. If you are between any of these positions then replacements may appear from more than one direction, so it's best to get to the computer room as soon as possible.

Computer Room
In order to open the door to the to the west you need to deactivate its sentry guns. If you or your party still need to gain experience then you can kill all ten, but if you have at least nine s (minus one for every four ranks) then it can be quicker to use the computer room to the east (although for maximum experience, you should kill all but one before doing so).

Go through the central tunnel to the south of the walkway junction and turn left, traveling along the eastern half of a broad walkway curving slightly southwards. Beyond the door in the northeast wall is a short tunnel leading to another door, beyond which is a computer room containing two or three randomly selected Sith apprentices:

There are also three identical computer terminals by the north wall and a replicator bin in an energy cage in the southeast corner:

Any of the computer terminals can be used to deactivate sentry guns:


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Each of the computer terminals can also be used to generate various armors, although these are just generic, with a bonus and nothing else:


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The energy cage around the replicator bin is deactivated to allow you to retrieve any of these once you log out. Much more importantly, customized Jedi robes can be generated, albeit at the cost of up to 25 computer spikes each:


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If your alignment is > 40, then Star Forge Robes are generated; otherwise, Darth Revan's Robes are. Thus your dark side character and Bastila can always equip their robes, but if your alignment is 41-59 then only Juhani can equip them if she's in your party.

Elevator
To the right of the door at the south end of the central tunnel is the eastern half of a broad walkway curving slightly southwards. The approach to the door in the northwest wall is guarded by turrets on either side of the walkway, six in total on the approach and four more beyond. If you've already used the to the east to deactivate sentry guns then they are no longer active and the door is open. Otherwise:

[This door cannot be opened while the turrets are active.]

Aside from the turrets, once you've approached the door then a group of four random enemies appear in the west tunnel to the north and start converging on your position.

The two chain gun turrets at the east end and the heavy blaster turret, blaster turret, chain gun turret and defense turret along the south side of the walkway are almost all identical, although only the first chain gun turret on the south side has : Blaster Rifle.

The two ion defense turrets on the north side of the walkway to the east of the door and the ion turret at the west end are also almost identical, although the latter does not have Weapon Focus: Blaster Rifle. All that remains is a heavy defense turret to the west of the door:

The turrets are spaced quite far apart and have high Vitality and saves so Force users may find themselves running out of Force points: melee attacks are recommended since the melee on ranged bonus +10 helps to offset their high defense.

There's also a metal cylinder at the southeast end of the walkway in the south corner:

Once all sentry guns are deactivated or killed, the door opens to reveal a short tunnel ending at an elevator door, beyond which is the elevator that will take you to the command center.