Star Wars Knights of the Old Republic II: The Sith Lords/Jekk'Jekk Tarr Tunnels

Jekk'Jekk Tarr

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Vents
The door to the ../Jekk'Jekk Tarr/ is behind you:

Just like the Jekk'Jekk Tarr, in the vent tunnels you'll be regularly afflicted by, Average Weakness and Damage, inflicting -1 attributes and 4 damage every 6 seconds for 36 seconds unless a Fortitude save is made against DC 25. Using or having permanent :  (or Fortitude 24 or more) should protect you.

The tunnels are divided into square compartments, linked to all neighbouring compartments by doors that close behind you, increasing the confusion caused by lack of a map. Many compartments are mined, and two contain corpses:

Without a map, it's best to pick a direction and stick to it until you find the high security door. However, the most straightforward route is to go through the door opposite the entrance from the Jekk'Jekk Tarr, then turn left and go straight ahead through the doors until you see the high security door. For a comprehensive sweep, it's best to go straight ahead and clear column by column, right to left.

Combat Pit

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If Hanharr was the bounty hunter who first approached you back in the Docks:

If Mira was the bounty hunter who first approached you back in the Docks:

In either case, Hanharr starts in the top half of the circular combat pit and Mira starts in the bottom half, and Hanharr or Mira now have access to your party (Hanharr is only equipping twin s, while Mira is only wearing  and her ), and can level up.

There's a high security door at the top end of the combat pit, and a pit door at its bottom end:

The floor is mined:

The flash mines are to the top right and bottom left of the pit, the frag mines are to the top left and bottom right, and the gas mines in the middle. Mira's feat allows her to run over these mines without triggering them, so that Hanharr does so as he pursues her.

There are also the remains of five pit victims, in similar positions to the mines:

Once Hanharr kills Mira, or Mira defeats Hanharr:

Beast Pen
The pit door at the bottom end of the combat pit has opened, releasing six kath hounds from the beast pen, although if the fight between Hanharr and Mira ended in the top half of the pit then they won't be aware of you.

The kath hound in the center of the front row has the highest Vitality:

The three kath hounds in the back row have less than half that:

The two remaining kath hounds in the front row are almost identical to these, except the front left has 17 Defense and 75 Vitality, and the front right has 48 Vitality.

The old beast tender's corpse is in the front left corner of the beast pen, and there's another corpse in the back right corner:

You can now open the high security door at the top end of the combat pit. However, before leaving make sure you've got everything you want from the pit and the beast pen, because your main character won't be able to get anything later.

Sparring Room
When you open the high security door at the top end of the combat pit, the two Ubese bounty hunters flanking the door at the top of the ramp ahead become aware of you, unless you're in mode and remain undetected.

There are three high security doors at the top of this ramp:

Able to use the screen again, it should be clear that the left and right doors lead to the viewing gallery around the combat pit. However, it's best to find a way to open up Visquis' stronghold and let your main character in as soon as possible.

The top door leads to the sparring room, containing two Ubese bounty hunters.

There are doors in the bottom corners of the left and right walls, each of which leads to a room containing three Ubese bounty hunters.

The right room has a door in the left corner of its top wall, leading to the bottom end of a corridor with a high security door in its left wall, and at its top end another door in its left wall and the high security door from the tunnels in its right wall:

The left room has a door in the right corner of its top wall, and another labeled Escape Tunnel in its bottom wall:

The Emergency Tunnel Control is mounted on the wall to its right:


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The high security door to the tunnels opens, and your main character enters Visquis' stronghold...

Storage Room
The high security door from the tunnels is in the right wall at the top end of the right corridor: through the door in the left wall opposite is the top corridor connecting to the left corridor, which is beyond another door at the opposite end, behind two Ubese bounty hunters.

There are two low security doors in the top wall of this top corridor, at its left and right ends:

The left storage room has two large lockers by the left wall in its top corner, and the right storage room has two by the right wall in its top corner (the right one is locked).

Vent Control
Beyond a high security door in the inner wall at the bottom end of both the left and right corridors is another corridor linking the two, containing two Ubese bounty hunters.

There are two more high security doors in the bottom wall at the left and right ends of this linking corridor.

There's also a door in the top wall at both the left and right ends of this corridor. The top left room has a locked large locker by the top wall in its left corner, while the top right room has two large lockers by the top wall in its left corner (the right one is locked).

Beyond the two high security doors in the corridor's bottom wall is the ventilation control room, with a locked large locker by the wall at either end.

Ventilation Control is in the bottom wall:


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If you access security cameras, you can gas the and overload the power conduit in the room to its right (Chamber West):

You also receive experience for any Ubese bounty hunters killed by the gas or overload.

For maximum experience, first open all security doors with.

Workbench
There's a by the middle of the top wall of the  room.

Combat Pit
Beyond the doors at the bottom end of the left and right corridors flanking the storage and vent control rooms are the chambers to either side of the sparring room.