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

Valley of Dark Lords
As you enter from the Valley of Dark Lords, Darth Sion is meditating at the hub of the academy. He stops and stands, speaking to two Sith assassins who appear to either side of him:

The door in the middle of the top wall behind you is now locked, and you're unable to change your party at this time. A Tuk'ata attacks from each side, with a Deadly Tuk'ata straight ahead: all have : 1 and ance 32, so they'll always resist Force powers unless you're level 11 or higher.

Across the room from the door is a hallway leading to the hub of the academy: two Sith assassins are at the entrance to the hub at the top of the slope: these assassins are dark side, so like all dark characters (../Alignment/ 40 or less) in the academy they're granted ../Saves/: All +35 (light characters (Alignment 60 or more) are granted Saves: All -35).

After turning back in the direction of the entrance, the door to the in the upper left wall of the hub is currently locked, but that in its upper right wall can be bashed or unlocked (but not blasted):

There are two alcoves to either side of the hallway beyond containing beds; the front left and both back alcoves also contain locked footlockers. As you pass under the arch separating the front and back, four Sith assassins will appear, two in front and two behind.

The hallway exiting the hub to the right leads to the and  on the right side of the academy, but the doors to both are currently locked.

Another hallway exits the lower end of the hub, opposite the entrance from the valley. At the top of the slope is a door which can be bashed or unlocked (but not blasted):

The hallway beyond is blocked by rubble. As you go back down the slope, a door closes (but does not lock) at the bottom, and three Sith assassins appear to block your return to the hub.

Student Terminal
The hallway exiting the hub to the left ultimately leads to a at the left end of the academy, but first it passes through what was the student dormitory. There's a bag to the right at the bottom of the slope, just before the first of two junctions.

The hallways branching off to either side of the two junctions each have two alcoves in the left wall containing beds. There's a usable computer panel in the first alcove to the left of the first junction, with a locked footlocker in the second alcove; to the right of the first junction there's only another locked footlocker in the second alcove, but as you approach it two Sith assassins appear in front of you.

Unless one of your party has minimum rank 12, you'll need to proceed to the second junction before using the computer panel. Three Tuk'ata and four Deadly Tuk'ata roam the second hallway: there's a locked footlocker in the first alcove to the left of the second junction, and another in the second alcove to the right.

There's also on unlocked footlocker in the second alcove to the left:

You can now return to the computer panel in the first hallway and use it, if you haven't already done so:

Otherwise:


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Otherwise, if you enter the correct login:


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You need to take and pass the Level One written test before you can access the on the right side of the academy, but accessing learning material first can help:

The door to the in the upper left wall of the academy's hub is now open, within which you'll find another computer panel, and the thorium charges needed to open the  at the left end of the academy.

If you thoroughly explored the ../Valley of Dark Lords/ before entering the academy, then you'll have found the tombs of Naga Sadow, Ajunta Pall, Marka Ragnos and Tulak Hord here, so only Freedon Nadd is not entombed upon Korriban.

There are 9 positions between the 6th and 16th positions (7th to 15th), and if those positions are directly opposite, and all positions are evenly spaced, then there must be another 9 between them on the other side of the circle: that's 20 positions in total (6th + 9 + 16th + 9).

You should already have encountered hostile Hssiss, Shyrack and Tuk'ata on Korriban, and if you've traveled to Onderon then you'll have encountered hostile boma beasts there. If you've played Star Wars: Knights of the Old Republic then you'll know that gizka aren't hostile, and thus they're the least suitable as a pet for a Sith Master.

A paradox is a logically self-contradictory statement: I always lie is not a paradox, because while it cannot be true, it can be a lie (I can lie without always lying).

This is the Sith code, which you can learn from the computer panel in the.


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You still need to use the computer panel to access the at the right end of the academy (otherwise the door remains locked): once you've done so, two Sith assassins will appear when you log out, behind you and to your left.


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Library
The door to the library in the upper left wall of the academy's hub remains locked until you use the to access learning materials. Beyond the open door, the passage turns right and three Sith assassins appear as you step onto the ramp into the library, two in front and one behind.

Beyond the ramp there's a useable computer panel by the right wall:

Otherwise:


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Learning the Sith code can help you pass the Level One test when you return to the student terminal. Round the corner to the left of the computer panel, there's a military locker with a bag to its right in the back left corner.

Do not bash this locker: any damage triggers an explosion that destroys it, knocking you down and inflicting 50 points of piercing or bludgeoning damage on Normal ( vs. Slashing has no effect). Surprisingly, blasting it with a mine doesn't cause it to explode.

These charges can be used to open the at the left end of the academy.

Sealed Door
At the left end of the academy beyond the second junction in the hallway, it ends in a door around the corner to the left. A deadly Tuk'ata stands before a chewed Twi'lek corpse in the corner, and when you reach it four Sith assassins appear behind you.

The first time you try to open the door, the other two in your party can comment:

Otherwise:

You can find thorium charges in a military locker at the back of the. There's a Sith holocron by the back wall opposite the now open door. If Darth Revan wasn't redeemed, then a hologram is displayed:


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Otherwise:

There's a bed around the corner to the right, with a footlocker to either side:

Training Room
The door to the training room is at the right end of the academy to the right, but it remains locked until you've used the to pass the Level One test and access the training room.

The hallway leading to the training room from the academy's hub is lined with four gas nozzles in the floor to either side: once you reach the top of the slope halfway down this hallway, the back left nozzle ahead of you briefly releases some poison gas, then five seconds later the back right nozzle does so, and so on back down the hallway on alternate sides, before returning from the last.

Hugging the opposite wall allows you to pass an active nozzle unaffected, otherwise unless you have Immunity: you'll be afflicted by :, Virulent Damage, suffering 5 damage every 3 seconds for 30 seconds unless a Fortitude save is made at DC 30. You may also be debilitated while in an active nozzle's area of effect, even if you're immune or you save.

When you first reach the end of the hallway, three Sith assassins appear, one by the doors to either side and another behind you.

Inside the training room there are five starving Tuk'ata in cages around its perimeter, two to the left and three to the right:

In the middle of the room opposite the door is a computer panel:

Otherwise:


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You can only begin the training sequence, but doing so closes and locks the door behind you as all cages open, releasing the five starving Tuk'ata within! If you use the computer panel again, you cannot terminate the training sequence even if you successfully enter your student identification, but three failed attempts will open the doors to the training room, and the on the opposite side of the hallway:

Otherwise:


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Completing the training sequence by killing all five starving Tuk'ata does likewise:


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If you try to use the computer panel again:

Detention Room
The door to the detention room is at the right end of the academy to the left, but it remains locked until you've entered and escaped the. As you enter, the other two in your party can comment:

Lost Jedi
You can advance this quest no further on Korriban, so all that remains is to escape the academy.

Traces to Ashes
This quest is now completed. Master Lonna Vash lies dead in the cage to the left of the door to the detention room: if you've already completed, then save game before you get items from her.

Trapped
There's a computer panel by the wall opposite the door to the detention room:


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You need to access system commands and enter "Lonna Vash" before you can open the front door and escape back to the. However, before doing so you should make sure you've done everything you want in the academy (save game if you're unsure).


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When you return to the academy's hub, you may notice Darth Sion is now standing with two Sith assassins on the left side opposite. He won't speak until you enter, which gives you a chance to prepare for the encounter:

Otherwise:

Otherwise:


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You can actually just run for the exit to the valley, but you might as well kill the two Sith assassins before you leave.

If you do engage Darth Sion in combat, then once he's been reduced to less than 50% Vitality he restores himself to maximum. Shortly thereafter, Kreia speaks:

You run for the exit to the, leaving Darth Sion and his Sith assassins behind:

The door to the is now locked.