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

Xarga will follow your party until you get to the. You start in a tunnel in the middle of the right side of the map. If you try to go back the way you came, your party leader stops you:

Ahead, three bomas roam the tunnel below you:

Perimeter Sensor
The tunnel beyond the bomas turns to your right, toward the left side of the map. A mine field lies between you and the exit:

However, Xarga stops once you pass the third mine:

There's a perimeter sensor ahead, by the bottom wall on your left:

Otherwise:

Otherwise:

Otherwise:


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Otherwise:

If one of your party goes beyond the first five mines without mode active, Bao-Dur does so with or without it (his remote still activates the sensor), or one of the last five mines is detonated, then the sensor starts emitting a high pitched alarm.

For some reason, you can't actually use the detonation pack to destroy the sensor (or anything else). Otherwise:

If Bao-Dur is in your party, then you have another option:

If the sensor is activated, then three Sith elite troopers come from the area above the tunnel exit to investigate:

Activating the sensor also results in the turret and droid power generators in the area being disabled remotely, so you cannot simply turn them off (there is another way, but you may not want to use it anyway, since disabling turrets and droids prevents you from destroying them for experience).

Sith Camp
The tunnel beyond the emerges from the base of a cliff on the right shore of a large body of water on the left side of the map. A boma roams the shore below you to your left, where you'll also see the turret power generator:

The generator can only be turned off if the perimeter sensor wasn't activated:

Otherwise:

If the generator is turned off or destroyed, then none of the turrets in this area will attack you:

However, disabling turrets prevents you from destroying them for experience... or making use of them yourself. There are two chain gun turrets guarding the approach to the visible at the top end of the shore:

If you're detected once you're beyond these two turrets, then the Sith camp on the right side, between the cliff on your right and a drop ship on your left, attacks:

The chain gun turret is on the bottom side of the camp, to the right of both you and a security terminal:

If you switch to CAM-410B Mine Field after disabling the :


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Running the "Foothold" scenario makes it easier to approach the ancient tomb as it turns active heavy defense turrets and war droids against the Sith and, unlike turning off or destroying the turret and droid power generators, you can still destroy them and receive experience (even when they kill each other).

There are a footlocker and a metal box on the top side of the camp, by the drop ship on your left:

Ancient Tomb
Beyond the by the cliff and drop ship on the right, there's a ramp up to the entrance to an ancient tomb at the top end. The ramp is heavily guarded, and even if you hug the shoreline below you can't sneak past to the droid power generator in the top left corner, by the tomb's bottom left corner, unless mode is active. Two bomas also roam this area:

The generator can only be turned off if the perimeter sensor wasn't activated:

Otherwise:

If the generator is turned off or destroyed, then none of the war droids guarding the ancient tomb will attack you:

However, disabling droids prevents you from destroying them for experience, or making use of them yourself by running the "Foothold" scenario from the Sith camp's security terminal.

There are two Sith elite troopers standing to the left of the ramp up to the ancient tomb's entrance:

The left one only has 4 Dexterity (so -1 Defense, Reflex and ranged Attack).

The bottom of the ramp itself is guarded by pairs of heavy defense turrets, Sith war droids and Sith elite troopers:

Heavy defense turrets cannot use their rifles because they only have : Blaster Pistol: as immobile melee attackers, they can be ignored and saved for last.

The right war droid is slightly weaker than all the others:

The Sith elite troopers guarding the ramp are the same as those that respond to the alarm.

Unless you've run the "Foothold" scenario from the Sith camp's security terminal, as you approach the ramp a Sith lieutenant, grenadier and elite trooper run down it to reinforce the guard:

When you get to the base of the ramp, a dark Jedi apprentice, Sith grenadier and elite trooper appear above you:

Since their negative modifier results in less Force at higher levels, they can only use  or Stasis (cost 25) when your main character has experience level < 11, and  (cost 20) at level < 18... and even then, they can only use one power, once.

When you get halfway up the ramp, another dark Jedi apprentice, Sith lieutenant and grenadier appear above you.

When you get to the top of the ramp, yet another dark Jedi apprentice, Sith grenadier and elite trooper appear.

The tomb door ahead is guarded by four sith war droids and four heavy defense turrets.

Two bomas roam the platform to the right, where another dark Jedi apprentice stands, and a Sith grenadier and elite trooper or two also appear on the platform to either side of the ramp.

There's a plasteel cylinder at the back of each alcove in the wall to either side of the tomb door.

Tomb of Freedon Nadd
The hallway beyond the first tomb door contains a Sith soldier and another lieutenant:

The hallway beyond the second tomb door contains two Sith lords:

Despite their name and Force points, they have no Force powers to use.

Approach the third tomb door to enter the Sith tomb.