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

Now that the space battle overhead has ended:

Dxun Landing
The path from your landing enters the jungle at the bottom center of the map. Two cannoks roam the tunnel up to a junction, where four maalraas roam the tunnel ahead and the clearing to the right.

There's a Dxun cache door on the top side of this clearing, with a dead mandalorian lying to its right. As you approach, if Kreia or Mira is in your party:

Otherwise:


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Otherwise:

If you try to open the Dxun cache door without thorium charges in your inventory:

To open it, you can get thorium charges from Akkere on Dantooine if he's recruited or killed during the defense of Khoonda, or from a military locker in the Sith Academy on Korriban (although these can be used elsewhere in the academy):

The cache contains six metal boxes, but it's also mined:

Mandalorian Sentries
The tunnel above the first junction leads to another clearing with a seemingly empty encampment. As you approach the fire, a Mandalorian sentry and four Mandalorians decloak:

Otherwise:

Otherwise:


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Otherwise:

When you try to leave the encampment during or after combat, more Mandalorians appear:

Mandalorian Ruins
The path back down from the Mandalorian ruins leads to the top of the clearing occupied by the. If you picked a fight with them:

Otherwise, you can ask the sentry about the beasts of the jungle:


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Any other Mandalorians are uncommunicative:

After defeating in the battle circle, he challenges you when you next return to this clearing. Save game before approaching:


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Davrel leaves, and if you return to the Mandalorian ruins and speak to any Mandalorian guard, patrol or recruit:

If you don't want to refuse or accept Davrel's challenge, then before speaking to him you need to ask the Mandalorian guard captain about larger beasts and the zakkeg so that, after saying there must be other ways to prove himself, you can ask the following:


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Davrel runs off toward, in the bottom right quarter of the jungle. Otherwise, you can just fight him:

You'll also find these items on his remains if he's killed fighting the zakkeg. If you return to the Mandalorian ruins and speak to the Mandalorian guard captain, or any guard, patrol or recruit:

Trouble with Cannoks
The path exiting the right side of the camp leads to a tree at a junction: a tunnel continues to the right, and a cannok roams the top path, to your left.

The tougher of the two cannoks roaming the tunnel to the final clearing in has another piece of the phase pulse converter:

The cannok roaming the bottom of the path up to cache B-13 in the top left quarter of the jungle has another piece of the phase pulse converter:

Once you have the parts, return to the Mandalorian ruins and speak to Zuka about the phase pulse converter.

Beast Trick
The path above the cannok leads into a tunnel, where two maalraas roam.

The tunnel ends at a tree, with a small clearing above it containing a boma. Whether or not Kreia is in your party as you approach it:


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Maximum Force points only increase if Kreia is actually in your party.

Lost Mandalorian
Another tunnel exits the bottom right of the boma clearing, leading to another junction at a tree. Two maalraas roam the tunnel above this junction.

When you finally emerge from the tunnel, you'll see a Mandalorian standing on the ledge above to your right, and a permacrete detonator in the path ahead, on your left. As you approach:


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Otherwise you can try bartering for a reward, or ask what he's doing up there or how you can help:

You can keep mocking him:

If you speak to him after mocking him:

Otherwise, you can ask how you can help:


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Otherwise, you can try to persuade him to reward you:

If you demand a reward now, even after failing to persuade him:

If you speak to Kumus again after moving closer to the dark side of the Force:

Otherwise:

There are three young bomas in the clearing around the corner, at the top end of the path:

After killing them you need to speak to Kumus again. If you return to Xarga in the Mandalorian ruins instead:

You can also just use the permacrete detonator to blow up Kumus:

Blowing up Kumus is also psychotic (so influence can be gained twice with HK-47 or Hanharr).

If you moved closer to the dark side of the Force after you first spoke to Kumus:

Otherwise, Kumus returns to Xarga in the Mandalorian ruins:

Otherwise:

Zakkeg Territory
The path exiting the right side of the camp leads to a tree at a junction: a Cannok roams the top path, to your left, and a tunnel continues to the right. This tunnel ends in a clearing with a tree, and a cannok and two young bomas roam the area.

The path exiting the top of this clearing to your left leads up to another clearing and the beyond, while the bottom path to your right leads to a tunnel where two Maalraas roam, which ends on the top left side of a clearing containing two young bomas, with a skeletal corpse on its right side.

Two cannoks roam the tunnel exiting the bottom left side of this clearing, one of which has 21 and 318  at level 19, and whose remains contain the assembly for the phase pulse converter.

As you go down this tunnel, you get a of what's waiting at the other end: it leads to the left side of a large clearing in the bottom right corner of the jungle, which contains a zakkeg! If Davrel agreed to help you then he stands in the tunnel, and speaks as you approach:

Otherwise:


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If Davrel is killed then you'll find the same items on his remains as you would have after fighting and killing him yourself (but you receive no experience for his death here).

The zakkeg's natural ance 32 cannot be breached at all unless the attacking Jedi is at least level 12 (maximum roll 20 + 12 = 32): at level 19, it can only be breached 40% of the time (roll (13-20) + 19 = 32-39).

If Davrel is present, then he leaves now:

There are also two skeletal corpses at the back of this clearing, on its right side.

Make sure you get the Zakkeg ear to show to the Mandalorian guard captain when you return to the Mandalorian ruins.

Explosive Situation
After entering the tunnel on the left side of the camp, three beasts (cannoks or maalraas, or both, and a young boma) appear around the corner of the junction ahead and three more (cannoks or maalraas, or both) appear in the clearing behind you.

The top tunnel to your right goes up and then turns left, until you reach a junction roamed by a cannok with just 66 at level 19, whose remains contain the power supply for the phase pulse converter. There are two more cannoks roaming the tunnel below to the left, which leads down to the top left corner of the scout hunt.

If you go up the top path to your right at this junction, then you'll approach the bottom left corner of a clearing:

There's a Dxun cache door on the top side of this clearing:

You can use the permacrete detonator on the left as you entered the clearing to blow it open:

The is now open, but a boma beast, two young boma and two maalraas are now charging up the path behind you!

You can return to the Mandalorian ruins and report to Mandalore about resolving this.

Mandalorian Cache
After using the permacrete detonator to blow up the Dxun cache door on the top side of the clearing in the top left quarter of the jungle, cache B-13 is open but mined:

Save game before entering, at the cache has multiple containers for somewhat random items. You may also want to come back later and enter when you have a higher experience level, for higher level items.

The cache itself is also mined:

The two 'Devastating' Sonic Mines are actually Deadly, in all but name. The entrance is in the right wall of the top corner, and there are two locked metal boxes opposite, by the left wall in the top corner:

There's a Construction Droid Foreman and four Construction Droids (Mark I) standing in the middle of the cache, with a single Construction Droid Mark II in the bottom left corner. Five more Mark I droids along the top wall and seven more along the bottom wall prevent you from opening the metal boxes along those walls. If you select any construction droid:

If you examine any droid other than the foreman:


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Bashing a droid will activate every droid and make them hostile, as will rigging one to explode:

The explosion inflicts 1000 piercing damage on all in the vicinity unless a Reflex save is made at DC 15, halving damage. However, you don't receive experience from any droids killed by this explosion.

You should examine the foreman first:

Now when you select any droid:


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Enabling the 'Follow the Leader' subroutine activates all droids and causes those by the top and bottom walls to move away from them, which can trigger any remaining mines; suspending this subroutine deactivates the Mark I droids again. Beginning the 'Clean Construction Site' task or switching to 'Rampage' mode also activates all droids but makes them hostile, although in 'Rampage' mode they attack each other as well. Otherwise:

Every droid self-destructs, inflicting 100 piercing damage on all in the vicinity unless a Reflex save is made at DC 15, halving damage. However, you don't receive any experience from this, so it's better to bash one, begin 'Clean Construction Site' task or switch to 'Rampage' mode before using offensive area of effect Force powers: Disable or Destroy Droid is the obvious choice, but Force Storm and Force Wave can affect every droid in the cache.

Once the droids have been moved or killed, you can open the six metal boxes by the top wall, and the four by the bottom one:

Mandalorian Scout
If you keep going straight down the tunnel exiting the left side of the camp, then once you've passed two junctions it opens up into a clearing, where the Mandalorian scout Kelborn stands by a corpse under a tree. You can continue down the path below Kelborn without speaking to him, but it won't be populated by scouts until you do (Mira and HK-47 can also comment as you speak):

Otherwise:


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The scouts won't appear until you've told Kelborn you're up for finding them:

He runs up the path to the right and stops at the junction. If you speak again before encountering and killing both groups of scouts:

Keep going down the path in the opposite direction to Kelborn and, as you turn the corner to your right, two scouts appear in the middle of the bottom path ahead of you:

There's also a skeletal corpse in the recess in the middle of the bottom wall of the path.

A cannok roams the bottom left path around the corner ahead:

As you turn the corner to your right, a scout lieutenant and three scouts are attacked by two young bomas in a small clearing midway up the path ahead:

You receive experience even if they kill each other. Advanced Medpacs are only received if unused.

The path above the scouts and young bomas ends at a junction with two tunnels, where two cannoks roam: the top tunnel to the left leads up to the junction for Mandalorian cache B-13, while the tunnel to the right is roamed by a maalraas and leads back down to the junction now guarded by Kelborn.

After you've encountered and killed both groups of scouts, Kelborn has killed three scouts of his own:

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Otherwise:


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This activates the ../Battle Circle/ quest if you haven't already done so. Kelborn cloaks and runs back to the Mandalorian ruins, where he now stands by the battle circle.

When you next return to the Mandalorian ruins and speak to Mandalore in his :


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