Star Wars: Knights of the Old Republic/Tomb of Tulak Hord

Valley
Door to Valley is at the west end of the tomb: if you want to return to Ebon Hawk or change party selection, then you need to exit to do so.

There's a patrol droid behind rubble to the right, on the south side of the tunnel:


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The tuk'ata and shyrack within the tomb only inflict physical damage, so activating its isn't useful unless you'll be using s or CryoBan, Plasma or Sonic  against them. Otherwise, although lacking damage it has enough defense and vitality for ranged attackers and Force users to make use of it as a durable distraction, and using a power will increase its attributes.


 * The droid is actively engaged in its patrol route. You cannot reprogram it anymore.

It patrols to the east, then south, then north and east to the door at the end of the corridor before returning. The corridor to the east is mined:

The droid will trigger this once actively engaged in its patrol route. Beyond, a ramp goes up to a junction where a tuk'ata encounter awaits on the north side, the composition of which depends on your character level:

The high innate of tuk'ata means that even a level 20 Jedi's Force powers will only breach it 45% of the time, so Force users are advised to use (Advanced)  against them.

The ramp to the south leads up to a room where there's a shyrack encounter, the composition of which depends on your character level:

They all look alike, but while Shyrack and Alphas actually inflict slightly more damage than Wyrms, they have significantly less vitality.

This room is mined, and there's a corpse by the east wall:

Return to the junction and the corridor to the north turns east, where a corpse on the left by the north wall is mined (the droid will also trigger this once actively engaged in its patrol route):

A ramp to the east leads down to a tuk'ata queen encounter, the composition of which depends on your character level:

Brutes are the same as their queen.

Sith Sarcophagus
The corridor to the northeast ends in a door, with a corpse to the left, by the north wall:


 * [This door is locked and must be opened by some other means.]

This heavy armor has : Resist 25/- vs. Electrical... which is a clue to what you might be about to face, so prepare accordingly. There's also an ancient console to the left of this corpse that allows you to open and close the door:

Otherwise:


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Once the door is open, you'll see the corridor continues to another door to the east. However, save game before approaching it, as doing so triggers a trap:

The door at the east end of the corridor opens, and a man approaches:

Hermit in the Hills
You awaken unharmed in the burial chamber to the east, with the exit in the west wall behind you. Any party members stand to the north and south of the tomb in the center, while Mekel stands to your right: all of you are being restrained by the man on your left, Jorak Uln, once the head of the Sith academy:


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Let's move this along:


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His test of your suitability as a Sith begins:


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Each time you refuse to answer or do so incorrectly, he inflicts electrical damage equal to 25% of your remaining (rounded down), so you cannot be killed (even though  can subsequently increase or decrease it). Obviously, this can be reduced or even negated by (Improved) or  or : vs. Electrical, so if you took the hint before triggering the trap then there's no need to suffer too much to spare Mekel.

However, each time you answer correctly he punishes Mekel instead, and three correct answers will result in his death. After answering three of the first four questions correctly:

Only a very dark character ( < 20) is given the option to answer the fifth and final question correctly, but doing so isn't recommended as you may miss the opportunity to move closer to the dark side of the Force by killing Mekel during or after the test. Otherwise:


 * This thick stone tablet is covered with ancient runes of an unknown language. It is extremely cold to the touch and has almost a sinister aura about it.
 * Recently carved into the side of the tablet appears to be a primer... no doubt intended to provide a means to translate the runes.

He leaves, and you can now return to the Sith academy with the ancient Sith tablet to gain prestige from Master Uthar (although you should search this burial chamber first). Otherwise, if you answer less than three questions correctly then Mekel survives the test:

Jorak receives bonuses depending on your character level:

Thus at character level > 14:

You can now open the door in the west wall to escape, but Mekel alone is no match for Jorak, particularly if you answered one or two questions correctly: however, if Jorak kills him then you can retrieve the items from his remains without moving closer to the dark side of the Force. Otherwise, you can help him kill Jorak, and using a power improves his chances of survival if Jorak doesn't always remain focused on you.

This response gives a light side character (alignment > 60) the opportunity to try to persuade him to change his ways:


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Otherwise, he returns to the academy...

If you speak to him upon returning to the academy:

After gaining all the necessary prestige:


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...unless you decide to kill him:

Mekel only receives Vitality bonuses depending on your character level: +50 at levels 12-14 and +100 at level > 14. Thus at character level > 14:

The tomb door in the center of the burial chamber opens to reveal a Sith sarcophagus:

Beyond the locked doors in the north, east and south walls, there are only alcoves containing clay urns: