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

Czerka Excavation Site
The entrance from the Czerka site is in the middle of the top side of the old military base: although underground, Atton or Kreia can still be added or removed from your party when not in combat. There's a force field in the middle of the bottom wall, opposite the entrance, and four security gas vents in the floor in between, which are effectively s that cannot be detected, disabled or recovered: if triggered, targets normally suffer up to 4 points of damage every 3 seconds for 30 seconds (so up to 40 points in total) unless a Fortitude save is made at DC 25, the target has Immunity:, or an or Improved or Master  is subsequently used.

However, security gas vents throughout the base are always located beneath wire mesh in the floor, making them clearly visible and easily avoidable (at least if you move your party individually in solo mode), and they can all be turned off once you get to security control, opposite the control room for the hangar.

If you speak to Bao-Dur or select him to attack the force field:

In the middle of the next room is a terminal flanked by two pillars, each flanked by two turrets: there's a Telos Ion Turret on the inner side, and a Telos Turret on the outer.

Only the Telos Turret on your left has : Blaster Rifle.

The Telos Ion Turret on your right uses a.

The terminal can be used to disable these turrets and download a map of the facility, but this requires sufficient rank or returning once an access card has been found.

However, no experience is received for this and there are six security gas vents in the floor both above and below the terminal, with a plasteel cylinder on the upper right vent and a salvage pack by the corpse on the lower left vent.

There's another force field for Bao-Dur to break through in the middle of the bottom wall, and a Telos Military Droid visible in the corridor beyond it.

Beyond is a crossroads, with a shielded Telos Miltary Droid down the short corridor to your right.

There's an unshielded Telos Military Droid down the short corridor to your left, where you'll also find a backpack, and a metal case in the rubble at the end.

The room through the bottom doorway at the crossroads has four security gas vents in the middle of its floor and a military door in its bottom wall, beyond which is another crossroads with another salvage pack. There's a shielded Telos Military Droid down the short corridor to your left, another with an unshielded Telos Military Droid down the corridor to your right, and two metal cases in the rubble at the end of the bottom corridor.

There's also another force field for Bao-Dur to break through in the corridor to your right.

Workbench
The corridor beyond the third force field leads to a room with two security gas vents in the middle of its floor and a by its top wall on your right, guarded by a Telos Military Droid like the first encountered (s and a ), flanked by two shielded Telos Turrets.

If you or Kreia use Disable or Destroy Droid on the droid, then it can affect both turrets as well.

Lab Station
Opposite the in the room beyond the third force field, there's a  by the bottom wall on your left, guarded by a shielded Telos Military Droid flanked by another two shielded Telos Turrets. If you or Kreia use Disable or Destroy Droid on the droid, then it can affect both turrets as well.

Hangar
There's another force field for Bao-Dur to break through in the back wall of the room with the and, beyond which is the hangar containing the orbital shuttle.

There's a deactivated Telos Military Droid to your right as you enter, and a Military Door in the middle of the top wall.

The Telos Orbital Shuttle is in the middle of the hangar. If you approach the back of it, in the top left corner of the hangar:

Control Room
The only other exit from the hangar is a short corridor in the middle of its bottom wall, to your left as you enter, which has four security gas vents in its floor that can be avoided by walking down the middle of the corridor. At the other end, there's another force field for Bao-Dur to break through to your left.

In the room beyond this force field, the Security Control terminal in the bottom corner to your right can be used to turn off the security gas vents, and in the top corner there are four large lockers along the right wall.


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Opposite the force field at the end of the corridor, there's also a door labelled Bay Control to your right, which cannot be blasted.

The Bay Control terminal is in the middle of the top wall, to your right as you enter.


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However, the hangar doors cannot be unlocked while the base reactor is off-line, so you need to return to the corridor and go through the security door at its end, in the bottom wall.

The corridor beyond leads to a crossroads, with dead ends to either side, but there's a Telos Military Droid and a salvage pack to your right, and another, like the first encountered (s and a ), through the doorway in the back wall on the opposite side of the crossroads, to your left in the top right corner of the room.

Czerka Salvage Crew
This room also has four security gas vents in the middle of its floor, and a military door in the middle of its bottom wall. There's a Twi'lek standing on the opposite side of the crossroads beyond:


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The Twi'lek may attack once, but then try to run away: killing him is psychotic. Otherwise:

If you speak again after telling him to follow you out:

If you speak again after telling him to find his own way out:


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Once he's followed you back to the entrance from the :

The corridor behind the Twi'lek is a dead end, as is the one to your right, although there's a damaged cylinder in the rubble at the end of it. This cylinder cannot be bashed open, and if you try to unlock it with :

Droid Maintenance Chamber
The corridor to your left from the crossroads where you meet the Twi'lek ends in another force field for Bao-Dur to break through, which is guarded by a Telos Military Droid.

There are two more Telos Military Droids in the room beyond this force field, one of which is shielded, and a security door in its back wall.

Beyond this door is the droid maintenance chamber, containing three more active Telos Military Droids, one of which is shielded and another of which is like the first encountered (s and a ).

There are droid recharging stations to either side, with a terminal to the left of their entrances in the middle of each wall: that to your left in the top wall is open, empty and thus inactive, while the military door to your right in the bottom wall is locked, and the droids within are charging.

Overloading droid recharging stations kills the droids inside, but you'll receive more experience if you wait until you've started the ...

Military Base Sub Level
There's a security door at the other end of the, in its right wall.

There's another force field for Bao-Dur to break through in the back wall of the next room.

Beyond this, a long corridor leads to another crossroads. There's a security door in the corridor to your right.

Behind this, a damaged HK protocol droid stands by the end of the corridor:

However, there's little point in activating the droid and programming it to follow you since it explodes as you return to the crossroads: could this have anything to do with the door labelled Military Base Sub-Level at the end of the corridor to the right?

Reactor
The room through the doorway in the top wall at the crossroads has four security gas vents in the middle of its floor and a military door in the middle of its top wall, beyond which is another crossroads with dead ends to either side, although there's a metal case in the rubble at the end of the corridor to your left.

The corridor ahead ends in a force field for Bao-Dur to break through.

The room beyond has two more security gas vents in the middle of its floor, an inactive Telos Turret in each corner and another force field for Bao-Dur to break through in its back wall.

Beyond this there's a deactivated Telos Military Droid to your right as you enter, and Reactor Control to your left:

Starting the reactor activates the four Telos Turrets in the previous room:

It also opens the military door in the bottom wall of the, allowing you to combat the unarmed Telos Military Droids within if you haven't used the terminal outside to overload them.

There's a security door in the back wall opposite the now open military door, behind which is a room containing a footlocker and a metal box.

With the base reactor on-line you can now return to the and use the Bay Control terminal to unlock the hangar doors:

However, starting the reactor also opened the military door in the top wall of the, releasing a Tank Droid that now patrols the perimeter of the hangar, and which must be killed before you can board the orbital shuttle:

You can enter the room behind the now open military door, which has two metal boxes by its left wall, three large lockers along its back wall and two more metal boxes in its top right corner.

It has four s and two s it can use. : Resist 15/- vs. Energy means that using energy weapons isn't recommended. However, it also has the joint-highest Defense in the game (your level + 23) so melee weapons (or any weapon attacks, for that matter) aren't recommended either (although melee on ranged 6 would be added to attack rolls). At this level it always saves against grenades, but 8 s should still kill it (using an to entangle it first is recommended). If you or Kreia can use Destroy Droid then this can also make short work of it (particularly if both of you can use it).

To board the orbital shuttle, you still need the ignition codes from the datapad in the footlocker found in the droid maintenance chamber, and the hangar doors must be unlocked using the bay control terminal in the control room:

Once you have the ignition codes and the hangar doors are unlocked:

After the shuttle leaves the hangar, a squad of three HK-50s enters the control room: