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

Khoonda Plains
When you leave the after encountering Master Vrook within, Azkul and six of his mercenaries await you in the Khoonda plains, which have been cleared of viper kinraths:


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If you say you'll help him:

If you return:


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Ask Azkul to pay you now, and he leaves:

Otherwise, if you started by telling him you're not interested, or later that you've changed your mind:

If you don't ask him to forget what you said, or what he has in mind:

Azkul leaves, but his mercenaries stay and fight.

In any case, if you fought Master Vrook back in the cave and didn't get the datapad from the mercenary captain's remains afterwards:

Otherwise, when you're ready:

Khoonda
If you return to Khoonda and, she is the first to speak unless you fought Master Vrook back in the cave:


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Zherron now stands by her, on the right:

Otherwise:


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Otherwise:

Master Vrook stands to the left of Terena Adare, unless you fought him back in the cave:

A militia member still flanks her to the right, but now only says the following within Khoonda:

If you speak to Berun Modrul, standing on the corner at the left end of Khoonda's bottom corridor:

Khoonda: Traps
If you weren't lying to Azkul in the when you said you'd help him:

Regardless of how you left Azkul, when you approach Khoonda again you'll find a minefield has been set on its right side:

These mines are friendly but they can be recovered (but not disabled), or triggered with Disable or Destroy Droid. Another minefield has been set on Khoonda's left side, outside its main entrance:

Otherwise, if you returned to Terena Adare's chamber in and asked Zherron what needed fixing:

If you set at least four more mines of any kind in each minefield:

Once the has begun, if you recovered every mine, or there are at least 10 set in both the west and east minefields:

If you didn't recover every mine, or there aren't at least 10 in each minefield:

If you did nothing:

Khoonda: Gun Turrets
If you told Azkul in the that you'd help him:

There are three defense turrets mounted on pillars outside Khoonda in the plains, at its top right and top and bottom left corners:

Otherwise:

Otherwise, if you returned to Terena Adare's chamber in and asked Zherron what needed fixing:

You can now use the Khoonda Security Card Key to open the security door in the top wall at the right end of Khoonda's bottom corridor. The Turret Control Station is by the left wall of the room beyond:

Otherwise:


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You can only change turret target priority, or deactivate turrets, once:

Otherwise:

Once the has begun:

If you didn't sabotage all gun turrets, or did nothing:

Garage
In the right wall opposite the Turret Control Station, there's a door in the top corner, to the garage. The door in the garage's right wall is the, which can be used to exit to the on the right side, closest to Azkul. If you try to use the door to enter Khoonda again, it locked behind you.

Khoonda: Side Door
If you returned to Terena Adare's chamber in and asked Zherron what needed fixing:

The is outside Khoonda, in its top wall to the right. If you haven't already opened or locked down this security door, then you can do so now without interference from the militia:


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Once the has begun, if you did nothing:

After the battle, the side security door is locked and you cannot enter storage, regardless of the outcome.

Storage
If you opened Khoonda's side security door, then you can enter the top left corner of a storage area. There are four large lockers along the top wall in the right corner, and four metal boxes by the right wall, two of which are locked:

There are four plasteel cylinders in the bottom right corner, two of which are locked, and three footlockers in the bottom left corner:

There's a stuck door in the lower left wall, to the medical lab:

Khoonda: Militia Medic
If you returned to Terena Adare's chamber in and asked Zherron what needed fixing:

You can now use the Khoonda Security Card Key to open the security door near the middle of the top wall of Khoonda's top corridor, and enter the medical lab. There's a stuck door in the lower right wall, to :

There's a in the middle of the top wall, flanked by beds containing four wounded militia soldiers, two to each side, and a medical droid in the middle.


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Only the treating character moves closer to the light side of the Force each time a soldier is successfully treated.

This will heal all soldiers, even if some or all have already been successfully treated. If none have been successfully treated:

Surprisingly, you can still speak to the soldiers and treat them individually, moving closer to the light side of the Force but receiving no further experience. Otherwise, once the has begun, if you treated all soldiers:

If you didn't treat all soldiers, or you put them to sleep:

Khoonda: Droids
If you returned to Terena Adare's chamber in and asked Zherron what needed fixing:

You can now use the Khoonda Security Card Key to open the security door at the right end of Khoonda's top corridor, and enter the Defense Droid Station &, which is by the right wall in the bottom corner. There are two broken droids lying by the bottom wall, and another to the left of the workbench by the right wall.

There are two defense droids by the top wall, and another by the right wall:

If you're trying to reactivate the right droid by the top wall:


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You should reactivate at least one defense droid before using the Droid Control Station in the top left corner:


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Once the has begun:

If you didn't at least reactivate all three droids, or you did nothing:

Akkere's Hydrospanner
If you took Akkere's hydrospanner when you reactivated the right defense droid by the top wall of Khoonda's Defense Droid Station:

can be found outside, at the top right corner of the Khoonda building:


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Otherwise:

This is good. However, Akkere doesn't actually give you a discount: instead, the price paid for items you sell increases from 55% to 75% of base cost, the highest in the game. Otherwise:

Otherwise:

Killing Akkere is psychotic. If you already bought the thorium charges, then you receive the 1000 credits you paid for them instead. This quest can still be completed after the, but only if Akkere survives (you must finalize battle plans with Zherron back in Khoonda, and fight Azkul and his mercenaries).

Khoonda: Recruiting
If you returned to Terena Adare's chamber in and asked Zherron what needed fixing:

If the salvager Jorran survived the Enclave sublevel and he's still speaking to you, then you can recruit him from the salvager camp in the courtyard outside:

If you return to Suulru, standing by the bottom wall of the bottom waiting room on the right side of Khoonda's reception, and try to recruit him:

However, once you've returned his from Jorran:

Returning Suulru's evaporator modulator also allows you to recruit Dillan, standing outside by Khoonda's left wall, above its main entrance (otherwise, she refuses):

Finally there's, standing outside the Khoonda building by its top right corner:

Otherwise, it will cost you:

Otherwise:


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Otherwise:

There are others you can ask, but they all refuse:


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Once the has begun, if you finalized battle plans with Zherron back in Khoonda and recruited at least one to fight for the militia, or all four:

If you finalized battle plans with Zherron but recruited no one, or returned to Azkul in the and told him your assault was ready to begin (regardless of the number recruited):

Battle of Khoonda
Otherwise, after returning to Azkul in the and telling him your assault is ready to begin:

Azkul and his mercenaries swiftly take Khoonda, but Master Vrook confronts you after the battle. Once you've defeated him, you meet Azkul in the corridor outside Terena Adare's chamber:

Otherwise:

Otherwise:

In every case:

Azkul enters Terene Adare's chamber, and the door closes behind him:

If you open the door to Terene Adare's chamber and speak to Azkul:

Back outside the chamber, Dopak from the in the Enclave courtyard now stands in the bottom half of Khoonda's left corridor:

There's a mercenary standing to either side of the chamber door, and mercenaries are now the only others present in and around Khoonda:

Outside on the Khoonda plains, only the docking bay is populated as before, although the mechanic Tarn will no longer talk to you:

's remains can be found by the top right corner of Khoonda:

Lost Jedi
If you fought or left Master Vrook back in the cave, or told Azkul your assault was ready to begin back in the, then Master Vrook confronts you in Khoonda's reception after locking all doors:

None of your party engage, even if present. Once Master Vrook has been reduced to less than 50% Vitality, if you are a, or  then you learn a Force form, otherwise you learn a lightsaber form:

Master Vrook notices:


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Master Vrook starts using Master. Once he's defeated (for which you receive no experience), you subconsciously drain Force power from him:


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Afterwards, Master Vrook's remains are in reception.

Otherwise, if you rescued Master Vrook back in the cave and finalized battle plans with Zherron back in, then Master Vrook speaks to you instead (even if you subsequently let Azkul take Khoonda):


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Before Master Vrook leaves you in Khoonda's reception, if you are a, or  then he teaches you a Force form, otherwise he teaches you a lightsaber form:


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