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

Jungle Tomb
Your party enters the from the middle of its bottom side. Xarga is just behind:


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Xarga returns to the jungle through the doorway behind. As you go down the hallway ahead, further inside the tomb a Sith captain runs up the ramp through the doorway to the, where a pair of Sith warriors are sparring:

The Sith captain and two elite troopers who were flanking the doorway run back down the ramp, as the tomb door closes behind them.

Meanwhile, at the top end of the first hallway is a junction, with a Sith trooper just inside the right hallway:

The left hallway curves back and down to a circular chamber in the bottom left corner of the tomb. Two Sith elite troopers stand midway down, and another two and a pair of Sith grenadiers come running as you approach the bottom:

You can destroy a medical droid in the top left quarter of the chamber (on your right as you enter): it won't attack you directly, but when it's destroyed it explodes, inflicting 20 piercing damage on all in the vicinity unless a Reflex save is made at DC 15, halving damage.

There's an ancient terminal in the middle of the chamber, with an inner wall around it. There's a wicker bin by the outside of this inner wall in the top left quarter of the chamber, and another wicker bin and a broken medical droid by the right outer wall of the chamber.

The droid will follow your party leader and heal 25% maximum Vitality if any of your party drop below 60%. If this droid is destroyed then it explodes, inflicting 20 piercing damage on all in the vicinity unless a Reflex save is made at DC 15, halving damage.

Within the inner wall, there's an ancient box by the left wall (on your right as you enter) which cannot be opened through conventional means, so you need to repair the ancient terminal by the back wall to unlock it. Save game before attempting this:

Otherwise, save game before replacing a core module and powering up the terminal, in case you make a mistake:

Replacing the wrong core module causes an explosion, inflicting 30 electrical damage on all in the vicinity and making the terminal unusable.

If each report indicates which other modules are fully operational, four have a single error on them and two are completely accurate, then that error is the module which is not fully operational, so the unstable module you need to replace will be reported four times:


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Workbench
The right hallway curves back and down to a circular chamber in the bottom right corner of the tomb. Four Sith war droids come running as you approach the bottom:

There's an ancient terminal in the middle of the chamber, with an inner wall around it. There's a wicker bin by the outside of this inner wall in the top left quarter of the chamber, and another wicker bin by the outer wall in the bottom left quarter of the chamber.

Within the inner wall, there's an ancient box by the right wall (on your left as you enter) which cannot be opened through conventional means, so you need to repair the ancient terminal by the back wall to unlock it. Save game before attempting this:

If you make a mistake, then leave the terminal alone and start again: if the equation is incorrect then an explosion inflicts 30 electrical damage on all in the vicinity, and makes the terminal unusable. Otherwise:


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There's a pool of dark side energy on the right side of the chamber, but you can only interact with it if your party leader is a Jedi. As you approach:

Otherwise:

You can ignore any warning:

Otherwise:

The dark side energy inflicts 30 bludgeoning damage on your party leader. If your party leader makes a Will save at DC 20:

Your party leader should keep these bonuses until you leave the tomb. Otherwise:

The dark side energy only inflicts 15 bludgeoning damage on your party leader. If your party leader makes a Will save at DC 15:

If your party leader's Will save fails in either case:

Otherwise, if you can't beat them, join them:

Your party leader gains the first dark side power listed below that hasn't already been selected:


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If your party leader already has all 12 of these dark side powers:

Your party leader's maximum Force points increased by 10.

There's a by the outer wall on the left side of the chamber: if you use this to break down items, then your party leader's  rank determines how many components you get, regardless of which character is actually using the workbench. There's also a broken droid standing to the right of this workbench:


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Once this droid gets back up to the junction, it patrols up and down the hallway between there and the top of the ramp down to the tomb door, in the top wall of the tomb's central chamber. However, the droid disappears once you've entered the or  chamber.

Antechamber
Beyond the barrier on the top side of the first junction are a Sith captain and two troopers:

Beyond the barrier at the top end of this hallway is the tomb's central chamber, containing three dark Jedi apprentices, with two wicker bins by the bottom right edge:

A ramp goes down to the closed tomb door in the top wall of the chamber, where two Sith warriors stand facing the door (the left one is male, the right one is female):

As you approach the tomb door:

Otherwise:

To unlock this door, you need to go through the door in the left wall to use the, or the door in the right wall to use the.

Northern Terminal
Beyond the door in the left wall of the tomb's central chamber is a hallway guarded by a single Sith elite trooper.

At the left end of this hallway is a circular chamber with a pillar in the middle of it: two more Sith elite troopers and a dark Jedi apprentice guard the hallway exiting its top side.

At the top end of this hallway is another circular chamber, guarded by a Sith elite trooper and two dark Jedi apprentices.

There's an ancient terminal in the middle of this chamber, with an inner wall around it. There's a footlocker by the outside of this inner wall in the bottom left quarter of the chamber, and two wicker bins by the outer wall on the right side of the chamber.

There's a pool of dark side energy on the left side of the chamber, but you can only interact with it if your party leader is a Jedi. If this is the first dark side energy you've approached:

Otherwise:

You can ignore any warning:

Otherwise:

The dark side energy inflicts 30 bludgeoning damage on your party leader. If your party leader makes a Will save at DC 20:

Your party leader should keep these bonuses until you leave the tomb. Otherwise:

The dark side energy only inflicts 15 bludgeoning damage on your party leader. If your party leader makes a Will save at DC 15:

If your party leader's Will save fails in either case:

Otherwise, if you can't beat them, join them:

Your party leader gains the first dark side power listed below that hasn't already been selected:


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If your party leader already has all 12 of these dark side powers:

Your party leader's maximum Force points increased by 10.

Within the inner wall, there's an ancient terminal at the top end:

When you entered this chamber a boma, a Sith elite trooper and a Sith grenadier came running from the tomb's central chamber to take position at the bottom end of the hallway below you:

A boma, a dark Jedi apprentice and two Sith elite troopers also came running to take position in the hallway back to the tomb's central chamber, where the tomb door to the is now open again.

Southern Terminal
Beyond the door in the right wall of the tomb's central chamber is a hallway guarded by two Sith elite troopers.

At the right end of this hallway is a circular chamber with a pillar in the middle of it: two more Sith elite troopers guard the hallway exiting its top side.

At the top end of this hallway is another circular chamber, containing two bomas, a dark Jedi apprentice and two Sith elite troopers. As you approach them:

Within the inner wall of this chamber, there's an ancient terminal at the top end:

When you entered this chamber a boma and a Sith elite trooper came running from the tomb's central chamber to take position at the right end of the hallway back to the tomb's central chamber.

A boma, two dark Jedi apprentices a Sith captain also came running to take position at the left end of the hallway back to the tomb's central chamber, where the tomb door to the is now open again.

Sith Crypt
Once you've used the or the  to open the tomb door to the  again, you can return to the tomb's central chamber and go down the ramp through the doorway in the top wall to enter the antechamber. A Sith captain and two elite troopers stand just inside, and as you approach:

At the bottom of the ramp, three more Sith elite troopers stand in a line across the antechamber ahead.

The crypt itself is through the doorway at the top end of the antechamber: save game before entering, and prepare for combat. As you approach, the Sith master inside breaks the ritual, killing one of the three dark Jedi masters performing it:

Otherwise:


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Otherwise:

Otherwise:


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If you try to leave the crypt:

Despite their names and Force points, none of these 'masters' have any Force powers to use.

There's a Sith sarcophagus at the foot of the statue at the top end of the crypt, containing a mummified corpse:

Meanwhile, Xarga runs in through the crypt's antechamber. As you approach him:

You can now also leave the crypt and return to the tomb and jungle, but once you go with Xarga you'll never return here.