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

Khoonda Plains
When you first enter from the Khoonda plains, you see a Twi'lek mercenary turning right at the junction ahead:

Sensor Search
If you spoke to Saedhe in the Khoonda plains and agreed to join his, then you'll find the atmospheric sensors in rubble behind the central pillar at the first junction. If this isn't your first time here:

Before retrieving the sensors, add Bao-Dur to your party:

Otherwise:


 * }

Otherwise, you can double experience received if you or Bao-Dur can also investigate his suspicions:

Changing of the Guard
If you've already spoken to Berun Modrul back in Khoonda and undertaken to find evidence that his superior, the militia captain Zherron, is endangering diplomacy with the mercenaries:

You now have a choice: you can return the sensors to Saedhe in the Khoonda plains and receive at least 3000 credits and 250 XP, and at most 5000 credits and 500 XP, or you can return them to the Administrator, Terena Adare, in Khoonda and receive 500 XP (although if you're prepared to move much closer to the dark side of the Force, you can maximize credits and XP received by doing both).

Ahrnell
Otherwise, at the first junction you can turn left into the upper tunnel, passing the entrance to the and a second junction before reaching the  at the back of the cave, or follow the Twi'lek mercenary down the lower tunnel to the right. There are two viper kinrath wandering the first section of this lower tunnel, another two at a second junction and another in the dead end beyond this to the right; there's also rubble at this second junction, and at the end.

Meanwhile the mercenary has been wandering back and forth along the lower tunnel, ignored by the viper kinrath. If you speak to him, you can ask why:

Otherwise:


 * }


 * }

If you end dialog and then speak to him again, he'll call you a fellow explorer if you've already tried to persuade him to tell you why the kinrath don't attack him, and if you failed then he'll tell you automatically if you ask again:


 * }


 * }

Otherwise, you can keep the gland:

He runs for the exit, where two viper kinrath appear to attack and kill him. Otherwise, if you don't persuade him then you can kill him for the gland:

If Ahrnell is killed then you move closer to the dark side of the Force, but you only receive experience if you kill him yourself (although you receive experience for killing the two viper kinrath that killed him).

With the gland in your inventory, viper kinrath (and only viper kinrath) in the cave will now ignore you and your party unless you attack them, or they see you attack another.

Crystal Chamber
A passage connects the second junctions of the upper and lower tunnels, containing a viper kinrath and another two at the upper junction:

Beyond the second junction, the upper tunnel leads to the crystal chamber at the back of the cave. This section contains three virulently poisonous hive kinrath, with rubble by the right wall about a third of the way along, and again by the pool on the right just before the chamber entrance.

Save game before entering. When you first do so, Kreia communicates with you, even if she's not in your party:


 * }

Eight kinrath hatchlings appear at the back of the chamber, and another appears back in the passage between the upper and lower tunnels. Every time you leave the Crystal Cave and then return to this chamber, any killed will be replaced until you kill the kinrath matriarch. While this can be exploited, with active it takes at least 30 seconds to run back to the Khoonda plains (so each round trip takes at least a minute).

There's a large crystal formation by the left wall of the chamber, and a crystal formation by the back wall and the pool on the right:

There's a glowing crystal formation by the rock pillar in the center:


 * }

There are also seven kinrath eggs scattered around the chamber, which have 0 Defense, resist 5 damage and have 5 Vitality:

Cave Crawling
Once you've asked Zherron what sort of work he has back at the in Khoonda, the kinrath matriarch will appear with the eight kinrath hatchlings when you enter the crystal chamber: save game before doing so, so you can load game if you're not happy with the power crystal received from her remains.

Return to Zherron for 2000 credits and 250 XP: be sure to do this before completing the or ../Defense of Khoonda/ if you plan to let Azkul and his mercenaries take Khoonda.

Mercenary Encampment
The entrance to the mercenary encampment is in the outer wall of the upper tunnel, between the first and second junctions: four viper kinrath wander this section, and there's rubble to the right of the entrance and behind the pillar just inside to the left, as well as two metal boxes by the left wall of the cave.

If you enter before the ../Enclave Sublevel/, the encampment is otherwise empty.

Lost in the Shadows
Once you get the datapad from the dead mercenaries in the middle of the Enclave sublevel's Jedi archive, the mercenary encampment is populated by a mercenary captain, five mercenaries (a human, three Trandoshans and an Aqualish), and Master Vrook. Save game before entering: once you've spoken to the mercenary captain, all remaining viper kinraths in the cave are killed, you won't be able to activate the quest, or complete it properly if you let Azkul and his mercenaries take Khoonda, and you won't be able to properly complete the  quest.


 * }

The following responses lead to a fight breaking out:

Otherwise, if your first response is the following:


 * }

Otherwise:

If rank 9 or more:

Otherwise:

Otherwise:

This is cunning. If a fight breaks out, or you return after leaving (even in mode):

If you said Vrook must die, and gave the mercenaries no choice in the matter, then you can only avoid combat with him by saying your words were merely a ploy:

Otherwise, questioning him can only delay the inevitable:

Otherwise:


 * }

Otherwise:

Otherwise:


 * }

Once Master Vrook has been reduced to less than 50% Vitality, he knocks you back and stuns you before running away:

If you dealt with the mercenaries in any other way:

If ../Alignment/ 30 or less:

You'll engage in combat. Otherwise:


 * }

If Alignment > 30:

Otherwise:


 * }

Otherwise:

Otherwise:


 * }

In any case, even if you fought Vrook:

Lost Jedi
After completing :

Defense of Khoonda
After completing, if you fought Vrook then you need to get the datapad from the mercenary captain's remains to learn that the mercenaries are planning an attack on Khoonda (otherwise he just told you before he left):