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

Courtyard
When you first enter from the Enclave courtyard:

The entrance is at the middle of the left side of the Enclave sublevel, with the at the opposite end, on the right side: a hallway around the perimeter links the two.

Garden
The entrance hall leads to a garden with several pools at its center, whose running water gives a deceptive sense of peace and tranquility: the first sign that all is not as it seems may be the skeletal remains on the raised platform in the middle of these pools, accessed via the ramp on the opposite side to the entrance.

There are exits to the left and right for the perimeter hallway, and another short hallway opposite the entrance, which is mined:

At the other end of this hallway are three doorways. Beyond the right doorway is another doorway in the right wall, leading to an empty room. Beyond the central doorway, a footlocker is visible by the opposite wall, but there are also two laigreks and a deadly laigrek in this room:

The left doorway is a locked door, beyond which is another door in the left wall, and then a room with a locked footlocker by the right wall.

Farm Equipment
You can exit the garden to the left or right and travel around the perimeter hallway (and you can complete the circuit when you return), but going left, in a clockwise direction, is recommended. As you travel up the hallway, there's a doorway in the right wall and a laigrek in the room beyond:

The hallway beyond turns right and then left, at which point you'll encounter two laigreks outside a locked door in the left wall. If you try to open it:

Otherwise:


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He won't unlock the door until you say the laigreks in this area are dead. Save game before doing so, in case you buy his Jedi artifacts here, not outside once has left: outside, you can receive the same lightsaber upgrade item 3 levels earlier (for example,  at experience level 24, not 27) for less credits (1000 vs 1300) unless ../G0-T0/ is in your party (800).

Lying is cunning, and Jorran is killed by a laigrek that appears in his path as he runs for the exit: no experience is received when he's killed, but you can now kill another laigrek.

If you aren't lying, and have killed or lured away the two laigreks outside this door, and any others in the hallway between here and the exit:

This is the only response that moves you closer to the light side of the Force, although you don't have to make it immediately if you don't ask for a reward or say he has something you want:

Otherwise, if you spoke to Suulru back in Khoonda and asked if there was anything you could do to help:


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If you let him go, then true to his word can now be found in the salvager camp in the courtyard outside, where you can tell him you're here about Suulru's moisture vaporator, and buy his Jedi artifacts if you don't do so here. If you don't let him go:

Killing Jorran yourself is psychotic. How ever Jorran is killed:

Otherwise, you can talk about something else:

Otherwise:

Otherwise:

Otherwise:


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Othewise, if your first response is to ask for a reward:

Otherwise:

He leaves. Otherwise:


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He leaves. Otherwise:

He attacks you. Otherwise you can buy them, for 800 credits if ../G0-T0/ is in your party and you're willing to move closer to the dark side of the Force:


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Otherwise:


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He leaves. The lightsaber upgrade item received depends on your experience level:

At level 31 and beyond, if an energy cell, emitter or lens is selected then nothing is received. However, since all of these can already be created at a, if you receive one you may want to load game until you receive a power crystal instead:

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At level 28 and beyond, if a power crystal is selected then nothing is received. A color crystal is always received, and a second can be selected. However, if an upgrade item normally selected is already in your inventory, then the next highest you don't already have is received instead: this should not happen for any in lightsabers equipped by you or your party, or in containers elsewhere.

Otherwise, if your first response is to scoff at his thanks then he can only leave or attack you, moving you closer to the dark side of the Force, unless you want a reward and ../G0-T0/ is in your party:

He leaves. Otherwise:

If is in your party, then Jorran gives you 300 credits and you can ask didn't he find anything here, then offer to buy the Jedi artifacts Taepalae mentioned. Otherwise:

You attack him. Otherwise:

He leaves. Otherwise:

That is not a typo: Influence is lost with Atton, not the Handmaiden, even if he isn't in your party (and she is).

Ghosts to Rest
If in the salvager camp back out in the courtyard has asked you to look for a couple of dead salvagers, then Jorran can tell you the real reason she's looking for them either in the sublevel or back at the salvager camp if you ask him what he was doing in the sublevel if it's so dangerous, who almost nobody is and how dead people can cause problems, before telling him that she asked you to look for them:


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The hallway beyond Jorran's locked door turns right along the perimeter of the top side of the sublevel, where two laigreks roam.

There's a locked door in the bottom inner wall, beyond which is an empty room with another locked door in its right wall (to your left), which is mined on the other side: the second room contains a deadly laigrek, and has a salvager corpse in the middle of it.

The doorway in the top wall leads back to the hallway, which continues to the right: as you go along it, you trigger the appearance of Gerevick and his thugs back at the exit to the courtyard. The hallway turns right, leading down to a circular room containing a laigrek.

The sublevel is more or less symmetrical, and another salvager corpse can be found in the middle of a similar circular room in the middle of the bottom perimeter hallway, between the in the sublevel's bottom right corner and the garden and exit to the courtyard back on the left side.

Otherwise:

In both cases:

You can return the bodies to Daraala for 300 XP and 1000 credits (unless you refuse the reward, moving (much) closer to the light side of the Force), or to Zherron back at the militia headquarters in Khoonda for 500 XP, moving closer to the light side of the Force if you didn't change the will, or moving closer to the dark side of the Force if you tampered with it, but receiving a lightsaber (fixture) and upgrade item.

The perimeter hallway continues up beyond the doorway in the top right corner of the circular room, before turning right.

Droid Bay
In the right half of the top perimeter hallway there's a laigrek outside a stuck door in the inner wall, which is mined on the inside, and a deadly laigrek further along by the second inner doorway, beyond which is a room containing two laigreks, and another open doorway leading to the first room behind the stuck door.

There's a locked door opposite the stuck door in the bottom wall of the first room.

Beyond is the droid bay. Six deactivated protocol droids stand along the left wall to your right, and there's a computer panel mounted on the wall opposite the door, which can be used to access a work log and camera control, and overload the terminal:

Otherwise:


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Camera control allows you to scout, but doesn't reveal map. The entrance from the is north, so the droid bay is in the southeast quadrant (upper right) and the  is in the southwest (lower right).

After the specified time the terminal overloads, inflicting 1000 electrical damage on all in the vicinity, including the nearest protocol droid (the explosion kills three others, but you only receive experience for killing one): anything over 1 second should be enough time to get out of range, either at the right end of the droid bay or outside it.

However, the protocol droids can be reactivated:

The droid now exits the droid bay and goes up to the stuck door: if it's open then the droid goes out into the hallway and turns left, continuing to the corner and then turning around, at which point it starts a clockwise patrol around the entire perimeter. If the droid encounters anything hostile then it approaches and explodes, inflicting 1000 piercing damage on all in the vicinity unless a Reflex save is made at DC 15, halving damage.

There's a broken droid on the floor just inside the droid bay door to your left, and two more at the bay's right end, to either side of the. There's also a large locker in the middle of the right wall to the left of this workbench, and another in the middle of the bottom wall to the left of the computer panel.

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Workbench
There's a by the bottom right wall at the back of the  in the upper right (southeast) quadrant of the sublevel.

Main Computer Panel
Beyond the in the upper right (southeast) quadrant of the sublevel, the perimeter hallway turns right, then left and then right again at the top of the hallway along the right side of the sublevel. Two laigreks roam this section.

Eight deadly laigreks start in the middle of the right perimeter hallway (although they may have roamed further along by the time you get there). If you don't want to engage them in combat, or activate and engage the protocol droids in the, then you or a member of your party can enter mode to sneak down the hallway to use the main computer panel to get rid of them.

There are two doors in the middle of the inner wall of the right perimeter hallway, each with a power conductor to either side (the top one emits sparks): the top is a locked door, the bottom a stuck door.

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Bashing them open cancels Stealth mode, but unlocking or blasting them does not. Beyond each is a short hallway with power conductors to either side of the doorways at each end and midway down the top and bottom walls, leading to a large room containing eight more conductors, with a footlocker by the middle of the left wall and a large locker to its right.

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After the specified time the terminal overloads, inflicting 1000 electrical damage on all in the vicinity. If you're in Stealth mode but don't have, then you'll need at least 20 seconds to get out of range, back up or down the right perimeter hallway, away from all the conductors; otherwise 5 seconds should be enough (but more is safer).

Jedi Archive
There's a security door in the middle of the outer wall of the right perimeter hallway of the sublevel, on the opposite side to the doors to the.

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Someone awaits you as you enter the Jedi archive beyond, bowing to greet you:

Otherwise:


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Once you say you'll be going, you won't be able to ask the previous questions later unless your main character is male:

Otherwise:


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Otherwise:


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Otherwise, if your main character is female:

The screen opens and the  has been added to your party: you can add one other, or remove him and add two. A female main character can still talk to the ../Disciple/, but you cannot return to the previous dialog.

Otherwise, a male main character can return to the previous dialog until you get the datapad from the dead mercenaries in the middle of the Jedi archive and then leave the sublevel, at which point the Disciple returns to Khoonda: when you next enter from the, he's by the bottom wall in the top hallway exiting the reception area, speaking to a holographic transmission of Admiral Carth Onasi:

If you speak to him again, you can return to the questions you could ask back in the Jedi archive (with some slight differences) before you said you'd be going:

Otherwise:


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Lost in the Shadows
The is otherwise empty except for three dead mercenaries at the feet of a statue in the middle of the archive. As you approach:

The kinrath cave is in the bottom right corner of the Khoonda plains: within, Master Vrook can now be found in the.

Power Relay Station
The right perimeter hallway below the and  turns right, then left and then right again at the right end of the bottom perimeter hallway. Two laigreks roam this section.

In the top inner wall of the right perimeter hallway, there's a stuck door on the right and an open doorway on the left: the left room contains a laigrek and deadly laigrek with an open doorway in the right wall, beyond which the right room contains a datapad by a skeleton at the base of the bottom right column:

The doorway in the top wall of the right room is open, but mined:

There are two laigreks and a deadly laigrek in the room beyond, which also has a locked security door in its left wall and a computer panel in the middle of it, surrounded by four power conductors.

Otherwise:


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Camera control allows you to scout, but doesn't reveal map. The entrance from the is north, so the power relay station is in the southwest quadrant (lower right) and the  is in the southeast (upper right).

After the specified time the terminal overloads, inflicting 1000 electrical damage on all in the vicinity: anything over 1 second should be enough time to get out of the room.

Storage
Overloading the terminal in the middle of the in the lower right (southwest) quadrant of the sublevel opens the security door in its left wall, allowing access to storage. There's a bag in the middle of the room:

There's also a footlocker in the bottom right corner, two metal boxes in the bottom left corner, another footlocker in the top left corner and three plasteel cylinders in the top right corner.

At the left end of the bottom right perimeter hallway it turns right, leading up to a circular room containing a laigrek, with a salvager corpse in the middle of it.

The perimeter hallway continues down beyond the doorway in the bottom left corner of the circular room, before turning right. The bottom left perimeter hallway contains a laigrek, with two doorways in the top inner wall: the right is a locked door while the left is open, leading into a room with another open doorway in its right wall, leading into the right room. A laigrek and a deadly laigrek roam these rooms.

There's a locked door in the top wall of the left room, and another in the left wall of the next room, leading to a short hallway back to the left perimeter hallway.

At the left end of the bottom perimeter hallway it turns right, where a locked door in the outer wall is mined:

In the room beyond, there are two footlockers at the ends of the second and fourth beds from the door by the top wall, and another at the end of the second bed from the door by the bottom wall:

Above this room, the left perimeter hallway turns left then right, where a laigrek roams.

There's an open doorway and hallway in the right inner wall, and at the top end of the bottom left perimeter hallway is the.

Courtyard
When you return to the exit to the courtyard, if you've passed the second inner doorway in the left half of either the top or bottom perimeter hallway then Gerevick and four thugs await you, challenging you even if you're in mode:


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