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

Shuttle Crash Site
As your shuttle comes in to land in the restoration zone, it's shot down and crash lands at the west end of a valley. Fortunately, this doesn't go unnoticed by a friendlier inhabitant...

Ebon Hawk: Stolen!
You and your party have been dragged clear of the shuttle by none other than the Zabrak ex-military engineer, Bao-Dur, who speaks to you as you regain consciousness:

Otherwise:

In every case:

Otherwise:

Otherwise:


 * }

In the distance, a sentry droid spies on you before retreating...

If you try to remove Bao-Dur from your party:


 * This character must be a member of your party at this time.

This is your first chance to speak to or level up ../Bao-Dur/, but the former isn't necessary and you might want to delay the latter, since he can become another class once you've spoken to him after travelling to other worlds and losing or gaining sufficient influence. Even at level 6 on Difficult, his rank is sufficient to recover all the s in the area, and in combat his chances of survival will be (much) improved if you or Kreia can use Improved  and he can use a, when necessary: equipping him with a ranged weapon and changing from the default Aggressive Behavior should also prevent him from charging into combat.

There are three cannoks to the northeast:

On the west side of the shuttle crash site is a hidden cache, which is mined. As you approach:

To the south, the sentry droid has returned to a veteran mercenary with two other mercenaries. As you approach:

The sentry droid should then move away from the mercenaries, allowing you to kill it without engaging them (or vice versa).

The two mercenaries use s, but switch to s in melee range:

The veteran only uses a :

If you carefully approach from either flank and use ranged weapons, you may be able to engage and kill them one by one, or if you or Kreia can use Horror or Insanity, or Force Lightning, then all three can be affected. ../Grenades/ thrown at the veteran will also affect all three, but after the first salvo the veteran will charge towards you unless one was an. Further, the veteran's (: Resist 10/- vs Sonic) halve damage of  when a Will save fails and result in no damage whatsoever when it succeeds, and once activated his Mandalorian Melee Shield absorbs up to 50 damage from s, and most melee attacks (although Bao-Dur can remove it if he hits with his Shield Breaker ability, and if Atton uses blaster pistols or rifles and attacks from, the flank or the rear within 10m, then the added  damage can also be energy, or unstoppable if he uses disruptors).

If you try to use the swoop bike on the left to the southeast, or the landspeeder on the right to the southwest:


 * This vehicle's controls appear to be code-locked. You can't use it.

The exit to the western valley is in its southeast wall, beyond the mercenaries.

TSF Bounty: Escaped Criminals
As the narrow passage exiting the western valley turns north, you approach another sentry droid:

The passage turns northeast beyond, where mines have been set in front of a Rodian on the left and a Devaronian on the right. As you approach:


 * }

To the north, the passage slopes downward and opens up to the eastern valley beyond. If you head east into the valley:


 * }

If you go along the shore to the north to avoid the mercenary patrol in the middle of the valley, then you'll find a bag by a skeleton among the rocks at its west end, and a plasteel cylinder by the dead Ithorian and damaged landspeeder at its east end:

If you stick to the cliffs to the south, then on the other side of the chasm in the southwest corner you'll find two more hidden caches, mined once again. As you approach:

If you continue east along the south cliff, you'll find a backpack and bag among some skeletons:

Even if you're not spotted by the mercenaries, there are still up to six cannoks roaming the north and south of the valley:

If you are spotted, or you decide to take them all out, then two mercenaries will be the same as those previously encountered but the two remaining and the veteran differ:

You can use similar tactics to those used against the previous mercenaries encountered to engage and kill them one by one but, although the veteran is ranged as well, they're too far apart for grenades thrown at him to affect any of the others, and only Insanity (level 12) can affect them all at once. However, they're arranged in an X formation so you or Kreia can use Force Lightning to affect three at once by targeting the hindmost along a diagonal: if both of you can use it, then you may want to move Kreia with or Solo mode into position to aim down the other diagonal to maximize coverage.

Otherwise, the veteran can throw up to four and favors Master  with a, so getting at least one member of your party into melee range is advisable (perhaps Bao-Dur if he's properly protected, since he can use his  ability to cancel the veteran's ).

If you try to use one of the two landspeeders to either side:


 * This vehicle's controls appear to be code-locked. You can't use it.

Czerka Excavation Site
Two more cannoks with significantly higher Vitality roam on the east side as you approach the entrance to the Czerka site:

As you climb the slope:

*WARNING* MINEFIELD AHEAD

Beyond the minefield, the exit to the valley is guarded by two heavy defense turrets:

It's possible to attack and kill them with grenades and ranged weapons without venturing into the minefield, but this may not be possible with Force powers (although you or Kreia can use a power to trigger the mines). Atton might be able to enter mode and remain undetected while recovering the mines closest to you, but with care you can move between the mines after entering Solo mode, closing to casting or melee range by going up to the right on the south side.