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Star Wars Knights of the Old Republic II: The Sith Lords - Walkthrough
System: Xbox
Shop: Rent This Game · Trade For It · Buy It Cheap · Get The Guide

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   11.  Korriban                                      :KRRBN:
-------------------------------------------------------------------------------

  I always take Korriban last, for a couple reasons. One, it is a good
  diversion while I wait for Onderon to get back to me. Two, in order to enter
  the Sith/Shyrack Cave, you need to be at a certain power level, which you
  will be if you take it last.

  Korriban features only two places to go, the Cave and the Academy, but
  features the most famous and useful exploit/cheat in the game, the Infinite
  Hssiss Respawn Point (basically, when you find the "Dead Jedi" select it
  over and over).

  Beyond that, we're looking for the final Jedi Master, and perhaps, some sign
  of Revan.

  Kreia won't go with you, but you can still lose Influence with her. Before
  heading out if you say "Fine. I didn't want your company anyway" you lose
  -INF-.

Valley of the Dark Lords
-------------------------------------------------------------------------------

  In KotOR 1, this valley led to four tombs, each of them searchable. Now,
  however, they're looted and destroyed.

  There are corpses littered all around this area, but when you search any of
  them, Kreia gets upset at you. She will tell you that Hssiss will be drawn
  to you. You can lose -INF- with her if you say: "These creatures shouldn't be
  much challenge."

  There are four tombs about, you can't enter them, but as you get close to
  them (only the ones ahead of you have corpses to search) Kreia will pipe in
  with an explanation about this person. You only need to listen to one of
  these, that of Ajunta Pall, then if you set Revan to Light Side (waaaaaaay
  back), Kreia will tell you that Revan "saved" Ajunta. You can say the
  following:

    - [Awareness - 11 REQ] You sound like you disapprove.

    Then either one,

    - LSP - No one is beneath redemption, Kreia. No one.
    - DSP - Ajunta Pall was a fool. The dark side sustained him even beyond
      death and Revan tricked him into surrendering to oblivion.

  Then just go ahead, and up the winding pathway. There's one corpse there,
  with its accompanying Hssiss. Halfway up the pathway is the entrance to the
  Shyrack Cave. Your party will comment on it, and Kreia tells you to finish
  your work at the Academy first. It doesn't matter if you do it now or later.
  But we're here now, so go in.

Shyrack Cave
-------------------------------------------------------------------------------
                                                                  To Sith Cave
                                                                  /  /
                           ----\                   /|         |\_/  /
                      ---\/    \__________        / |         |    |
                    -/                   $'------/  |         |    |
                  -/ -/--\     /-----\  |\__        |         |    /
      -----------/ -/     ----/      |  |   \___    |         |    |
     / ----- $ ---/                  |  |       |   |         \    |
    | |     | |                      |$ |       |   |         /    |
    //      \  \                     \  \       \   |         |    |
  -//        \  \-                    |$ |  ____/    |        |$   \
  -/          -\  \---\  /---\        |  | /         \________|    /
Entrance        -\     -/   $ --------/  \/ ------    ___A____    /
                  ---\         ____________/     /   |        |   |
                     |  /\----/                  \   |        |   |
   A - Sith Ambush   | |                          |  |        |   |
   $ - Treasure      \ \   ___                    |  |        |   |
                      \ \_/   \                  /   |        |   \
                       \       \_-------\ /----\/    |        |   /
                        |$  $  ___-----\ -  -----$   |        |  /
                         \___-/         ---/      \  |        |$ /
                                                   |_|        |_/


  This is the same cave as KotOR I, with one exception, found in the back.

  Just ahead is a half-eaten corpse, with a Datapad, and random loot. Just some
  information on the enemies we'll be fighting in here. At this point, you
  should be OK to fight anything. Unless this is your first planet, that is.

  Ahead, at the first turn, you'll see Shyracks and Tuk'atas fighting amongst
  themselves. You could wait for them to kill each other (you get the XP in
  either case), or just wade in there and deal violence to all. Then search
  the nearby Sith Corpse and Ceramic Jar for shinies.

  At this point, I'd take the turn to your right (map down), follow that until
  the next turn to your right (map down) and follow that to a larger room.
  Search it for items on the Corpse and Jar, then keep going along the passage
  to the Chasm opening. Search the Jar here.

  You'll probably just find yourself being drawn all along this chasm fighting
  the Shyracks as you go. Eventually you can stop, and take the middle passage
  back towards the entrance. Ignore the passage to your right (map up) for now,
  and keep going ahead (map left). This opens up to another larger room, with
  a column and water. Take out the monsters, search the corpse and two jars,
  then move on.

  Backtrack to the beginning, then take a right (map right). Straight ahead.
  There's nothing in the next opened passage, so keep going. When you get to
  it, turn right (map down), clear out this passage then search it for a Sith
  Corpse and a couple of Jars. Back up.

  At the top, turn right and go that way (map right), get the jar, then 
  continue to reach the chasm. Then it's just down and across the bridge. As
  you cross you get attacked by devious Sith Assassins.

  First, take a right (map down), head to the bottom of this area and search
  there for a couple of Jars with shinies. Go up, just past the bridge are more
  jars with shinies. Continue to the top, through the Hssiss.

    Note: Here's a good place to create a Save. Keep this one, just in case.

  When you reach the Forboding Looking Cavern Entrance, Kreia will tell you
  whether you are ready or not. If you can't get in (you'll be knocked out
  by the power of the place), you need two things:

    Be very Light or Dark Sided
    Be higher level

  I'd save it before entering. Seriously. And don't save over it.

Sith Cavern
-------------------------------------------------------------------------------
                                                                        |r|
                                                             ---_______/   \
                                                            | 4 _______5 T Exit
                                                    _        | |       \   /
                                                   ( )       | |        |w|
                         .---.                    _| |_      | |
                 --------'   |                   |: _  |_____| |
                / -------.r  |                   | \_/  _____  |
               / /       `---' /--\--------------'3/_\ |     | |
               | |             |  .--------------._:  _|     | |_.---.
               | |             \  /                |r|       |___  X |
               | |             |  |                (w)           '---'
  To Shyrack--- 1--------------'  \
   Caves    ---  --------------. 2|        1 to 5 - "Events" (see below)
               | |             \--/             r - rubble, treasures
               | |  .---.                       w - wicker, treasures
               |  --'   |                       : - impassable
               |----.  w|                       X - The "Dead Jedi"
                    `---'                       T - Sarcophagus


    Note: Light Side characters CANNOT regain Force here normally. If you're
          Light Side, don't use the Force unless you really need to. (Although
          there is a cheat to regain Force Points, simply get to 0 FP, unequip
          a WIS boosting item, then equip it again) That's not that you can't
          get FP back, just that it isn't regular.

  Event 1: Malak

  You enter, and watch Malak (pre-Chin) preach War to the Jedi. You can cut
  this dialogue short by saying: "Enough games, draw your lightsaber and
  fight!" Or you can listen to the whole thing, and answer each of his
  questions. The answers don't appear to matter here. When it gets to combat,
  you need only defeat Malak to make them all go away. You don't get XP.

  You can no longer get out the way you came in. In fact, you'll never go that
  way again. There are three doors here, one to the left, right and one ahead
  of you.

  Take the right door first (map down), turn, then through the door. Kill the
  Shyracks here, then search the wicker footlocker at the end of the room for
  some swag.

  Next take the door that leads map up (it would have been to your left when
  you first entered), take he passage all the way, through the next door.
  Kill the Shyracks, then search the rubble in the corner. Back out.

  Last door, and through. Kill the beasties, and ahead. Just before the next
  door you'll find a severed arm with a Datapad (and random loot). Get it, then
  open the door. It's locked.

  Event 2: Shyrack Nest

  This is an easy fight, just let them mob up to you, then use a group Force
  Power (Force Storm works best, or Wave if you're Light Side). Otherwise just
  use your best attacks and work your way through them. Once that's done, just
  open up the top door, and go through.

  The next door has a field of Dark Energy in front of it. Must be a sign.
  Doesn't do anything, though, so go to the door and through.

  Event 3: The Minefield

  The soldiers want your help to get through the Mandalorian lines, but there's
  a minefield in the way. You will have to sort through your memories a bit
  first, but eventually you get the option to either send them, or go yourself.

    Dark Path > The battle is an invaluable opportunity. We will fight on.
              > DSP - War calls for blood. Yours was taken that day. Searching
                for meaning is pointless.
              > DSP - The only casualties that mattered in that war were Jedi.
                Now charge!

  There is no Light Path, just avoid saying the above, then offer to deal with
  the mines yourself.

  There are two ways to deal with mines, either disable/recover or set them
  off. You can set them off if you have Stun/Disable/Destroy Droid, or just by
  walking over them. These are "Average Frag Mines" and only take a DC 30 to
  Recover (you get an automatic 20+Skill Level when you do a skill outside of
  combat, meaning you only need a total skill of +10 to recover them).

  Once you get to the other side, or eliminate the mines, the Mandalorians
  attack and a battle is joined. Help if you want, but you won't get XP for
  killing anything.

  Three doors here, one up, one down, and one across. Save that one for last.
  Go through the "up" door first. Kill the Shyrack. No treasure. Back down,
  then through the "down" door.

  This leads to a Shyrack and some rubble and a wicker footlocker with
  treasures.

  Back out, then through the last door to your right (map right). Straight
  ahead, kill the Hssiss. There are two doors to take here. Take the right
  door (map down), through this passage, kill the Shyracks, and through the
  next locked.

  The Infinite Hssiss Spawnpoint

  Well, you found it. Here it is. There's some rubble just to your right when
  you walk in. But that isn't why we're here. See that "Dead Jedi" in the
  center of the four columns? (200 XP, first time you select it) Yeah, every
  time you "Use" that, another batch of Hssiss appear. Every time. Thus, no 
  matter who you are, light or dark side, you can stay here and level up. Dark 
  Siders have it easy since they have normal use of Force Powers, and have
  Force Storm at their disposal. Light Siders have to just use lightsabers and 
  feats.

  You can check out the Cheats section for the main idea on this exploit.
  Otherwise we'll leave it as it is.

    Note: You can level up all you want here, but it isn't necessarily worth
          it. Why? Because when you gain levels, your enemies gain levels,
          especially the bosses. If you keep up on your items, upgrades and
          YOURNAME Crystal upgrades, you will probably be fine either way. But
          it won't make the game any easier to gain 20 levels here.

  Back out, and up through the next door.

  Event 4: Kreia Betrayed

  Up ahead you see "Kreia", who is having some troubles with Atton. And
  Bao-Dur. And T3. Basically they all see her as an evil influence and want to
  kill her. Until you have to "choose" nothing you say or do matters, however,
  once you get the choice, what you say matters quite a lot. The easiest way
  past is to say:

    > I think I'll just stand back and watch.

    OR

    > You are all just visions anyway. It doesn't matter what I do.

  But you have to fight everyone, you can side with either Kreia or Atton.
  Kreia:

    > LSP > I will protect you, Kreia, so that you may be redeemed later.
     (this can be repeated again again, but not forever, she vanishes
     eventually)

    OR

    > DSP > We are on the same side, you and I.

  Atton and friends:

    > LSP > You are right Kreia. I will defend you, so that you may live to
      pursue redemption.

    OR

    > DSP > You are beyond redemption, Kreia. Prepare to die!

  If you defend Kreia, one attack is all it takes to remove her attackers.
  She, however, won't go anywhere and you have to do it again. And again,
  forever if you want, gaining LSPs or DSPs each time. You need to
  clear this area, so at some point you have to pick the "I don't care" type
  response to get their Apathy lines. Or take the DSP and attack Kreia. Those
  are your only two choices.

    Note: If Kreia is still around up here, you can't open the next door.

  Event 5: Revan

  Past Kreia, down the hallway, through the door, you will confront Revan.
  He/She won't really talk to you, so fight. Revan isn't a tough fight, but
  can do a fair amount of damage if you don't finish it quickly.

   .................................Glitch....................................
  .  Once Revan is dead, Kreia will telepathically contact you. If she does   .
  .  not, then your game is glitched and you need to reload to your previous  .
  .  save. Try again. If that doesn't work, go back another save. You may     .
  .  (unlikely) have to redo the entire cave. This glitch has never happened  .
  .  to me, but I have heard numerous reports of it. You'll know it's         .
  .  happened to you because the door behind the Sarcophagus will be locked,  .
  .  as Kreia unlocks it when she talks to you.                               .
   ...........................................................................

  From Kreia you get 2000 XP, random Lightsaber.

  Go forward, open the Sarcophagus, get the loot (Ludo Kressh's Armband, and
  Ludo Kressh's War Sword), then search the two small side rooms nearby. Once
  you're done, open the last door and leave. You'll be alone in the Shyrack
  Cave, so use the Party Selection to get your people back.

  Out and up to the Sith Academy.

The Sith Academy
-------------------------------------------------------------------------------
                                  Entrance          J - Jedi Master
                                     | |            f - footlocker
                                   /-' `-\          B - Bag
                           .-----. |     |         Th - Thorium Charges
                           |Th   | \-. .-/          D - Locked Door
                           '---. |   | |            T - Student Access Terminal
                              _| |_  | |    /\      S - Sealed Door (Thorium)
       .-----.  .-----.      / | | \ | |    \f\     h - Holocron
       |f    |  |f    |      | | | | | |  /\ \ \    L - Library Door
       '--.  |  '--.  |      \_   _/ | |  \f\/  \
          |  |     |  |        | |   | |   \  /\f\  .--.
       .--'  |  .--'  |        | |   | |   /  \ \/  |  |
       |     |  |     |         \L\  | |  /D/\ \    |J '--.
       '--.  |  '--.  |          \ \-| |-/ /  \/    '---. |
      ____|  |_____|  |___________'       '_____________|D|
     |B                 B                   Poison Hall   |
     | ---.  .-----.  .------------       --------------. |
     | |  |  |     |  |            \      /             |D|
  .---S|  |  '--.  |  '--.          \. .-/           /--' `--\
  |f  h|  |    f|  |   T |           | |             |Training
  `----'  |  ,--'  |  ,--'           | |             |  Room |
          |  '--.  |  '--.           |D|             \-------/
          |    f|  |    f|           ||
          `-----'  `-----'           \\

  When you enter the Academy, your party members will pipe up with comments
  about this. Nothing here, except that you can lose -INF- with Hanharr if you
  tell him: "Get in there you big furry oaf. I don't care what you smell."
  Too bad, it's a good in-joke line.

  You see Sion in meditation immediately, so don't get too comfortable here.
  Fight through the monsters who greet you, then ahead into the main area,
  where you'll have to start fighting Sith Assassins. That's how this area will
  go, random beasts and Sith Assassins.

  You see 5 new passages leading off from here, however, the passage that leads
  diagonal up-left (as seen on the map) can't be opened by you. The other
  diagonal can, however, be opened with Security/Lightsaber. Go up that way,
  search the three locked footlockers, and fight off the Sith Assassins when
  they show up. Back to the main room.

  Now, go slightly leftwards to enter the very bottom passage, open the
  locked door and through. What? Nothing here. Oh well, go back... and get
  attacked by more Sith Assassins (remember, more fights = more XP). Kill 'em
  all. Three passages left to go. Return to the main room.

  This time, turn left (map left), and go down the passage. There's a bag here,
  get its things. There's a datapad here that suggests Stealth fields to sneak
  by the Tuk'atas. Not really necessary.

  Run first to the end of the hallway. Skip by any monsters you see, then get
  the items on the Chewed Twi'lek. Wait for the Sith Assassins and any Tuk'atas
  to attack you. The datapad found on the corpse tells you how to open this
  big locked door, with Thorium Charges. There are 2 Thorium Charges in the
  game, so you may already have some from Dantooine, if you have it, you can
  open that big door now. Otherwise, turn around, and go back up the hall.

  Take the first right. Search the footlockers in the two rooms here (I got an
  Orange Crystal in one), and in the second footlocker you'll get the datapad
  telling you how to log into the system later. (50 XP)

  Back to the hall, then up the opposite dorm. There's only one footlocker here
  in the back. Return to the hall.

  Go now to what would have been the first set of dorms, turn left (map up),
  and go to the top. You'll get attacked by Sith Assassins here. Kill them and
  open the locked footlocker for more swag. Back across, and into the last
  dorm.

  Skip the Computer Panel for now, hit the back room for its footlocker full
  of shinies, then back to the Computer Panel. Enter 'New Recruit' to get
  your ID # 3401726-B853S5O0X001. With a Computer Use, you remember this
  automatically, otherwise just pick the correct option. Using "Access Learning
  Material" will unlock the other "diagonal" room, this one the library. Feel
  free to do so, but it's not that helpful. Take the Level one written test.

    Written Test Answer Key---------------------------------------------------.
    |                                      |                                  |
    | Which of the following Sith Lords is |  Freedon Nadd.                   |
    | not entombed upon Korriban?          |                                  |
    |--------------------------------------|----------------------------------|
    | A number of Sith Lords conducted the |                                  |
    | burial ritual of the great Marka     |                                  |
    | Ragnos. The ritual required all Sith |                                  |
    | Lords in attendance to be evenly     |                                  |
    | spaced in a perfect circle. Ludo     |  Twenty.                         |
    | Kressh led the ritual from the       |                                  |
    | coveted 6th position, directly       |                                  |
    | opposite Simus in the 16th position. |                                  |
    | How many Sith Lords conducted the    |                                  |
    | burial ritual?                       |                                  |
    |-------------------------------------------------------------------------|
    | Which of the following creatures     |                                  |
    | would be *least* suitable as a pet   |  Gizka                           |
    | for a Sith Master                    |                                  |
    |-------------------------------------------------------------------------|
    | Which of the following statements is |  I always lie.                   |
    | *not* a paradox                      |                                  |
    |-------------------------------------------------------------------------|
    | The path to breaking chains is...    |  passion - strength -            |
    |                                      |  power - victory.                |
    `-------------------------------------------------------------------------'

  Get 4 or 5 out of 5 and it allows you access to the Training Room at the end 
  of the other major hallway. Select "Access Training Room" to open the door.
  Log out. (150 XP)

  Head out, turn right (map right), back to the main area. Take the sharp turn
  left (map diagonal up-left) and into the library. You'll get attacked by more
  Sith Assassins. We don't care about the computer terminal here, just the
  footlocker. Do NOT bash this footlocker (it blows up). Security it open, or 
  use a mine. Yes, using a mine to explode it won't destroy the Charges, but
  using a lightsaber will. Get the Thorium Charges. The nearby bag just has a
  Datapad.

  Back to that massive door we couldn't open earlier in the previous hallway.
  Use the Thorium Charges, and blast the door.

  If you set Revan to Dark Side, you get to watch a holo of Bastila telling you
  what happened to the Sith after Revan ditched them all. If Revan was set to
  Light Side, then the holocron is ruined and unusable. No XP, just an 
  interesting sequence. There's also a couple footlockers with loot in here.

  Last hallway, and it's straight across (map right) from our current hallway.
  Avoid the small lights on the ground, they're poison mines, but they simply
  go off randomly. Turn right into the training room, use the computer to
  begin the training sequence, then kill the starving Tuk'atas. Kill them, then
  use the computer again. No matter how fast you are in combat, it tells you
  that you failed due to time limits, and orders you to report across the hall
  for punishment. It opens the last door.

  Make sure you've done everything you want to do here, you won't come back.

  Go across the hall and into the torture room. There's the corpse of our Jedi
  Master, Vash. If you say "I might have killed her myself..." you get a DSP.
  (500 XP either way)

  Search her body for a datapad (and a random Lightsaber), then use the 
  computer terminal. Ignore the Schedule disciplinary action command, and
  [Computer] Access System Commands. Enter "Lonna Vash." Open front door. We
  can leave again!

  Head out, and return to the main room. But be ready for combat.

  There's Darth Sion and his Sith Assassin flunkies. He mocks you a bit. You
  can ask questions about Kreia, but this only leads to combat. If you want the
  XP out of this battle, kill the Sith Assassins first, then attack Sion. You
  can't kill him, and when he gets wounded Kreia will pull you out of the
  battle telepathically. Run away... run away... Sion mocks you again, and you
  leave. (200 XP)

  Interestingly, if you are male he orders more attacks, but if you are female
  he pulls off his troops. This doesn't affect anything, but it is interesting.

  That is that for Korriban.
 
 




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