Star Wars Knights of the Old Republic II: The Sith Lords/Suburban (082 West)

As the Ravager approaches Telos, you and Atton meet Lieutenant Grenn in the medical unit of one of Citadel Station's residential modules after traveling there from Atris's academy on the planet below:

Otherwise:

In either case:


 * }

You stand with Atton in the top right corner of the room to the right of the medical unit. If you speak to Lieutenant Grenn again:

Medical Unit
The medical unit is through the doorway in the top left corner of the room, where you'll find the Ithorians Chodo Habat and Moza.


 * }

If you speak to Moza:

There are also two TSF officers here, and another two in the next room through the doorway in the bottom wall.

Ithorian Compound
Leave Lieutenant Grenn through the doorway in the bottom wall and you'll find Mandalore waiting in the corridor:

He cloaks and leaves. If you open the screen you can remove Atton and add someone else, but if you try to add Mandalore:

The main body of the Ithorian compound is through the doorway in the right wall at the bottom end of the corridor.

Fuel Sabotage
If you sided with Queen Talia on Onderon then you'll find Captain Major Riiken in the middle of the Ithorian compound:


 * }


 * }

If you sided with General Vaklu then you'll find a Vaklu leader in Major Riiken's place:


 * }


 * }

In either case:

Vivarium
The empty vivarium is through the doorway in the top right corner of the main body of the Ithorian compound, then through the doorway at the top of the corridor.

Residential Module 082 East
The exit to the main body of the Ithorian compound is in the middle of its top wall. If you defended Khoonda on Dantooine then, as you approach, Zherron addresses three of the Khoonda militia:

If you attacked Khoonda then Azkul addresses three of his mercenaries instead:

Zherron or Azkul remain, but the three militia or mercenaries exit. When you follow them, the two TSF officers in the reception area run to Residential Module 082 East at the right end of the hall outside. The militia or mercenaries run left, where there's a line of mines and floating mines across the hall.

Once a floating mine detects you, it approaches and explodes, inflicting variable piercing damage which can be halved if a successful Reflex save is made against DC 15.

There are also five Sith assassins at the left end of this hall:

The s have no On Hit: Attribute Damage Dexterity.

The has no Ion vs Droid.

The sealed module door in the top wall behind them is locked.