Star Wars: Knights of the Old Republic/Black Vulkar Base (Garage)

Main Base
The takes you to the northwest corner of the garage. You cannot return to hideout or change party selection here, so you'd need to go back to the main base and out to the or  to do either of these things.

There's a deactivated junkpile droid to your left (a war droid), and another one (a Mark II) further away by the west wall:


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'''The droid is actively engaged in its patrol route. You cannot reprogram it anymore.'''

The Mark II is a melee droid that will patrol down the south tunnel and turn west at the T-junction. It's capable of killing the two Black Vulkars guarding the tunnel, even on Difficult without optimized weaponry or targeting systems, and without activated shields. It will also trigger the on the right of that tunnel as it patrols, although it isn't worth repairing it for this purpose alone: a single  pack costs just over four times as much as a simple.

The war droid will patrol the north and east sides of the garage, bringing it into combat with the Vulkar patrol droid guarding the. However, there's another option to patrolling which may be more useful:


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The droid will run to the loading bay and destroy itself, unlocking and opening it to allow access to the loading bay beyond.

Garage
There are two swoop bikes in the central garage bay, and a Vulkar patrol droid can be seen in the distance patrolling in front of the in the east wall. Out of sight in the south wall is a tunnel with ramps down to it on either side, leading to the.

The garage head patrols from just outside his, followed by two Vulkar guards. About 35 seconds after you enter, he'll emerge from the west tunnel in the southwest corner before making an anticlockwise circuit of the garage and returning to his office. He can be ambushed as he emerges, before his escort can catch up.

However, if you hold your starting position and wait, he and his escort will emerge and patrol the south side of the garage, oblivious to your presence. When they become visible again in the southeast corner, you can go down the west tunnel to his office and use the garage computer to overload one of the swoop bikes in the central bay, sounding an alarm that causes the garage head and his escort, plus the four Vulkar guards in the room next to the engine lab, to all gather around it just as it explodes, killing all seven at a blow if you haven't already done so.

Office
Go down the west tunnel in the southwest corner of the garage, turning north around the corner. There are two standard doors in the east wall towards the end of the tunnel, and the garage head's office is behind the north door. Once inside, the garage head's desk is against the north wall, and there are some supplies in the southeast corner:

This key card will give access to most of the restricted areas in the Vulkar garage.

The garage head key card is the only way to open the security doors of the. The garage computer is in the southeast corner.


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Overloading the swoop bike in the garage bay will sound an alarm that causes the garage head, his escort and the four Vulkar guards in the room adjacent to the to gather around it as it explodes, killing them all if you haven't already done so. Opening all security doors unlocks but does not open the, but it neither unlocks nor opens the engine lab's security doors.

Otherwise, if you open all security doors so you can open the loading dock then do not access its security camera: this causes the Vulkar patrol droid within to start patrolling so you cannot be sure where it will be when the loading dock is opened.

The standard door in the south wall opens onto a room which is also accessible from the right door in the tunnel to the west. A Vulkar gang member is standing on either side of a workbench to the south:

There's a footlocker containing random contents against the east wall in the southeast corner.

Engine Lab
Once you've got the garage head key card from the desk in his, you can use it to open the security doors of the engine lab. Otherwise:


 * [It looks like you will need a special pass to open this door.]

Return to the garage and go down the ramp to the tunnel in the south wall. Just inside are two Black Vulkars, picked at random from one armed with a, another armed with a or a Twi'lek male armed with a.

The tunnel beyond is mined just before it reaches a T-junction:

It isn't possible to walk around them, but both Mission and Zaalbar can at least disable them. Otherwise, it's best to enter Solo mode and have one party member trigger the mines before using an if need be (Zaalbar is recommended, and if he's at least level 7 and selected the  and Increased Toughness feats then he'll take no damage whatsoever, even on Difficult).

Turn left at the junction and you'll see first a standard door and then a security door in the north wall as you approach the east end of the tunnel. The first door opens on a room containing four Vulkar guards, two start armed with s and another two start armed with s:

However, it's much easier to use the garage computer in the to overload one of the swoop bikes in the central garage bay, sounding an alarm that causes the garage head and his escort plus these four to gather around it just as it explodes, killing them all if you haven't already done so.

There's another security door to the engine lab in the east wall of this room. If you try to open it before you've got the garage head key card from the desk in his office:


 * [It looks like you will need a special pass to open this door.]

Once you have the card, do not open either door unless you're prepared for a fight as a light side character (opening the door in the tunnel may lead to preferable positioning), or ready to leave the base as a dark side character.

In any case, if you go west at the T-junction you'll see two standard doors in the north wall. The first opens to reveal a Duros Vulkar gang member in a room, working on a swoop bike, with a radiation shields locker in the southwest corner, just to the left of the door from the tunnel:

The second door opens to reveal two Vulkar gang members in a room working on a swoop bike, another Duros to the left and the other to the right.

There's a at the back of the room against the north wall, which can be used to add any upgrade items you have to any upgradeable weapons and body armor you have.

Search for Bastila
Once you open either of the security doors to the engine lab, you enter a dialog with Kandon Ark, a Twi'lek male who stands to the right behind a desk, while one of his bodyguards, a Twi'lek female, stands to the left. Two more bodyguards are behind them against the north wall.


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You regain control at the main entrance to the in the Lower City. After returning to the ../Hidden Bek Base/ and killing Gadon Thek, Kandon meets you upon your return to the Black Vulkar base from the (or even the ):


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If you ever return here, you can fight Kandon’s bodyguards but he himself will no longer be there, while returning before you've attacked the Hidden Beks allows you to take the swoop accelerator back to them. Otherwise:

All are armed with ranged weapons, although Kandon Ark may draw a, so melee attackers like Zaalbar can be at an advantage, particularly since Kandon's female bodyguard will use an while Kandon himself will use a  (which can also absorb sonic damage). He and the female are close enough together that ../Grenades/ thrown at either of them will damage the other, but this isn't the case for the other two bodyguards: any ranged attackers in your party should focus fire on them since they don't use shields.

The swoop accelerator is in the alcove in the northwest corner of the room, and it's mined, although it's possible to enter Solo mode and get around it:

'''Though not overly large the prototype swoop accelerator is surprisingly heavy. Without being an expert on swoop bike construction it is difficult to imagine how this simple device could be so valuable.'''

Leave the Black Vulkar base via its main entrance to the Lower City, and return to the Hidden Bek base to speak to Gadon Thek (or Zaerdra) in its.

Loading Bay
The loading dock is in the east wall of the garage, guarded by a Vulkar patrol droid:

Reactivating the junkpile droid to the left of the garage elevator and engaging its patrol mode will lead to it attacking this droid, although you shouldn't normally have any trouble killing it yourself.

There are two ways to open the loading dock, the first of which is to program the junkpile droid previously mentioned to ram the loading bay doors instead of patrolling. This is recommended, since it both unlocks and opens the door. The second way is to use the garage computer in the to open all security doors, which will unlock but not open the loading dock. If you access the security camera for the loading bay, the Vulkar patrol droid within starts patrolling and you cannot be sure where it will be when the loading dock is opened (otherwise, it will be at the south end of its patrol, facing the south wall, when it opens).

Once open, you'll see the Vulkar patrol droid patrolling back and forth between the south and north ends of the loading bay:

This is much tougher than the droid that was patrolling outside, and its can be particularly troublesome because it will still paralyze for 3 seconds (the length of a combat round) even if your Reflex save against DC 15 is successful. However, (received from the  in the east Lower City apartments) upgraded with a  (retrieved from the center footlocker inside the  of the Black Vulkar base) has : Resist 20/- vs. Cold, which will at least always negate its cold damage. It also activates its before anything else, so most ranged weapons are much less effective since it can take 50 points of energy damage.

The easiest way to defeat it is to enter Solo mode and move each member of your party down the south wall of the garage to the southeast corner, then along the east wall until they're all lined up to the right of the open Loading Dock.

From this position your party can observe it and throw ../Grenades/ just before it reaches the north end of its patrol, so that when it returns it will still be within the area of effect. 3–5 (most likely 4) s are the quickest way to kill it, although if it survives the first salvo then even though it shouldn't attack, it will activate its and finishing it with a  would be advisable.

There are a footlocker with random contents and a strong box in the southeast corner of the loading bay.