Star Wars: Knights of the Old Republic/Hrakert Station

Mission for the Republic
If you want to change your party selection then you need to take the submersible back to the Republic Embassy in the East Central courtyard to do so.

You need to retrieve an Envirosuit from storage to allow you to use one of the airlocks to access the sea floor, and a Sonic Emitter from a footlocker in the central or west storage room so that you won't be killed by the firaxan sharks outside. If you can unlock or bash open the highly resistant door at the south end of then this is the easier route, going beyond the door to the west end of the south hallway, then the west storage room to the north and Envirosuit storage next door to the east before returning south and using the west airlock. However, the northern route is more rewarding.

You'll encounter droids, and insane Selkath attacking with poisoned claws and s.

Submersible
Upon docking in the east submersible bay, you'll see the roof has collapsed over the west bay and corpses litter the floor.

There's a footlocker at the northeast corner of the east bay, and another in the southeast corner of the room:

A short corridor exits from the south wall in the southeast corner, leading to a door, beyond which a mercenary speaks to you:


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You can move closer to the dark side of the Force:

The first time you speak to him again:


 * }

There's a footlocker by the southwest wall, and another to the southeast:

Beyond the door in the east wall is a corridor lined with windows through which firaxan sharks can be seen swimming in the ocean beyond. There's an equipment pack by a corpse on the left by the north wall:

If you haven't encountered Calo Nord since escaping Taris then he'll await you upon your return with the Star Map; Darth Bandon can do likewise after finding your third Star Map.

The corpse of a Republic soldier lies to the right by the south wall before a door at the east end, beyond which is security control.

Security Control
There's a footlocker in the southeast corner:

There's a security panel in the northeast corner:


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The heavy sentry droid in the security room simply reactivates its shield unless debilitiated first. Experience is not received from those gassed in the central and west storage rooms unless they're killed after logging out of the security panel (and gassing those in the west storage room may be redundant).

Beyond the door in the south wall is the north end of East Hallway B.

East Hallway B
The door opens to reveal a long hallway to the south patrolled by three droids, the first of which guards a door in the west wall:

Open the door in the west wall to approach the central storage room from the east.

Near the south end of the hallway there's a doorway in the east wall, beyond which is the east airlock, which is mined:

There's a footlocker in the northeast corner of the room beyond, to the left of a window in the east wall:

Around the corner to the southeast is a pressure door in the south wall:


 * This airlock is sealed from the other side.

This airlock cannot be used until you've returned through it from the. A faulty patrol droid stands at the inside southwest corner:


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

It patrols to the locked door in the west wall at the south end of the hallway, and the length of the south hallway beyond to the west once that door is open:

This door is extremely resistant to damage, so unlocking it may be a quicker option.

Central Storage Room
Beyond the door in the west wall of are four insane Selkath, all level 12 s attacking with poisoned claws:

Around the corner to the southwest are the remains of a Dark Jedi and a footlocker:

Another faulty patrol droid stands in the southwest corner:


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

If unimpeded, the droid patrols through to the security room to the west. However, beyond the door in the west wall is a room containing two assault droids:

There's a footlocker and an equipment pack in the southwest corner:

The room beyond the door in the west wall is empty, but beyond the next door in the west wall is the security room while beyond the door in the south wall is the central storage room, which is mined:

There are also four insane Selkath, all level 12 s, but only two attack with poisoned claws while the other two only use s:

Around the corner in the southeast corner is a footlocker:


 * In response to those firaxan sharks outside I managed to whip up a little something in one of the workrooms. This is a sonic emitter which should scare them off. The sound seems to work a lot better underwater than through the air and if you fix it on the outside of an envirosuit, just push the button every time they get near and you'll have no problems.


 * So I was just wondering... when am I going to get that raise?


 * -- Caal Jordan
 * }


 * This device emits a powerful sonic pulse useful for scaring off or stunning various wildlife. It normally has an extremely limited range, but in an underwater environment the signal would travel quite a distance. It has proven quite lethal to several species of firaxan sharks.

Now that you have a Sonic Emitter, you need to get an Envirosuit from storage beyond the security room to the west before you can use one of the airlocks to the south.

Security Room
The security room contains a heavy sentry droid. If you used the security panel to deactivate its shield then it simply reactivates it unless debilitiated first: even without its shield, it remains highly resistant to energy damage:

The in the off hand also inflicts Ion: +1-10 vs. Droid.

There's a footlocker by the southeast wall:

Beyond the door in the east wall is the central storage room, while beyond the door in the west wall is a short corridor ending in another door, beyond which is envirosuit storage.

Envirosuit Storage
The Envirosuit you need to use one of the airlocks is on the floor in the southwest corner.


 * This is a variant of a standard model envirosuit used to protect its occupant from hostile environmental conditions. In this case it has been specifically modified to withstand tremendous undersea pressures.

There's also a dead soldier lying in the northeast corner:

There are also four large lockers. Those in the southwest, northwest and northeast corners are locked:

In the southeast corner is a whimpering locker:


 * }

He cannot be persuaded to come out, but you can move closer to the dark side of the Force by inserting your lightsaber, causing him to fall out of the locker, dead:

Beyond the door in the east wall is the central storage room to the south, while beyond the door in the west wall is the west storage room.

West Storage Room
Once you open a door, the six insane Selkath in the west storage room start attacking and killing each other, so you can stand back and still receive experience for the kills before engaging the last one standing in combat. Four have mildly poisoned claws:

Another has significantly less Vitality but more Defense than the rest:

One has more poisonous claws:

Around the corner to the northwest is a footlocker by the south wall, which is mined (although the footlocker can be opened without triggering it):


 * In response to those firaxan sharks outside I managed to whip up a little something in one of the workrooms. This is a sonic emitter which should scare them off. The sound seems to work a lot better underwater than through the air and if you fix it on the outside of an envirosuit, just push the button every time they get near and you'll have no problems.


 * So I was just wondering... when am I going to get that raise?


 * -- Caal Jordan
 * }


 * This device emits a powerful sonic pulse useful for scaring off or stunning various wildlife. It normally has an extremely limited range, but in an underwater environment the signal would travel quite a distance. It has proven quite lethal to several species of firaxan sharks.

Now that you have a Sonic Emitter, you need to get an Envirosuit from storage beyond the door in the east wall; beyond the door in the south wall is the west end of the south hallway, with the west airlock beyond another door to the south.

South Hallway
Beyond the locked door at the south end of is the east end of the south hallway, stretching far to the west. The first of three patrol droids stands just beyond a door in the south wall:

Although they inflict identical damage, the droids in this hallway have longer range than those in the previous one as they use s (28m), not s (23m). Beyond the door itself is a room containing five insane Selkath, four of which are level 12 s, two attacking with poisoned claws while the two remaining only use s. The fifth is a level 10 Soldier who only uses a Sonic Pistol as well:

There's a footlocker under the southeast window:

Back outside, the hallway beyond this door and the patrol droid is mined:

Beyond the next door in the south wall is the central airlock, while the hallway to the west is also mined:

The two remaining patrol droids are guarding a locked door:

The room beyond contains footlockers by the southwest and south walls:

At the west end of the hallway, the west airlock is beyond a door in the south wall, while the west storage room is beyond a door to the north.

Airlock
The central airlock is mined:

It's also guarded by two insane Selkath, both level 12 s, one of which attacks with poisoned claws while the other uses a.

The west airlock is similarly mined:

It's also similarly guarded, with the addition of a level 10 Soldier:

The in the off hand also inflicts Ion: +1-10 vs. Droid. s are only received if the insane Selkath didn't use them, healing 26 Vitality with each.

Beyond the doors in the north wall is the south hallway, and there are pressure doors in the south wall of both airlocks:


 * }

There's only one Envirosuit in storage, so your party cannot come with you: they'll rejoin you when you return through any airlock. Do not go outside without a Sonic Emitter from the central or west storage room, otherwise you'll never make it across the sea floor to without being killed by firakan sharks: once there, you'll encounter more insane Selkath and Deadly mines, requiring  rank 20 to detect.