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

Malachor Surface
You enter the depths from the surface on the bottom right side of the map. You only have to find your way down to the entrance to the Trayus academy in the middle of the top side of the map, but finding the two buried Republic ships and killing every storm beast encountered along the way is highly recommended: if you don't want to explore the whole map, then first follow the outer wall to your right to the first ship, then return to the first junction and follow the outer wall to your left to the second (then continue to the gate of the storm beast pen).

Although you'll still often see cracks of green light in the ground, unlike the surface these don't normally poison you. It should only be in the storm beast pen that you can be afflicted with, Average Damage, inflicting 4 damage every 3 seconds for 30 seconds unless a Fortitude save is made against DC 25: these are effectively s that cannot be detected, disabled or recovered. If you don't have permanent : (or Fortitude 24 or more) then you can use  to grant it for up to four minutes.

The path ahead to the left leads to a junction, where three storm beasts roam:

Storm beasts can use Sonic Howl, which can inflict 7-42 (24.5 average) sonic damage and reduce attributes by 6 for 30 seconds: a successful Will save reduces damage by half and negates the attribute penalties (although unlike, the attribute damage can stack up so : or Will 19 or more is advised if you don't debilitate them).

Buried Republic Ship
The top left path from this first junction leads up to a ledge with a corpse in its top right corner, overlooking the entrance to the Trayus academy at the base of the cliff, far below.

The top right path from this junction leads past two storm beasts up to a buried Republic ship with a corpse to the right of its entrance, and a damaged console in its top wall inside.

Buried Republic Ship
The bottom path from this first junction is roamed by a storm beast, and there's a corpse in its bottom right corner, on your left.

The most direct route to the Trayus academy is the top path to your right into the cave ahead, where there's another corpse by the top wall and another storm beast by the passage in the top wall, to the gate at the bottom right end of the storm beast pen.

However, it's better to take the bottom path to your left first, past a storm beast at the entrance to the cave and continuing along the bottom wall to your left until you find the entrance to another buried Republic ship: inside, there's a corpse in its bottom left corner by the entrance and a damaged console at the bottom right end, in the wall to your right.

If you exit and continue to the left end of the cave, you'll find two more storm beasts and another corpse.

Follow the top wall to your left back towards the cave entrance, and you'll find the passage to the gate at the bottom right end of the storm beast pen.

Storm Beast Pen
Once you've entered the bottom right end of the storm beast pen, the portcullis closes behind you, as does that at the top end: both remain locked until you've killed the greater storm beast that appears at the top end, and which is now charging towards you.

Like the lesser storm beasts, it can also use Sonic Howl. At level 29, a normal hit averages 181 slashing damage on Normal, so prolonged melee combat should be avoided unless you can debilitate it (it's immune to Force Push and Whirlwind and cannot be knocked back and down, but Force Wave can still damage and stun it), have high defense (ideally 59 or more at level 29) or a combination of vs Slashing, Mandalorian shields,  and  vs Slashing to reduce its damage (of course, if you can inflict similar or greater damage, then melee combat won't be prolonged).

There's a corpse by the top wall, and another in the uppermost alcove at the top left end of the pen.

Once killed, the portcullises at either end of the pen open again.

Trayus Academy
Beyond the portcullis at the top right end of the storm beast pen is a narrow bridge up to the entrance of the Trayus academy. Save game before crossing this bridge: once you've done so, five Sith Assassins decloak to either side, but they only line up to kneel as you walk past, into the academy.

Mira
Meanwhile, if Mira joined your party on Nar Shaddaa then now she approaches the top end of the storm beast pen, followed by Hanharr:

Mira gasps as Hanharr grabs her by the throat and lifts her into the air:

The portcullises at either end of the pen are closed and locked again, and Mira starts engaging Hanharr in combat within melee range:

Even though you only control Mira, Hanharr's stats are still based on your main character's experience level, not hers. Hanharr rarely if ever uses his, and strongly favors Improved over. If Mira is killed then progress isn't prevented, but obviously it's less satisfying. If Mira defeats Hanharr:

Otherwise:


 * }

She leaves him and continues walking towards the Trayus academy.

Mass Shadow Generator
Meanwhile, back at the on Malachor's surface, a hologram of Bao-Dur issues instructions to his remote:

Bao-Dur's remote has replaced him on the Party Selection screen:

The remote can use grenades and repair kits (although even a only repairs maximum 35 Vitality), otherwise that's all it's got to work with. Neither you nor it actually receive any experience for anything it does so it cannot level up, and if you open the Equip screen and try to change anything:

If you've already found all four buried Republic ships (two on the surface and two in the depths) and killed every storm beast encountered along the way then activating the mass shadow generator should be very easy (but tedious)... and if you haven't, then completing this quest can be a lot more challenging, since you cannot progress if the remote is destroyed.

Storm beasts will normally have maximum 95% chance to hit and 100% critical conversion from level 14 onward (15 Attack vs 16 Defense), and the remote will have minimum 5% chance to hit and 0% critical conversion from level 18 onward (5 Attack vs 26 Defense), so attacking and killing them before they attack and kill the remote is... a tall order (even though their Sonic Howl doesn't affect it). You can throw a grenade at them before they become aware of you, but once they're running toward you they're likely to move out of the area of effect of any thrown afterward, and once in melee range the grenades will damage you too (as will the storm beasts, with even normal hits at level 29 averaging 71 damage on Normal, vs 150 maximum Vitality).

So the remote needs to avoid any storm beasts at all costs. On the surface, follow the outer wall to your left and turn left at each junction to find both buried Republic ships: you should find the first ship in the top right corner of the map without encountering any storm beasts, and you can fly past any between this and the second ship in the bottom left corner of the map (use the mini map to help navigate, as the third person view alone can be confusing).

In the depths, storm beasts are more of a threat, particularly the three clustered at the first junction and the two between there and the first ship in the top right corner of the depths: for this reason, it may be better to first follow the bottom wall to your left until you find the second ship on the bottom left side of the cave, before returning, since it won't matter if the storm beasts block your escape from the first ship if it's your last ((suicide) mission accomplished). Before storm beasts are aware of the remote, you can use s to entangle them for 15 seconds, making it easier to avoid them and then get out of their sight. However, do not use them in melee range: the remote may be floating, but this doesn't stop it from getting entangled as well.

The remote needs to use the damaged console within each buried Republic ship:

Neither you nor the remote actually receive any experience. When it uses the damaged console in the fourth and final ship:

A hologram of Bao-Dur appears, and speaks to it:

G0-T0 appears after the hologram disappears:

Meanwhile, the Ebon Hawk is shaken loose, and drops into the canyon below...