From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search

You first enter the Black Vulkar base via the elevator from the sewers, which takes you to its northeast corner: you need to return there if you want to return to hideout or change party selection. The prototype accelerator is located in its garage, the elevator to which is to the west.

However, Garage Security stands in the way: three defense turrets guard this elevator, instantly deadly and hyper-aware. These turrets can be out-ranged with grenades, but it can be safer to shut them down using the main terminal opposite the Armory door in the middle of the base, or one of the pass cards carried by the two Vulkar lieutenants in the Barracks to the southwest.

Otherwise, The Rec Room is on the east side of the base, with the Control Room to the southwest and the Pool to the northwest. The exit back to the Lower City is on the south side of the base, but there's no need to go there until you've located the prototype accelerator in the garage.

Map of the Black Vulkar base

Inside the Vulkar Base[edit | edit source]

Journal Entry Added Inside the Vulkar Base
You're inside the Vulkar base, but you still have to locate the prototype accelerator. It's probably stored somewhere off the main level, under heavy guard.

Sewers[edit | edit source]

The elevator from the sewers takes you to the north end of a room in the northeast corner of the Black Vulkar base. Beyond the south standard door is the east end of a corridor which turns north around a corner to the west. It's patrolled by a Vulkar patrol droid, which may not be visible if it's turned the corner:

Vulkar Patrol Droid
Class Soldier
Level 4
Alignment 50 (neutral)
Attributes
Strength 12 +1
Dexterity 12 +1
Constitution 12 +1
Intelligence 10 0
Wisdom 15 +2
Charisma 12 +1
Attribute
Vitality 49
Defense 11
Fortitude 5
Reflex 2
Will 3
Skills
Awareness 2
Ranged Main Off
Attack 5 -
Energy 1-8-
Threat 19-20,x2-
Melee Main Off
Attack - -
Damage --
Threat --
Items and abilities Feats
Blaster Rifle Weapon Proficiency: Blaster Rifle Power Blast
Experience Points (XP) Received:

This corridor has three standard doors on each side. Beyond the middle door in the north wall is a room with supplies to the left, and a disabled sentry to the right:

Item(s) Received Supplies
Disabled Sentry: This is an old, broken down bartender droid. It has been deactivated in preparation for disposal.
Repair 1. Reactivate the droid (1 repair part) 2. Leave it alone.
Disabled Sentry: The droid is now active. It will attack any enemies that come on range. Disabled Sentry: [Failure] You don't have any repair parts. You leave the droid alone for now. Disabled Sentry: You leave the droid alone for now.
Disabled Sentry
Class Soldier
Level 4
Alignment 50 (neutral)
Attributes
Strength 12 +1
Dexterity 12 +1
Constitution 10 0
Intelligence 10 0
Wisdom 15 +2
Charisma 12 +1
Attribute
Vitality 30
Defense 11
Fortitude 4
Reflex 2
Will 3
Skills
Awareness 2
Ranged Main Off
Attack - -
Damage --
Threat --
Melee Main Off
Attack 5 -
Blunt 2-
Threat 20-20,x2-
Items and abilities Feats
None None
Dialog
Repair 1. Optimize droid's weaponry. (4 repair part(s))
Disabled Sentry: [Success] The droid is now set for maximum firepower. Disabled Sentry: [Failure] You do not have enough repair parts.
Repair 2. Optimize droid's targeting systems. (4 repair part (s))
Disabled Sentry: [Success] The droid is now set for maximum accuracy.
Repair 3. Activate droid's shields. (5 repair part (s))
Disabled Sentry: [Success] The droid's shields are now active.
Repair 4. Engage droid in patrol mode. (6 repair parts(s))
Disabled Sentry: [Success] Patrol mode engaged. Once you end this session the droid will begin patrol and destroy any enemies it encounters. WARNING: Once you end this session the droid’s program will be locked in. You will not be able to modify the droid anymore.
5. Leave it alone.
Disabled Sentry: The droid engages its patrol mode and moves off to carry out your programmed instructions.
Experience Points (XP) Received:
  • 15 * level Optimized droid's weaponry
  • 15 * level Optimized droid's targeting systems
Experience Points (XP) Received:
  • 15 * level Activated droid's shields
  • 20 * level Engaged droid in patrol mode
The droid is actively engaged in its patrol route. You cannot reprogram it anymore.

It uses weak melee attacks and only patrols between its starting point and the west end of the corridor, returning before it even reaches the corner, so repairing it is of limited use except for receiving experience.

There are more supplies to the right of the entrance to the room beyond the left door in the north wall of the corridor, but this entrance is mined:

Awareness Minor Gas Mine Detect 20 (0) Demolitions Disable 20 (0) Recover 30 (10)
Item(s) Received Supplies
  • Medpac
  • Computer Spike
  • Parts

Beyond the left door in the south wall (opposite the elevator) is another corridor to the south around the perimeter of the Rec Room, which turns west into the Armory and is patrolled by another Vulkar patrol droid.

Experience Points (XP) Received:

Garage Security[edit | edit source]

Go down the corridor to the west and around the corner to the north and you'll see a standard door in the west wall at its north end: do not open it yet, as beyond is the security system guarding the Garage Elevator. There's a security panel to the left of this door:

Security Panel: SECURITY SYSTEM ACTIVE
INSERT PASS CARD TO DISARM SECURITY TURRETS
Dialog
Computer Use 1. [Computer Skill] Slice into system. (1 spike)
Security Panel: [FAILURE] SPIKES REJECTED
SECURITY PANEL CAN ONLY BE OVERRIDDEN FROM MAIN TERMINAL
2. Leave computer

You now know you can disarm the turrets using the main terminal opposite the Armory door, or a pass card (carried by two Vulkar lieutenants in the Barracks).

Dialog
1. Insert Pass Card
Security Panel: SECURITY SYSTEM OFF-LINE
BLASTER TURRETS INACTIVE
LOGGING OUT...
Journal Entry Added Inside the Vulkar Base
You've successfully shut down the thermal security system protecting the elevator to the garage level of the Vulkar Base. Now all you have to do is go down there and find the prototype accelerator... and deal with any angry Vulkars you might meet along the way.

You receive experience for using the main terminal but none for using the passcard (aside from that received for killing the Vulkar lieutenants and their guards). However, it's possible to receive much more by destroying the turrets with Grenades. Enter Solo mode and open the door, then run back across the corridor to the opposite wall. You can now see three defense turrets at the west end of the room beyond, but you should be out of range.

Defense Turret
Class Soldier
Level 8
Alignment 50 (neutral)
Attributes
Strength 10 0
Dexterity 18 +4
Constitution 10 0
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Attribute
Vitality 80
Defense 16
Fortitude 6
Reflex 6
Will 2
Skills
Awareness 100
Ranged Main Off
Attack 12 -
Energy 1-8-
Threat 19-20,x2-
Melee Main Off
Attack - -
Damage --
Threat --
Items and abilities Feats
Blaster Rifle On Hit: Instant Death100 Weapon Proficiency: Blaster Rifle Power Blast

They have On Hit: Instant Death, DC 100 and you cannot attack them without being within range of their hits. However, you can throw grenades at them from beyond their range, and those thrown at the center turret will hit all three. Ion Grenades are ideal, and it will take 2-4 (most likely 3) to kill them: two can be found in a metal box in the armory, while the Equipment Emporium in the Upper City sells from an infinite supply for 130 credits each.

Experience Points (XP) Received:

Garage Elevator[edit | edit source]

After dealing with the turrets in garage security, open the garage elevator in the north wall and go down to the garage. Once again you won't be able to return to hideout or change party selection, so return to the Sewers or Lower City if need be.

Control Room[edit | edit source]

This isn't necessary, although on your very first playthrough it does inform you where to find a pass card, and it gives you an opportunity to move closer to the dark side of the Force. The control room is behind a security door in the south wall of the corridor leading west out of the Armory chamber.

Security Security Door Unlock 10 (0) Bash Resist 5 Vitality 20

The door can also be unlocked by using the main terminal against the north wall opposite the armory itself, for which you receive experience. Inside is a Twi'lek male Black Vulkar:

Black Vulkar
Class Minion
Level 1
Alignment 50 (neutral)
Attributes
Strength 10 0
Dexterity 10 0
Constitution 10 0
Intelligence 8 -1
Wisdom 10 0
Charisma 9 -1
Attribute
Vitality 22
Defense 10
Fortitude 1
Reflex 1
Will 1
Skills
Awareness 4
Ranged Main Off
Attack - -
Damage --
Threat --
Melee Main Off
Attack 1 -
Slashing 2-12-
Threat 19-20,x2-
Items and abilities Feats
Vibrosword Sneak Attack I Weapon Proficiency: Melee Weapons

He surrenders after being hit, allowing you to question him:

Black Vulkar: I surrender! I surrender! Please, don't kill me. I'm not like these others. I'm not like Brejik and his new Vulkars!
Dialog
1. What are you talking about? You're a Vulkar, aren't you?
Black Vulkar: I'm a Vulkar, but I was here long before Brejik took over. I was a Vulkar back when it meant something. Back when we had honor. Then Brejik and his followers took over and turned our gang into a bunch of violent thugs and bloodthirsty punks. Now they treat all us original Vulkars like second class citizens. Take me, for example. I used to be one of the highest ranking Vulkars in the gang. Now I'm stuck on guard duty here in the back, all thanks to Brejik!
1. If you hate Brejik so much, why don’t you leave the gang?
Black Vulkar: I've been trying to work up the courage to leave, but it's not that easy. Brejik's followers will try to hunt down anyone who leaves the Vulkar gang. He says he won't let traitors live. Ha! Brejik and his followers are the real traitors. They turned on Gadon and now they slaughter the Beks in the streets... and anyone else they happen to run across. Brejik knows anyone with character will never willingly follow a leader like him, so he uses brutality and violence to stay in power.
2. You better give me some information if you want to live. 2. I want to ask you something else.
Black Vulkar: Yeah, sure. Whatever you want to know. It's not like I owe that scum lord Brejik anything.
2. Where can I find the prototype swoop engine accelerator?
Black Vulkar: Right – that gadget Brejik stole from the Beks. He's got the accelerator in the basement garage. The only way down is by using the security elevator in the back of the base. But the security elevator is protected by auto-targeting laser cannons. You'll be vaporized before you ever get near it, unless you get your hands on a pass card.
1. Where can I get a pass card?
Black Vulkar: If I had one myself, I'd give it to you. But Brejik only gives them to his lieutenants. You'd have to get a pass card from one of them, but I doubt they'd just hand it over to you.
2. Is there some way to disable the security cannons?
Black Vulkar: I guess it might be possible to slice into the main computer bank near the front of the base and override the security system, but I sure wouldn't be able to do it.
3. I'm looking for a prisoner. A woman named Bastila.
Black Vulkar: Yeah, right. You think Brejik would leave a trophy like that in here with this scum? He's got her stashed away somewhere safe, I'd guess. Somewhere outside this base.
Journal Entry Added Inside the Vulkar Base
The prototype accelerator is stored in the basement, but the only way down is through a security elevator in the back of the Vulkar base. You’ll need a pass card to use the elevator, unless you can disable the security cannons protecting it.
3. I'm going to let you live. Go on, get out of here!
Black Vulkar: Thanks. Thanks a lot. And don't worry, I won't cause any trouble for you on the way out. In fact, I hope you take Brejik and his Vulkars down!

Otherwise:

2. Sorry – I only fight to the death! 4. Sorry, but it’s too risky to let you live.
Dark Side Points Gained: -4
Black Vulkar: Well I'm not just going to roll over and let you kill me!
Experience Points (XP) Received: Item(s) Received Footlocker
  • ?

If you don't enter the control room before completing the search for Bastila, he won't be here if you return. There's also a footlocker in the southeast corner.

Armory[edit | edit source]

The Armory is the hub of the Black Vulkar base. The most direct route to it is through the right door in the south wall of the first corridor, into the kitchen of the Rec Room then through its west door, although it's better to go through the left door in the south wall of the corridor and go down the corridor to the south and west until you emerge into the armory chamber.

The armory itself is in the middle of this chamber, and a Black Vulkar patrols clockwise around it.

Black Vulkar
Class Minion
Level 3
Alignment 50 (neutral)
Attributes
Strength 12 +1
Dexterity 14 +2
Constitution 10 0
Intelligence 10 0
Wisdom 15 +2
Charisma 12 +1
Attribute
Vitality 22
Defense 12
Fortitude 1
Reflex 3
Will 3
Skills
Awareness 2
Ranged Main Off
Attack 5 -
Energy 1-6-
Threat 20-20,x2-
Melee Main Off
Attack 4 -
Slashing 2-13-
Threat 20-20,x2-
Items and abilities Feats
Energy Shield Blaster Pistol + Long Sword Weapon Proficiency: Blaster Pistol Weapon Proficiency: Melee Weapons Power Blast
Experience Points (XP) Received: Item(s) Received Black Vulkar

The door to the armory is in its north wall, flanked by a Vulkar sentry droid on each side, identical in all but name to the Vulkar patrol droids you should already have encountered.

Armory as seen from its northeast corner. Droids flank the armory door, while the patrolling Black Vulkar can be seen between them and the west corridor leading past the control room and barrack doors to the right. The Black Vulkar patrolling the south corridor exiting to the Lower City can be seen in the distance to the left.
Experience Points (XP) Received:

As you'd expect, the door is locked: aside from bashing it open or using Security, it can also be unlocked by using the main terminal opposite against the north wall, for which you receive experience. Inside you'll find a metal box to the left, and footlockers to the right and center.

Security Armory Unlock 24 (4) Bash Resist 5 Vitality 20
Item(s) Received Metal Box Item(s) Received Footlocker Item(s) Received Footlocker

The security panel opposite the armory against the north wall is the main terminal which can be used to override Garage Security:

Security Panel: SYSTEM LOADING...
COMPLETE
ENTER COMMAND
Dialog
Computer Use 1. [Computer] Slice computer. (2 spike(s))
Security Panel: SYSTEM OVERRIDE ACCEPTED
ENTER COMMAND
Security Panel: [FAILURE] ACCESS DENIED
INSUFFICIENT SPIKES
1. [Computer] Access security cameras. Security Panel: SECURITY CAMERAS ACCESSED
ENTER COMMAND
2. [Computer] CAM-10B Barracks 5. [Computer] CAM-10E Garage Elevator
Security Panel: CAM-10B SUB MENU Security Panel: CAM-10E SUB MENU
Computer Use 2. [Computer] Overload power conduit in main barracks. (5 spike(s)) Computer Use 2. [Computer] Shut down garage elevator security system. (8 spike(s))
Security Panel: [SUCCESS] POWER CONDUIT OVERLOAD
SWITCHING TO CAMERA
Security Panel: [SUCCESS] ELEVATOR TURRETS DEACTIVATED
SWITCHING TO CAMERA
1. [Computer] CAM-10A Armory 3. [Computer] CAM-10C Rec Room 4. [Computer] CAM-10D Pool 6. [Computer] CAM-10F Control Room
Security Panel: CAM-10A SUB MENU Security Panel: CAM-10C SUB MENU Security Panel: CAM-10D SUB MENU Security Panel: CAM-10F SUB MENU
1. [Computer] Switch to camera. 2. [Computer] Return to camera root menu.
7. [Computer] Return to root menu. Security Panel: ENTER COMMAND
2. [Computer] Access system commands.
Security Panel: BASE COMMANDS ACCESSED
ENTER COMMAND
Computer Use 1. [Computer] Open all security doors. (3 spike(s)) Computer Use 2. [Computer] Upload area schematics. (5 spike(s))
Security Panel: [SUCCESS] SECURITY DOOR LOCKS OVERRIDDEN
ACCESS GRANTED
Security Panel: [SUCCESS] AREA SCHEMATICS UPLOADED
3. [Computer] Overload terminal.
3. Log out. Security Panel: EXITING SYSTEM...
Experience Points (XP) Received:
  • 15 * level Opened all security doors
Experience Points (XP) Received:
  • 20 * level Overloaded power conduit
  • 20 * level Shut down garage elevator security system

All doors on this level of the Black Vulkar base are unlocked and opened if you open all security doors. Overloading the power conduit in the Barracks kills both Vulkar lieutenants and all but one of six Black Vulkars, making it much easier to get the pass card needed to disarm the turrets guarding the garage elevator. Shutting down the garage elevator security system instead gives you experience, but not as much as killing the turrets yourself with Grenades.

Otherwise, uploading area schematics may seem like a good idea on your first play-through, but accessing security cameras will reveal points of interest on the map without costing Computer Spikes. Overloading the terminal is not recommended, as it results in 1000 electrical damage to everyone in the vicinity.

Rec Room[edit | edit source]

The middle door in the south wall of the first corridor opens onto a bar. A Vulkar bartender stands to the left, while a bouncer droid stands in each of the northwest and southwest corners:

Vulkar Bartender
Class Minion
Level 3
Alignment 50 (neutral)
Attributes
Strength 14 +2
Dexterity 12 +1
Constitution 10 0
Intelligence 10 0
Wisdom 15 +2
Charisma 12 +1
Attribute
Vitality 18
Defense 11
Fortitude 1
Reflex 2
Will 3
Skills
Awareness 2
Ranged Main Off
Attack - -
Damage --
Threat --
Melee Main Off
Attack 5 -
Piercing 3-8-
Threat 20-20,x2-
Items and abilities Feats
Short Sword Weapon Proficiency: Melee Weapons
Bouncer Droid
Class Soldier
Level 4
Alignment 50 (neutral)
Attributes
Strength 16 +3
Dexterity 16 +3
Constitution 16 +3
Intelligence 10 0
Wisdom 15 +2
Charisma 12 +1
Attribute
Vitality 46
Defense 13
Fortitude 7
Reflex 4
Will 3
Skills
Awareness 2
Ranged Main Off
Attack 7 -
Energy 1-8-
Threat 19-20,x2-
Melee Main Off
Attack - -
Damage --
Threat --
Items and abilities Feats
Blaster Carbine Weapon Proficiency: Blaster Rifle Power Blast
Experience Points (XP) Received: Experience Points (XP) Received:

A standard door at the south end of the bar opens onto the corridor around the southeast perimeter of the rec rooms, while one in the west wall opens into a dining area containing another bouncer droid identical to those found in the bar, except it has Awareness 102.

Experience Points (XP) Received: Item(s) Received Footlocker
  • ?

This area also contains a footlocker by the west wall, and a waitress who can be questioned (although she'll be gone if you return after completing the search for Bastila):

Waitress: Please, don't hurt me – I just serve the food here, that's all! I'm not like these others – I'm not even a Black Vulkar. Please don't kill me!
Dialog
1. How did you end up here in the Vulkar base?
Waitress: My name is Ada. My father owed Davik some money, but he couldn't pay. Davik killed my father and sold me into slavery here at the Vulkar compound to pay off the debt.
2. Don't worry, I just want to ask you a few questions. 2. Answer my questions and I'll let you go. 3. You better give me some information if you want to live.
Waitress: But I don't know anything! I'm just a prisoner here - a slave! The Vulkars don't tell me anything, they treat me like dirt, they beat me if I screw up their orders.
Carth: You may know more than you think, miss. Help us and we'll help you, okay?
Waitress: Well... alright. I still don't know how much help I can be. But I sure hope you get rid of all the Vulkars. I hate them!
1. Where can I find the prototype swoop engine accelerator?
Waitress: What? I... I've never heard of such a thing. I guess it might be in the garage on the lower level – that's where all the Vulkars go to work on their swoop bikes. But I've never been down there. The elevator is protected by a security system – only the Vulkars are allowed to go down there.
2. I'm looking for a prisoner. A woman named Bastila.
Waitress: Is she that Republic soldier? I heard one of those Vulkar mention her, but she's not here. He said Brejik didn't trust his men around her. I guess she's too important to be a slave here in the kitchens, getting pawed and groped and kicked and spit on like me. Brejik must have take her somewhere safe.

Once you've asked any questions you want answered, you'll move closer to the light or dark side of the Force depending on how you end the dialog:

3. If I let you go can you find your way out of here?
Waitress: Now that you've killed the guards who were supposed to watch me I think I could find my way out of here.
Dark Side Points Gained: -2
Light Side Points Gained: +2
4. Leaving you alive is too risky. Sorry, sister... looks like your order is up! 1. Hurry, then – get out of here.
Waitress: No – I won't go out like this! Not after all I've been through! I won't just let you kill me without a fight! Carth: No, no wait. This girl is no threat to us. Just run along, miss, and get out of here. And do it quickly before the Vulkars come back.
Waitress: I... I'm free to go? You're not going to kill me? I... I don't know how I can ever repay you. Thank you! Thank you! I... I have to get out of here before any of the Vulkars see me.

If you attack her then she's unarmed and unarmored, so she can't put up much of a fight.

Experience Points (XP) Received:

This dining area also has a standard door in its south wall which opens onto the corridor around the southeast perimeter of the rec room, and another in its north wall which opens into a kitchen containing a Vulkar cook who's identical to the Vulkar bartender in the bar.

Experience Points (XP) Received:

This kitchen has a standard door in its west wall which opens onto the northeast corner of the Armory chamber, and another in its north wall which opens onto the first corridor along the north perimeter of the rec room (the right door in the south wall of this corridor).

Barracks[edit | edit source]

The barracks is a large L-shaped room with two entrances, on the south side of the corridor exiting the Armory chamber to the west. Its south entrance is a standard door to the right of the security door of the Control Room, just before the corridor turns north; its north entrance is another standard door around the corner to the north and west at the end of the corridor, opposite that to the {Poolin the north wall.

Before opening either door, prepare for a fight because there are two Vulkar lieutenants guarded by six Black Vulkars within: three arm themselves with a Vibroblade, two with a Quarterstaff and one with a Blaster Pistol.

Black Vulkar
Class Minion
Level 3
Alignment 50 (neutral)
Attributes
Strength 15 +2
Dexterity 11 0
Constitution 12 +1
Intelligence 10 0
Wisdom 15 +2
Charisma 12 +1
Attribute
Vitality 31
Defense 10
Fortitude 2
Reflex 1
Will 3
Skills
Awareness 2
Ranged Main Off
Attack - -
Damage --
Threat --
Melee Main Off
Attack 5 -
Piercing 3-12-
Threat 19-20,x2-
Items and abilities Feats
Vibroblade Weapon Proficiency: Melee Weapons Power Attack
Black Vulkar
Class Minion
Level 3
Alignment 50 (neutral)
Attributes
Strength 12 +1
Dexterity 14 +2
Constitution 10 0
Intelligence 10 0
Wisdom 15 +2
Charisma 12 +1
Attribute
Vitality 28
Defense 12
Fortitude 1
Reflex 3
Will 3
Skills
Awareness 2
Ranged Main Off
Attack - -
Damage --
Threat --
Melee Main Off
Attack -2 -6
Blunt 2-72-7
Threat 20-20,x220-20,x2
Items and abilities Feats
Quarterstaff Weapon Proficiency: Melee Weapons Power Attack
Black Vulkar
Class Minion
Level 3
Alignment 50 (neutral)
Attributes
Strength 12 +1
Dexterity 14 +2
Constitution 10 0
Intelligence 10 0
Wisdom 15 +2
Charisma 12 +1
Attribute
Vitality 22
Defense 12
Fortitude 1
Reflex 3
Will 3
Skills
Awareness 2
Ranged Main Off
Attack 5 -
Energy 1-6-
Threat 20-20,x2-
Melee Main Off
Attack 4 -
Piercing 2-11-
Threat 19-20,x2-
Items and abilities Feats
Blaster Pistol + Vibroblade Weapon Proficiency: Blaster Pistol Weapon Proficiency: Melee Weapons Power Blast
Vulkar Lieutenant
Class Soldier
Level 6
Alignment 50 (neutral)
Attributes
Strength 14 +2
Dexterity 16 +3
Constitution 12 +1
Intelligence 10 0
Wisdom 15 +2
Charisma 12 +1
Attribute
Vitality 64
Defense 18
Fortitude 6
Reflex 5
Will 4
Skills
Awareness 2
Treat Injury2
Ranged Main Off
Attack 10 -
Energy 3-10-
Threat 20-20,x2-
Melee Main Off
Attack 8 -
Piercing 3-12-
Threat 19-20,x2-
Items and abilities Feats
Energy Shield Heavy Combat Suit Heavy Blaster + Vibroblade Advanced Medpac(2) Armor Proficiency: Light Weapon Specialization: Blaster Pistol Weapon Proficiency: Melee Weapons Power Blast Power Attack

All but the two Vulkar lieutenants and one Black Vulkar start with melee weapons, and if your party surprises them at the north entrance there is sufficient distance to allow ranged weapons and Grenades to be used to kill them before they can reach you. If you're playing without a party or favor melee weapons then the south entrance may be preferable, since they're closer to it, some are blocked from sight around the corner to the west and the room is narrower at this entrance.

However, it’s much easier to use the main terminal opposite the Armory to overload the power conduit at the inside corner of the barracks, since this kills all but the Black Vulkar armed with a Blaster Pistol.

Experience Points (XP) Received:
  • Challenge Rating 6 Killed Vulkar Lieutenant (2)
  • Challenge Rating 3 Killed Black Vulkar (6)
Item(s) Received Vulkar Lieutenant (2)
This is a pass card used to grant access at security terminals.

You now have the pass card needed to disarm the turrets in Garage Security. Against the west wall are supplies to the left, and a footlocker on the right.

Item(s) Received Supplies Item(s) Received Footlocker
  • ?

Pool[edit | edit source]

At the end of the corridor exiting the Armory chamber to the west is a standard door in the north wall opposite the north entrance to the Barracks, which opens onto a room containing an empty pool. A deactivated pool droid stands just inside the entrance, at the shallow end of the pool:

Pool Droid: This is an old cleaning droid for the now empty swimming pool.
Dialog
Repair 1. Reactivate the droid (1 repair part) 2. Leave it alone.
Pool Droid: The droid is now active. It will attack any enemies that come in range. Pool Droid: [Failure] You don't have any repair parts. You leave the droid alone for now. Pool Droid: You leave the droid alone for now.
Repair 1. Program droid to crawl into pool and self destruct. (5 repair part(s))
Pool Droid: [Success] The droid moves off to carry out the instructions you programmed into it. Pool Droid: [Failure] You do not have enough repair parts.

If you program the droid to crawl into the pool and self-destruct, it reveals that the pool is mined, and triggers them.

Awareness Deadly Gas Mine (3) Detect 40 (20) Demolitions Disable 30 (10) Recover 40 (20)

Unless you've exploited the respawning Rakghouls in the Undercity and Lower Sewers to gain experience and levels, you won't be able to detect these mines, let alone disable or recover them. However, since you receive no experience for repairing the droid and even a single Parts pack costs just over four times as much as a simple Antidote Kit, it's best to enter Solo mode and have one party member trigger the mines before using a kit to neutralize the poison.

This is worth doing to get to the footlocker in the northeast corner of the pool.

Item(s) Received Footlocker

Lower City[edit | edit source]

The main entrance hall for the Black Vulkar base leads off to the south of the Armory, and it's patrolled by a Black Vulkar:

Black Vulkar
Class Minion
Level 3
Alignment 50 (neutral)
Attributes
Strength 12 +1
Dexterity 14 +2
Constitution 10 0
Intelligence 10 0
Wisdom 15 +2
Charisma 12 +1
Attribute
Vitality 22
Defense 12
Fortitude 1
Reflex 3
Will 3
Skills
Awareness 2
Ranged Main Off
Attack 5 -
Energy 1-6-
Threat 20-20,x2-
Melee Main Off
Attack 4 -
Slashing 2-13-
Threat 20-20,x2-
Items and abilities Feats
Energy Shield Blaster Pistol + Long Sword Weapon Proficiency: Blaster Pistol Weapon Proficiency: Melee Weapons Power Blast
Experience Points (XP) Received:

At its south end is the entrance from the Lower City. If you retrieved the prototype swoop accelerator for the Hidden Beks, this is the quickest route back to their base. You can also exit to return to hideout or change party selection, but in either case be aware that you'll be attacked by two Vulkar guards outside unless you killed them earlier while in the Lower City.