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You alone enter a submerged hallway on the north side of the sea floor from one of Hrakert Station's Airlocks. While wearing an Envirosuit you move quite slowly, so you want to minimize distance traveled: although both airlocks are equidistant from where you need to go, if you want the contents of a footlocker at the east end of the hallway then the central airlock is closer.

Once you encounter a survivor between the two airlocks, before entering the sea floor itself to the south make sure you save game and have a Sonic Emitter, without which you cannot kill the deadly firaxan sharks outside. You need to travel along the trench to one of the two Airlocks at its east end to enter Kolto Control.

Map of the sea floor

Hrakert Station[edit | edit source]

Both Hrakert Station airlocks are in a submerged hallway on the north side of the sea floor. At the east end of this hallway past a welded door in the south wall, there's a footlocker in the southeast corner of an alcove.

[This door has been welded shut.]
Item(s) Received Footlocker

Return west until you encounter a survivor at a T-junction, or exit the west airlock and turn east until you do likewise.

Survivor: Who's there? You're not Selkath, I can see that much. Are you another rescue crew?
Dialog
1. I am Name. The Republic sent us down to investigate. 3. Who are you? 2. What's going on down here?
Survivor: Oh, I'm a merc the Republic hired a couple days ago to investigate - but all we found was a bunch of insane Selkath killing everything that moves! Survivor: Isn't it obvious - the Selkath have gone insane! They're killing everything that moves!
Survivor: All my companions are dead. The Selkath swarmed over us - there were dozens of them! And they...they looked wrong, somehow. Like something had changed inside them. Insane or something... Oh, I'd have gone back to the surface long ago if this complex hadn't been overrun by all those crazy Selkath! There's no way for me to get to the submarine docking bay.
1. What are you doing in the underwater section of the facility?
Survivor: I discovered a way to get to the bay and seal off the rest of the base. I just have to find the kolto harvester they built on the edge of the Hrakert rift. It's got an emergency override to open the doors to the submarine docking bay and I could get in from the outside. I figured my only chance was to slap on an environment suit, head out onto the ocean floor and check that harvester out for myself. Besides, it's got to be safer out on the ocean floor than back in there with all those crazed Selkath mutants running around looking for dinner.
1. Okay, I'll come with you. 2. You wait here - I'll go check it out. 3. I still need to investigate...
Survivor: I'm not spending another minute in this facility - not with those psychotic fish people all over the place! I'm heading out to the ocean floor right now - it leads to another complex of buildings. Going through them is the only way to reach the kolto harvester. We should probably stick together, but I won't wait around in here with the Selkath. You can catch up with me if you want - down the hall and through the doors on the right. I'll be waiting on the ocean floor where it's safe.

If you manage to speak to him again before he reaches the breach:

Survivor: Come on - what's taking you so long? We have to cross the ocean floor to reach the buildings that lead to the kolto harvester. Besides, it's a lot safer out here. No Selkath looking to make a meal out of us.

When you follow him to the south, you'll find him standing just outside a breach in the southwest wall. As you approach he's so anxious to keep moving that he doesn't notice the danger until it's too late:

Survivor: Come on - hurry up! Don't just stand there, we have to keep moving! The water is filled with... Ahhhhhhh....

He's carried off by a firaxan shark. You'll suffer a similar fate unless you have a Sonic Emitter from the Central or West Storage Room in Hrakert Station: you cannot run away fast enough, attack or use Force powers, and a bite is Instant Death.

You only have to worry about the Firaxa in the trench to the east, not those swimming in the distance to the south. Don't use the emitter when you can first target them, but wait until you're close enough for them to notice you and start making an attack run: use it in the same way you would activate a non-medical item like a shield or stimulant.

Once a Firaxa notices you and attacks, it is within range of the Sonic Emitter: if you didn't have one, all you could do would be put up your dukes, and die...

You'll encounter two Firaxa as you move east, and another two at a fork ahead: directly before the fork there's also one lurking behind the windows to the north, which can be avoided by keeping to the south side of the trench while killing the remaining Firaxa, then attacked through the broken right window.

Experience Points (XP) Received:

To the north of the broken window is the welded door, while in the northwest corner there's a footlocker:

Item(s) Received Footlocker

Airlock[edit | edit source]

The trench forks to the northeast and southeast: beyond the pressure doors at each end is Kolto Control (the northeast pressure door is closest).