You enter from the Lower Sewers on the west side of the upper sewers, standing in a short tunnel with sewer doors at either end: beyond the west door are the lower sewers, while beyond the east door is an open chamber with water cascading into the middle of it and a walkway around its perimeter. One Gamorrean is fighting two rakghouls just to your right, while another is fighting a single rakghoul to the northeast.
You can just stand back and let them fight it out (if they kill each other experience is still received, but this won't be recorded in Feedback) before killing any survivors yourself.
There are sewer doors to exit the chamber to the southeast and northeast. The southeast door opens on a dead end, mined to prevent easy access to an unusable ladder at the other end.
At the base of the ladder are a skeletal corpse with random contents and the corpse of a Sith soldier.
The northeast door opens on a long tunnel turning to the east, which is patrolled by two more Gamorreans.
There's a sewer door at the east end of this tunnel, beyond which is another chamber with water cascading into the middle of it and a walkway around its perimeter. This walkway
is mined to the southeast, just to your right:
It's also patrolled by a malfunctioning droid:
There are sewer doors to exit the chamber to the southeast and northeast. The southeast door opens on a tunnel taking you further into the upper sewers, towards the Rancor's chamber.
The northeast sewer door opens on a dead end guarded by two Gamorrean raiders and a Gamorrean raid leader.
There's a skeletal corpse with random contents at the northeast end.
Rancor in the Sewers
The tunnel just beyond the southeast door is mined:
The tunnel turns south and descends down a ramp to a sewer door. As you approach it, you'll see a severed arm lying on the floor to the right.
| Item(s) Received: Severed Arm
- Synthesized Odor (3)
- Bek Datapad
|This appears to be a timed release device for a strange substance. The liquid has a very pungent odor.
This datapad seems to detail plans the Hidden Bek had to get into the Black Vulkar base. Of note is the following:
- "We have synthesized a substance with an odor that resembles a favorite prey of rancors. If we place the bait properly, we can lure the rancor into eating something lethal enough to kill it."
The sewer door opens on the northwest corner of a large chamber with a high ceiling. To the south is a corpse pile to your left.
As you approach it, you'll see its creator to the east: the Rancor! Fortunately it has its back to you and it's far enough away not to become aware of you, but it guards a sewer door to the east which is the only other exit from the chamber.
The simplest way to remove it is to give the synthesized odor and any grenade to the corpse pile: do so and a short scene will play in which the Rancor snorts the odor, eats from the corpse pile and is then killed when the grenade explodes in its mouth.
| Experience Points (XP) Received:
There's a grating like a cattle grid in front of the east sewer door just beyond the Rancor to which it cannot get close, so it's also possible to use Stealth to sneak past to safety, attack from range to draw it away and then run past (use Adrenal Alacrity stimulants to increase movement speed), or debilitate it (a Concussion Grenade has 50% chance of stunning it for 9 seconds) and do likewise. However, none of this is recommended (particularly using Stealth, due to the Rancor's high Awareness) since no experience is received for doing so, unless it's the first step in an attempt to kill it by other means (from which you can receive (much) more experience).
Although its melee attack is almost certain to hit and its damage is perfectly capable of killing with one hit, the Rancor also has On Hit: Instant Death, DC 100 to ensure melee combat is suicidal unless it has been debilitated; even then, its high defense means very few attacks will hit.
The Rancor's hide gives it Damage Immunity: Energy, Fire and Ion 100%, restricting ranged attack options to disruptor pistols and rifles (physical damage), or sonic pistols and rifles. However, up to this point you'll only have been able to buy one Sonic Pistol from Larrim in the south apartments for 220 credits; although you can potentially get a Disruptor Pistol and two Disruptor Rifles before escaping Taris, you cannot do so until you're beyond the Rancor. Once again its high defense means very few attacks will hit, although upon returning from the Black Vulkar Base after completing the search for Bastila and killing the Sith Governor, your party can take their time shooting it from the safety of the grating.
Grenades kill the Rancor quickly without needing to return later. Leave your party in the tunnel and enter the chamber in Solo mode, or ideally you (your whole party if possible) should get to the safety of the grating (otherwise you'll need to return to the tunnel between throws). It takes 5-9 Frag Grenades (most likely 6-7) to kill it, although starting with a Poison Grenade or Sonic Grenade may reduce the number (50% chance of 40 poison damage over 30 seconds, or -6 Dexterity for 30 seconds to reduce Reflex saves by 3, respectively).
Mines can also be set, then shooting or throwing a grenade (once again a Poison or Sonic Grenade may help) at the Rancor will draw it towards them. It takes 5-10 Minor Frag Mines (most likely 7) to kill it.
Depending on experience level you can receive much more than 200 XP for killing it if you don't use the synthesized odor, although most likely at the expense of grenades, mines or time.
If its remains prevent you from getting to the east sewer door, they can quickly be destroyed (they resist 1 damage and have 15 Vitality).
| Journal Entry Added: A Rancor in the Sewers|
You've managed to get past the rancor, proving once again that size and brute strength aren't everything.
Black Vulkar Base
Beyond the east sewer door in the Rancor's chamber is a short tunnel leading to an elevator at its east end, flanked by a Vulkar guard on each side.
There's also a chewed corpse to the left of the sewer door upon entry. The guards hold their position and use their Energy Shield before they start shooting, so melee combat may be preferable. Unfortunately they aren't standing close enough for any grenade to hit both of them.
| Experience Points (XP) Received:
|| Item(s) Received: Vulkar Guard (2)
|| Item(s) Received: Chewed Corpse
Once you've taken the elevator to the Black Vulkar base you'll be unable to return to hideout or change party selection without exiting the base, so do so now if need be.