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The Republic Embassy's Submersible takes you from East Central to the east Submersible bay on the north side of Hrakert Station: if you want to change your party selection, then you need to take it back to the Embassy to do so.

You need to retrieve an Envirosuit from Storage to the southwest so you can use the central or west Airlock on the south side 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. The northern route west past the central storage room and through the Security Room is more rewarding but, if you can unlock or bash open the highly resistant door at the south end of East Hallway B, then this is easier, going beyond the door to the west end of the South Hallway, then north to the west storage room and east to Envirosuit storage next door, before returning south to the west airlock.

Security Control at the east end of the north hallway can be used before you encounter droids, and insane Selkath attacking with poisoned claws or Sonic Pistols.

Map of Hrakert station

Submersible[edit | edit source]

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

Submersible: [This submersible can be used to ascend to Ahto City.]
1. [Use the submersible.] 2. [Step away from the submersible.]

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

Item(s) Received Footlocker Item(s) Received Footlocker

Mission for the Republic[edit | edit source]

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

Mercenary: How... how did you get in? Did they send another submersible? Quick, we have to get out of here, we have to get away!
Dialog
1. Why? What happened? 2. Who are you? 3. I'm Name. Calm yourself down.
Mercenary: No! No! We have no time, we have to leave now! I managed to close the door after they killed everyone else, but I don't know how long it will hold.
1. I am not going anywhere. 2. I have to find the Star Map. 3. What happened here?
Mercenary: We have to! We have to leave! Mercenary: I don't know what you're talking about. I've never seen any map, just stinking, reeking death.
Mercenary: The Selkath, they went crazy! They started killing anything that moved. Someone must have triggered the defense systems too, 'cause all the droids activated as well. I was one of the mercs the Republic sent down here to find out what happened. We came down and secured the first couple rooms... there were bodies everywhere... And the Selkath came out... screaming and croaking their fishy little war-cries.
1. The Selkath? 2. You fought them? 3. What happened to the scientists?
Mercenary: They're dead! All dead!
Mercenary: They swarmed out and over us. There was no way we could stop them. So we ran... But hardly any of us made it. I locked the door behind us, bu... but the others had already left in the submersible! The sharks... the firaxa out there and... worse... I heard an explosion shortly after the submersible left. They didn't make it. Just food for the sharks and the Selkath... like us.

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

4. You snivelling worm! You're just food for the Selkath! Dark Side Points Gained: -4
Mercenary: What!? No! You're one of them! You'll never get me!
Mercenary
Class Soldier
Level 8
Alignment 50 (neutral)
Attributes
Strength 18 +4
Dexterity 16 +3
Constitution 12 +1
Intelligence 10 0
Wisdom 12 +1
Charisma 12 +1
Attribute
Vitality 88
Defense 17
Fortitude 7
Reflex 5
Will 3
Skills
Awareness 1
Ranged Main Off
Attack - -
Damage --
Threat --
Melee Main Off
Attack 14 -
Blunt 7,+1-
Threat 20-20,x2-
Items and abilities Feats
Cinnagar Weave Armor Damage Resistance vs. Cold, Fire20/- Bothan Stun Stick On Hit: Stun10 Armor Proficiency: Light Weapon Specialization: Melee Weapons
Experience Points (XP) Received:
Dialog
3. I didn't see anything...
Mercenary: That doesn't mean its not still out there! Watching.. waiting...
2. Let's get you back to the surface.
Mercenary: Back to the surface. Yes... NO!! There's something out there... it got the other submersible already.
Carth: Then how are we supposed to get you out of here? HK-47: Suggestion: Perhaps we could dismember the organic? It would make it easier for transport to the surface. Mission: You got a better idea for us getting you out of here, huh?
T3-M4: Beep! Beep! Boop! Mercenary: Hey! Y-you... you can't just rip me to pieces! I'll die!!
HK-47: Amendment: I did forget that. Stupid, frail, non-compartmentalized organic meatbags!
Mercenary: We can't leave until you do something. Blow up the entire station maybe. That might distract whatever it is long enough for us to escape to the surface. But all the machinery and stuff is in the southern half, and that's been flooded! There might still be environmental suits around but... but... the Selkath might have laid their eggs in them!
1. I have to get into the station. 2. Wait here while I go into the station.
Mercenary: No! I locked the door so that the Selkath won't get in. If you open it, we're all done for!
1. I have no choice. 2. Tough. I need it open. 3. You call yourself a mercenary?
Mercenary: If you go in there, you're dead! You're all dead! If you want to die, then go! You won't hear me mourning for you! I'll stay here and be safe until some sort of REAL rescue comes!
Canderous: Don't get your hopes up too high. I have no intention of dying.

The first time you speak to him again:

Mercenary: Where did you go? How did you get back here without being eaten?
1. We went back to the surface. 3. Cause I'm better than you.
Mercenary: You just got lucky! Or... or it's waiting for me to go back before eating me!
2. Come with us back to the surface.
Mercenary: No!!! Whatever's out there will eat me too! Eat all of us! You can't make me! I won't go!
1. It will be fine. 2. We made it back up. 3. Fine! Then you'll rot here!
Mercenary: Nonono! It will eat us all up if we go out there! At least I'm safe here behind this door. The Selkath can't get me in here. Mercenary: I don't know... I don't know why! But I'm not going to take my chances out there... It's waiting for me, I know it!
Mercenary: When the Republic sends a real team down, they'll save me! They'll kill the monster and then we'll all leave safely! If you're going to go into the rest of the station, don't expect me to help you... the Selkath will rip you all apart!
Mercenary: If you're going to go in there, do it quickly! I'll shut the door behind you... but don't expect me to open it again!
Journal Entry Added Mission for the Republic
You have found out that all the Selkath and defensive systems in the station in the Hrakert Rift have gone insane. The station is overrun with mad Selkath and malfunctioning machinery. Somewhere in this base may be a clue to the Star Map.

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

Item(s) Received Footlocker Item(s) Received Footlocker

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:

Item(s) Received Equipment Pack

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[edit | edit source]

There's a footlocker in the southeast corner:

Item(s) Received Footlocker

There's a security panel in the northeast corner:

Security Panel: SYSTEM LOADING...
COMPLETE
COMMAND?
Computer Use 1. [Computer] Slice the computer. (2 spike(s))
Dialog
Security Panel: SYSTEM OVERRIDE ACCEPTED
COMMAND?
Security Panel: [FAILURE] ACCESS DENIED
INSUFFICIENT SPIKES
ENTER COMMAND
1. View Central Storage Room. 1. View camera feed. 2. View West Storage Room. 1. View camera feed.
Security Panel: ACCESSING...
Security Panel: CENTRAL STORAGE ROOM CONTROL Security Panel: WEST STORAGE ROOM CONTROL
Security Panel: COMMAND?
Computer Use 2. [Computer] Vent gas into room. (5 spike(s)) Computer Use 2. [Computer] Vent gas into room. (5 spike(s))
Security Panel: [SUCCESS] GAS VENTED
SWITCHING TO SECURITY CAMERA
3. View East Hallway B. 1. View camera feed. 4. View South Hallway. 1. View camera feed.
Security Panel: ACCESSING...
Security Panel: EAST HALLWAY B CONTROL Security Panel: SOUTH HALLWAY CONTROL
Security Panel: COMMAND?
Computer Use 2. [Computer] Corrupt patrol droid targetting program. (10 spike(s)) Computer Use 2. [Computer] Corrupt patrol droid targetting program. (10 spike(s))
Security Panel: [SUCCESS] SENTRY DROID REPROGRAMMING COMPLETE
AUTO-TARGETTING ENGAGED
SWITCHING TO SECURITY CAMERA
5. View Security Room. 1. View camera feed. 7. View Security Computer Room. 1. View camera feed.
Security Panel: ACCESSING...
Security Panel: SECURITY ROOM CONTROL Security Panel: SECURITY COMPUTER ROOM CONTROL
Security Panel: COMMAND?
Computer Use 2. [Computer] Deactivate shield on heavy sentry droid. (8 spike(s)) Computer Use 2. [Computer] Overload computer power conduit. (5 spike(s))
Security Panel: [SUCCESS] SENTRY DROID SHIELD DEACTIVATED
SWITCHING TO SECURITY CAMERA
Security Panel: [SUCCESS] OVERLOADING CONDUIT...
6. View Environment Suit Containment. 1. View camera feed. Computer Use 8. Download Area Schematic. (5 spike(s))
Security Panel: ACCESSING...
ENVIRONMENT SUIT CONTAINMENT CONTROL
Security Panel: [SUCCESS] AUTHORIZATION GRANTED
UPLOADING AREA SCHEMATICS...
PERSONAL AREA MAP UPDATED
DATA TRANSFER COMPLETE
Security Panel: COMMAND?
3. Return to System Override menu. 9. Log out.
Security Panel: COMMAND? Security Panel: EXITING SYSTEM...
Experience Points (XP) Received:
  • 10 * level Deactivated shield on heavy sentry droid in security room

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[edit | edit source]

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:

Patrol Droid
Class Minion
Level 12
Alignment 50 (neutral)
Attributes
Strength 20 +5
Dexterity 12 +1
Constitution 18 +4
Intelligence 10 0
Wisdom 8 -1
Charisma 6 -2
Attribute
Vitality 93
Defense 22
Fortitude 9
Reflex 6
Will 4
Skills
Awareness -1
Ranged Main Off
Attack 13 -
Energy 1-8-
Threat 20-20,x2-
Melee Main Off
Attack - -
Damage --
Threat --
Items and abilities Feats
Droid Heavy Plating Type 1 Heavy Blaster Weapon Proficiency: Blaster Pistol
Experience Points (XP) Received:

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:

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

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

Item(s) Received Footlocker

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 Hrakert Rift. A faulty patrol droid stands at the inside southwest corner:

Faulty Patrol Droid: This droid is damaged and inactive.
Dialog
Repair 1. Reactivate the droid. (1 repair part) 2. Leave it alone.
Faulty Patrol Droid: The droid is now active. It will attack any enemies that come in range. Faulty Patrol Droid: [Failure] You don't have any repair parts. You leave the droid alone for now. Faulty Patrol Droid: You leave the droid alone for now.
Faulty Patrol Droid
Class Combat Droid
Level 12
Alignment 50 (neutral)
Attributes
Strength 20 +5
Dexterity 12 +1
Constitution 18 +4
Intelligence 10 0
Wisdom 8 -1
Charisma 6 -2
Attribute
Vitality 93
Defense 19
Fortitude 12
Reflex 5
Will 3
Skills
Awareness 11
Ranged Main Off
Attack 13 -
Energy 1-8-
Threat 20-20,x2-
Melee Main Off
Attack - -
Damage --
Threat --
Items and abilities Feats
Light Repeating Blaster Battle Droid Logic Upgrade Weapon Proficiency: Heavy Weapons
Dialog
Repair 1. Optimize droid's weaponry. (4 repair part(s))
Faulty Patrol Droid: [Success] The droid is now set for maximum firepower. Faulty Patrol Droid: [Failure] You do not have enough repair parts.
Repair 2. Optimize droid's targeting systems. (4 repair part(s))
Faulty Patrol Droid: [Success] The droid is now set for maximum accuracy.
Repair 3. Activate droid's shields. (5 repair part(s))
Faulty Patrol Droid: [Success] The droid's shields are now active.
Repair 4. Engage droid in patrol mode. (6 repair part(s))
Faulty Patrol Droid: [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.
Faulty Patrol Droid: 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 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:

Security Door Unlock 36 (16) Bash Resist 25 Vitality 20

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

Central Storage Room[edit | edit source]

Beyond the door in the west wall of East Hallway B are four insane Selkath, all level 12 Soldiers attacking with poisoned claws:

Insane Selkath
Class Soldier
Level 12
Alignment 50 (neutral)
Attributes
Strength 18 +4
Dexterity 18 +4
Constitution 10 0
Intelligence 10 0
Wisdom 15 +2
Charisma 12 +1
Attribute
Vitality 110
Defense 22
Fortitude 8
Reflex 8
Will 6
Skills
Awareness 2
Ranged Main Off
Attack - -
Damage --
Threat --
Melee Main Off
Attack 16 -
Slashing 5-10-
Threat 20-20,x2-
Items and abilities Feats
On Hit: Poison, Average Weakness20 None
Experience Points (XP) Received:

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

Item(s) Received Remains Item(s) Received Footlocker

Another faulty patrol droid stands in the southwest corner:

Faulty Patrol Droid: This droid is damaged and inactive.
Dialog
Repair 1. Reactivate the droid. (1 repair part) 2. Leave it alone.
Faulty Patrol Droid: The droid is now active. It will attack any enemies that come in range. Faulty Patrol Droid: [Failure] You don't have any repair parts. You leave the droid alone for now. Faulty Patrol Droid: You leave the droid alone for now.
Faulty Patrol Droid
Class Combat Droid
Level 12
Alignment 50 (neutral)
Attributes
Strength 20 +5
Dexterity 12 +1
Constitution 18 +4
Intelligence 10 0
Wisdom 8 -1
Charisma 6 -2
Attribute
Vitality 93
Defense 19
Fortitude 12
Reflex 5
Will 3
Skills
Awareness 11
Ranged Main Off
Attack 13 -
Energy 1-8-
Threat 20-20,x2-
Melee Main Off
Attack - -
Damage --
Threat --
Items and abilities Feats
Light Repeating Blaster Battle Droid Logic Upgrade Weapon Proficiency: Heavy Weapons
Dialog
Repair 1. Optimize droid's weaponry. (4 repair part(s))
Faulty Patrol Droid: [Success] The droid is now set for maximum firepower. Faulty Patrol Droid: [Failure] You do not have enough repair parts.
Repair 2. Optimize droid's targeting systems. (4 repair part(s))
Faulty Patrol Droid: [Success] The droid is now set for maximum accuracy.
Repair 3. Activate droid's shields. (5 repair part(s))
Faulty Patrol Droid: [Success] The droid's shields are now active.
Repair 4. Engage droid in patrol mode. (6 repair part(s))
Faulty Patrol Droid: [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.
Faulty Patrol Droid: 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.

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:

Assault Droid
Class Combat Droid
Level 3
Alignment 50 (neutral)
Attributes
Strength 13 +1
Dexterity 12 +1
Constitution 10 0
Intelligence 10 0
Wisdom 15 +2
Charisma 12 +1
Attribute
Vitality 20
Defense 28
Fortitude 3
Reflex 2
Will 3
Skills
Awareness 2
Ranged Main Off
Attack - -
Damage --
Threat --
Melee Main Off
Attack 4 -
Blunt 2-
Threat 20-20,x2-
Items and abilities Feats
Carbonite Projector Mark II On Hit: Paralyze20 Droid Heavy Plating Type 3 Advanced Gravity Generator On Hit: Slowed20 Energy Shield Level 3 Combat Logic Upgrade Droid Upgrade Class 3
Experience Points (XP) Received:

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

Item(s) Received Footlocker Item(s) Received Equipment Pack

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:

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

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

Insane Selkath
Class Soldier
Level 12
Alignment 50 (neutral)
Attributes
Strength 18 +4
Dexterity 18 +4
Constitution 10 0
Intelligence 10 0
Wisdom 15 +2
Charisma 12 +1
Attribute
Vitality 110
Defense 22
Fortitude 8
Reflex 8
Will 6
Skills
Awareness 2
Ranged Main Off
Attack 16 -
Sonic 1-4-
Threat 20-20,x2-
Melee Main Off
Attack - -
Damage --
Threat --
Items and abilities Feats
Sonic Pistol On Hit: Attribute Damage Dexterity14 Weapon Proficiency: Blaster Pistol
Experience Points (XP) Received:

Around the corner in the southeast corner is a footlocker:

Item(s) Received Footlocker
  • Scientist's Memo
  • Medpac
  • Sonic Emitter
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.
Scientist's Memo
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

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[edit | edit source]

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:

Heavy Sentry Droid
Class Combat Droid
Level 15
Alignment 50 (neutral)
Attributes
Strength 13 +1
Dexterity 13 +1
Constitution 15 +2
Intelligence 6 -2
Wisdom 8 -1
Charisma 6 -1
Attribute
Vitality 330
Defense 33
Fortitude 11
Reflex 6
Will 4
Skills
Awareness 11
Ranged Main Off
Attack 16 14
Energy 1-8Ion 1-4
Threat 20-20,x220-20,x2
Melee Main Off
Attack - -
Damage --
Threat --
Items and abilities Feats
Flame Thrower On Hit: Horror15 Droid Heavy Plating Type 3 Shield Disruptor Ion Blaster Energy Shield Level 3 Heavy Blaster Damage Resistance vs. Energy15/- Battle Droid Logic Upgrade Droid Upgrade Class 3 Master Two-Weapon Fighting Weapon Proficiency: Blaster Pistol

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

Experience Points (XP) Received:

There's a footlocker by the southeast wall:

Item(s) Received Footlocker

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[edit | edit source]

The Envirosuit you need to use one of the airlocks is on the floor in the southwest corner, and there's also a dead soldier lying in the northeast corner:

Item(s) Received Dead Soldier 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 are also four large lockers. Those in the southwest, northwest and northeast corners are locked:

Security Large Locker Unlock 18 (8) Bash Resist 5 Vitality 15
Item(s) Received Large Locker Item(s) Received Large Locker Item(s) Received Large Locker

In the southeast corner is a whimpering locker:

Whimpering Locker: Is somebody out there? Fishy, fishy, fishy? Coming to eat me, too? You can't get me little fishy. Not in here. I'm safe behind my walls.
Dialog
1. I'm Name and I've been sent by the Republic to investigate what's happened here. 2. Why don't you come out here? 3. Come out from there right now, or we'll blast our way in!
Whimpering Locker: Investigate? You're just like the others - fodder for the Selkath. Walking fish snacks. Chomp, chomp, chomp - if you can run you might be fast food. Whimpering Locker: Oh, you'd like that - wouldn't you? I walk out and - BAM! Selkath swarm in from everywhere, ripping and rending! Fishy move fast and silent. No, no, no friend. I don't play that game. I've got a winning hand right here in this room - my room! No fishy, fishy for me! Whimpering Locker: Ha-ha! That's what you think! Fishy think that too. These walls and door are six centimeters - no... twelve centimeters! - of durasteel! I'm invulnerable behind my walls! Nobody's getting in here! *crazy, manic laughter*
Whimpering Locker: When the Selkath went insane and started killing everybody, I locked myself in here! I'm safe in here. Nothing can hurt me in here! No fishy food for me.
1. What made the Selkath insane?
Whimpering Locker: Don't know. Go ask them. Ha-ha-ha! When the demon screamed it shook every mind in the station. We fell to the ground, but survived. Fishy, fishies, though, they just got hungry!
Never 2. [Persuade] Come out - we'll protect you from the Selkath. link=Star Wars: Knights of the Old Republic}}/Force powers#Affect Mind 3. [Force Persuade] You want to come out of that room. You feel safe with us.
Whimpering Locker: [Failure] No, no, no, no, no. That's what the others said. Mercenaries like you. But they're dead. The Selkath ate them! Lunchie-munchie! Only the ones left in the south part of the base might still be alive, where the kolto is. Few fishies there! But many, many fishy in between in the water!

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:

4. I'll carve you into little fish-bits! 5. If you don't come out, I'll just leave you in there.
Whimpering Locker: Nooooooo! You can't harm me in here! I'm invincible! Whimpering Locker: Bye-bye. Go look for fishy people. They'll chomp and bite and chomp and bite. Food for fishy - that's you.
1. [Insert lightsaber into locker.] 2. [Leave.]
Whimpering Locker: Aieeeeee! Dark Side Points Gained: -2

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[edit | edit source]

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:

Insane Selkath
Class Soldier
Level 9
Alignment 50 (neutral)
Attributes
Strength 20 +5
Dexterity 18 +4
Constitution 12 +1
Intelligence 10 0
Wisdom 15 +2
Charisma 12 +1
Attribute
Vitality 99
Defense 14
Fortitude 7
Reflex 7
Will 5
Skills
Awareness 2
Ranged Main Off
Attack - -
Damage --
Threat --
Melee Main Off
Attack 14 -
Slashing 6-11-
Threat 20-20,x2-
Items and abilities Feats
On Hit: Poison, Mild Weakness15 None

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

Insane Selkath
Class Soldier
Level 9
Alignment 50 (neutral)
Attributes
Strength 20 +5
Dexterity 18 +4
Constitution 12 +1
Intelligence 10 0
Wisdom 15 +2
Charisma 12 +1
Attribute
Vitality 39
Defense 20
Fortitude 7
Reflex 7
Will 5
Skills
Awareness 2
Ranged Main Off
Attack - -
Damage --
Threat --
Melee Main Off
Attack 14 -
Slashing 6-11-
Threat 20-20,x2-
Items and abilities Feats
On Hit: Poison, Mild Weakness15 None

One has more poisonous claws:

Insane Selkath
Class Soldier
Level 9
Alignment 50 (neutral)
Attributes
Strength 20 +5
Dexterity 18 +4
Constitution 12 +1
Intelligence 10 0
Wisdom 15 +2
Charisma 12 +1
Attribute
Vitality 99
Defense 14
Fortitude 7
Reflex 7
Will 5
Skills
Awareness 2
Ranged Main Off
Attack - -
Damage --
Threat --
Melee Main Off
Attack 14 -
Slashing 6-11-
Threat 20-20,x2-
Items and abilities Feats
On Hit: Poison, Average Weakness20 None
Experience Points (XP) Received: Experience Points (XP) Received:

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):

Awareness Average Frag Mine Detect 30 (10) Demolitions Disable 25 (5) Recover 35 (15)
Item(s) Received Footlocker
  • Scientist's Memo
  • Medpac
  • Sonic Emitter
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.
Scientist's Memo
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

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[edit | edit source]

Beyond the locked door at the south end of East Hallway B 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:

Patrol Droid
Class Minion
Level 12
Alignment 50 (neutral)
Attributes
Strength 20 +5
Dexterity 12 +1
Constitution 18 +4
Intelligence 10 0
Wisdom 8 -1
Charisma 6 -2
Attribute
Vitality 93
Defense 22
Fortitude 9
Reflex 6
Will 4
Skills
Awareness -1
Ranged Main Off
Attack 13 -
Energy 1-8-
Threat 20-20,x2-
Melee Main Off
Attack - -
Damage --
Threat --
Items and abilities Feats
Droid Heavy Plating Type 1 Light Repeating Blaster Weapon Proficiency: Heavy Weapons
Experience Points (XP) Received:

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

Insane Selkath
Class Soldier
Level 10
Alignment 50 (neutral)
Attributes
Strength 18 +4
Dexterity 18 +4
Constitution 10 0
Intelligence 10 0
Wisdom 15 +2
Charisma 12 +1
Attribute
Vitality 100
Defense 22
Fortitude 7
Reflex 7
Will 5
Skills
Awareness 2
Ranged Main Off
Attack 14 -
Sonic 1-4-
Threat 20-20,x2-
Melee Main Off
Attack - -
Damage --
Threat --
Items and abilities Feats
Sonic Pistol On Hit: Attribute Damage Dexterity14 Weapon Proficiency: Blaster Pistol
Item(s) Received Insane Selkath
Experience Points (XP) Received: Experience Points (XP) Received:

There's a footlocker under the southeast window:

Item(s) Received Footlocker

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

Awareness Average Frag Mine Detect 30 (10) Demolitions Disable 25 (5) Recover 35 (15)

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

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

The two remaining patrol droids are guarding a locked door:

Experience Points (XP) Received:
Security Door Unlock 28 (8) Bash Resist 5 Vitality 20

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

Item(s) Received Footlocker Item(s) Received Footlocker

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[edit | edit source]

The central airlock is mined:

Awareness Average Gas Mine Detect 30 (10) Demolitions Disable 25 (5) Recover 35 (15)

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

Experience Points (XP) Received:

The west airlock is similarly mined:

Awareness Average Gas Mine Detect 30 (10) Demolitions Disable 25 (5) Recover 35 (15)

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

Insane Selkath
Class Soldier
Level 10
Alignment 50 (neutral)
Attributes
Strength 18 +4
Dexterity 18 +4
Constitution 10 0
Intelligence 10 0
Wisdom 15 +2
Charisma 12 +1
Attribute
Vitality 100
Defense 22
Fortitude 7
Reflex 7
Will 5
Skills
Awareness 2
Treat Injury2
Ranged Main Off
Attack 11 7
Sonic 3-6Ion 3-6,+2
Threat 20-20,x220-20,x2
Melee Main Off
Attack - -
Damage --
Threat --
Items and abilities Feats
Verpine Prototype Ion Blaster Sonic Pistol On Hit: Attribute Damage Dexterity14 + Advanced Medpac(2) Weapon Specialization: Blaster Pistol

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

Experience Points (XP) Received: Item(s) Received Insane Selkath
  • Verpine Prototype Ion Blaster
  • Advanced Medpac (2)

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

Pressure Door: ACTIVATING AIRLOCK CONTROL
[CONTINUE]
ENGAGING AIRLOCK SEALS...
SUCCESS
[CONTINUE]
WARNING! HOSTILE ENVIRONMENTAL CONDITIONS!
ENVIRONMENTAL SUIT ADVISED!
Pressure Door: [You only have one envirosuit available.]
[If you proceed through the airlock, all party members will have to stay behind until your return.]
1. Leave party members and begin airlock sequence. 2. Abort airlock sequence.
Pressure Door: PRESSURIZING AIRLOCK CHAMBER...
SUCCESS
Pressure Door: RELEASING AIRLOCK SEALS...
SUCCESS

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 Kolto Control without being killed by firakan sharks: once there, you'll encounter more insane Selkath and Deadly mines, requiring Awareness rank 20 to detect.