Black Vulkar Base
Objectives: Find the Swoop Bike Accelerator
As you might have anticipated, this place is teeming with scum and villainy. If Zaalbar is tagging along with your party, you may want to have him take the lead as part of Operation Wookie Shield; his high vitality makes him a good choice to offer up to enemy groups as a target, leaving your more vulnerable party members somewhat out of harm's way.
There's a sentry droid in the room directly to the west of where you entered the base. If you've raised one of your party members to at least level four in repair, you can activate it, optimize its weapons, and send it on its way for nine repair parts in total. It's worth doing if you're able; the droid's patrol path isn't very large, but it responds to the sound of blaster fire, and runs astoundingly fast, making it an excellent makeshift addition to your gang.
The first place you'll want to visit is the armory, located in the center of your map, a bit to the southwest of your starting point. You can pick the lock on the door to find a wide array of very nice weaponry and upgrades. To the north of this room is a computer terminal that you can use to scope out the base via security cams, unlock all of the locked doors, or get a map uploaded. Don't fool with the terminal just yet, but remember where it is if you run into any trouble.
To the west of the armory is the base's command room, where a Benedict Arnold offers to give you information in exchange for letting him live (you can kill him after he spills his guts, if you wish, for Dark side points). He'll tell you about the need to access the security elevator in the back of the base to find the swoop bike accelerator, but the elevator is guarded by laser cannons. To disable these cannons, you'll need pass cards, which only Vulkar lieutenants possess.
Fortunately, two of these lieutenants reside in the barracks, which is the room next door to the command room. You'll know you're there when you arrive, because you'll be facing off against a group of seven or eight Vulkars, which includes the lieutenants who will activate energy shields as soon as combat begins. (Note that if you don't want to fight, you can either hack into the computer terminal near the armory and overload the power conduit in this room, or let Mission plant a bunch of mines outside the door before you enter, then let the soldiers blow themselves up after the fight starts. You'll need to go into the room in solo mode for this to really work well, though.) This is a situation that calls for grenades if there ever was one; you might want to have two or even all three of your party members simultaneously launch a variety of grenades into the fray before the Vulkars can close in on you. If Zaalbar is using a melee weapon, don't hesitate to heal him with one of your advanced medpacs; he'll be getting hit hard, and the regular medpacs won't be enough to outpace the damage that he'll be taking.
North of this room is the pool. There's nothing critical in here, but there are some good upgrades in the footlocker inside the drained pool. Unfortunately, they're guarded by undetectable poison mines. You can either have your main character walk in via solo mode, creeping carefully along the side of the pool, and retrieve the items (you'll still probably set off at least one of the mines, so have an antidote ready), or repair the nearby droid and have it self-destruct in the pool, which will eliminate the mines as well.
Once you have the pass keys and have explored to your satisfaction, head to the elevator in the northern section of the base and proceed to the garage.