Alone
Advance Through Breach Door
Your first big challenge here will be to get past a room in which four Trandoshans drop out of the ceiling and attempt to ambush you. Your best bet for survival is to walk far enough in to trigger the drop, then backtrack back to the previous corridor and start chucking in Thermal Detonators at them; one of them will drop another box, so you might as well use up your supply now.
Another pair of Trandos will be guarding the corridor leading to the breach door, so kill them, then move into the corridor and heal up before breaching or slicing through the locked door. The room beyond the door is an obvious ambush setup, so save your game before going in. Sure enough, a pair of Trandos will pop out of the walls as you walk in, so kill them and grab the flashbang grenades before moving on.
Proceed to Rendezvous Point
Next up are (guess what?) more Trandoshans. They'll start to lay mines in your path, so be mindful of the red circles of death on the ground; when you spot them, clear out any nearby Trandos, then crouch to the mine and disable it. Luckily, there aren't usually any triggered spawnings when you attempt to bring up a mine, letting you go about your business unfettered.
At the end of the hallway here, you'll run into some very welcome sniper rounds and anti-armor shells, so load up on ammo and heal yourself before grabbing the next mine in your path. A quicksave here would be beneficial. After the next corner, you'll come to a barricade. You can either bust through it (the preferred path) or take a detour through the vent nearby to bypass it without having to detonate it. (There's also a little bit of commentary from 38 on the lightsaber that you find in the vent, if you're interested in that sort of thing.)
As you round the corner, you'll come across your first Trandoshan Heavily Armored Mercenary (HAM), which is in the process of completely eliminating a squad of troopers. You have a couple seconds to get yourself situated before taking it out, so be sure that your sniper rifle has a full clip and that you have flashbang grenades queued up. If you don't have flashbangs, there's no need to worry; they just make taking down the Elite a bit easier. In order to kill it, you'll need to pop it in the head with three or four sniper shots; the rest of its body is heavily armored, enough to allow it to withstand a full four anti-armor blasts and survive. If you can lay a flashbang at its feet (do this while it's pointing at you), you should be able to get your shots off before it brings its head back up. If it does get a bead on you, then your only hope of surviving its fire is to stun it by shooting it in the head; this will pause its fire for a second and give you time to line up another shot. The repeater weapon that these guys pack is incredibly devastating, and will kill you quickly, so try to stay behind cover while it's firing.
When the Trando is dead, grab the LS-150 Heavy ACP Repeater--essentially a machine gun--from its body. This badass weapon spits out shells at an incredible rate, and can hold a good amount of ammo in its clip. It's almost useless against droids, though, and will slow you down while you wield it, so try to save it for groups of Trandos. Speaking of which, there's one coming up....
After you blast through the barricade and head down the door, dispatch the scavs and the Trandos that are blocking your path to the rendezvous point. Unfortunately, the door leading onwards is jammed, so you'll have to wait for Fixer to slice through, and he'll take a few seconds. In the meantime, a droid dispenser will have popped up behind your position, leaving you with a gaggle of enemies to fend off. You do have a box of EC grenades to use on them, but we found it best just to hide behind one of the pillars near the door and fire at anything that comes to you, rather than being overly aggressive. When Fixer gets through the door, follow him through to end the level. You can destroy the droid dispenser if you wish, but there's no particular reason to.