Star Wars: Knights of the Old Republic/Command Module

Command Module

 * In the skies above the Outer Rim world of Taris, a Jedi battle fleet engages the forces of Darth Malak in a desperate effort to halt the Sith's galactic domination…

As the opening crawl ends, a cutscene begins in which a Republic ship orbiting Taris is under attack by Sith fighters. Within this ship, you're awoken in your quarters by the resulting explosions and alarms, just before the door opens and an ensign of the Republic Fleet runs in and begins talking to you.

Items
As this opening dialog ends you gain control of your character for the first time, and can begin this tutorial in earnest.

The contents of the footlocker vary depending on your starting class:

The footlocker also contains a Stealth Field Generator for any character with at least one skill rank in Stealth.

Journal
As you go through the door and approach the Utility Droid on the way to the door at the other end of the corridor, you receive a message:



Security
The door at the end of the corridor is locked. If you have no skill rank in Security:

If you have at least one skill rank in Security (the door only has DC 1, so this is all that's required to open it):

Combat
Once the door is open, a cutscene plays in which a Republic Soldier is killed by two Sith Soldiers outside.

Taking them down shouldn't prove too difficult, but having both Trask and your character attacking the same foe is a good way to minimize the damage you'll take.

The next door remains locked until both are killed, and leads to a small room with another two Sith Soldiers. Eliminate them and check the left wall for a metal box containing a Medpac. On the wall opposite is a footlocker containing both a Long and Short Sword, two Frag Grenades, and a Combat Suit. It may also be wise to loot the remains of fallen troops throughout the ship as many carry medpacs and other useful tools.

As you head into the next corridor a cutscene will show Republic and Sith Soldiers engaged in combat. When you regain control, look for the three Sith on the other side of the intersection. While you can engage them one-by-one, a well-placed frag grenade should be able to kill all three, leaving you free to concentrate on the remaining two troopers hiding around the bend at the opposite end of the corridor. In the sole remaining room before the bridge, a Jedi and Dark Jedi are engaged in a duel. After both have fallen, two more Sith Soldiers appear. Dispatch them quickly then check the Jedi's remains for a Vibration Cell.

Just before entering the bridge, equip a melee weapon (if you have not already done so). The bridge is a rather cramped space and, as Trask will tell you, using a blaster on the bridge is suicide. As soon as you enter, you'll find two Sith Soldiers by the doorway and even more at the helm. End them and, in a rather lucky event, an explosion at the helm will kill the remaining soldiers, leaving you free to loot and explore the bridge. It becomes quickly apparent that Bastila has left the bridge and Trask suggests that the two of you check the starboard escape pods to ensure she escapes safely. By this point you should have enough experience to level up. In order to head out through the starboard side door, you must level your character up to level 2. Level up, and head through the door.

As soon as you leave the bridge, Trask will notice that someone is lurking just beyond the far door. Upon opening it he discovers a Dark Jedi. Realizing that he needs to buy you time to find Bastila, Trask throws himself into combat with the Sith and leaves you to find Bastila on your own. Leave through the side door to reach the starboard section of the Endar Spire.

Starboard Section
As soon as you enter the starboard section, Carth will contact you on your personal communicator to let you know that Bastila has already escaped to the surface of Taris. You two are now the only living crew members on the ship. Though he's waiting for you in the escape pod bay, there are still a few enemy-occupied rooms between you and Carth.



Stealth
In the starting hallway is a single Sith trooper on patrol. If you have a Stealth Field Generator and the Stealth skill to use it, you may opt to simply sneak past the trooper as opening the door at the other end won't cancel stealth mode. If you feel confident enough, you may also attack the trooper for the extra experience (which you'll have to do if you lack the ability to go into stealth mode). Once you're into the next room you'll find another pair of troopers. If you're still in stealth mode they won't notice you, yet. Since fighting them cannot be avoided it will probably be easier to just eliminate them as soon as you can. Once they've been dispatched check the footlocker on the floor along the right-hand wall. It contains five Computer Spikes and seven Parts that will come in handy immediately.

Computer Use
In the room beyond lie four Sith troopers and their commander. While you could certainly engage them in direct combat by yourself, there are alternatives. To the left of the door leading to the Sith filled room is a computer console. You can slice into the ship's systems and choose to view the Starboard Transport Module. Once you've seen what's in the room, choose to overload the power conduit. It will cost most or all of your spikes, but it will electrocute all five enemies at once. With all the enemies dead, the room is now safe to enter.

Repair
If you prefer, you could instead use some of your repair parts to fix the battle droid by reactivating it's shield and engaging it in patrol mode. It will make very quick work of the enemy soldiers.

Once you're inside, check the commander's remains for an Ion Blaster and a Prototype Vibroblade. Just beyond the next door is Carth and the last remaining escape pod. After an exceedingly brief chat with Carth, walk over to the escape pod controls and choose to use the pod. As your escape pod descends to the ecumenopolis below, the Endar Spire erupts into brilliant flame.