Star Wars: Knights of the Old Republic/Command Module

A Rude Awakening
You lie asleep on a cot in your quarters, resting peacefully, but not for long. When a powerful explosion rattles the ship you start awake, groggy and disoriented. Immediately, a Republic ensign named Trask Ulgo barges into your quarters to inform you that this ship, the Endar Spire has fallen prey to a Sith ambush above the planet Taris. Bastila, the Jedi Commander of this vessel may need your help.

Regardless of what dialogue choices you make here, the end result will be the same. When you're done getting the scoop from Trask, turn around and look for the footlocker under the center viewport. Open it up and grab your gear. Since you can't have a gun and a sword equipped simultaneously, choose whichever you're more comfortable fighting with and equip it. Once you're equipped, speak with Trask. He'll team up with you to help you stand a better chance against the newly arrived Sith boarding party.

Get to the Bridge!
Now that Trask has joined your party, switch party leaders (Tab or ) and use Trask to unlock the dormitory door. As soon as you're through, a message from another officer, Carth Onasi, will come through on your communicator, ordering all hands to the bridge. As you attempt to enter the main corridor you'll find yet another locked door, only this time, Trask doesn't have the codes. This door needs to be sliced. If you don't have sufficient Security skills, switch back to Trask and have him unlock the door. Once the door is open, you'll be faced by a pair of Sith troopers. 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 doorway leads to a small room with another two Sith troopers. 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 fragmentation grenades, and a combat suit. It may also be wise to loot the corpses 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 troopers appear. Dispatch them quickly then check the Jedi's body 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 troopers by the doorway and even more at the helm. End them and, in a rather lucky event, an explosion at the help will kill the remaining troopers, 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.

Finding Bastila
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.

Escaping the Ship
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.

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 repair parts that will come in handy immediately.

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. 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.