Star Wars: Knights of the Old Republic/Command Center

West Elevator
If you have not returned to the dark side, Darth Malak has summoned Bastila to the command center:


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If you have returned to the dark side, he has summoned his three strongest dark Jedi:


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The elevator door west is behind you at the northeast end of a short tunnel, and the door at the southwest end is closed so if you still need to heal or regenerate Force points then you can do so without fear of attack.

Once you exit the tunnel you'll find yourself at the north end of a broad walkway like the one you just left, except its sentries cannot be deactivated: a Sith heavy trooper stands to the northwest and southeast, while a Sith advanced trooper stands to the northeast and southwest.

../Medical items/ are only received if unused. However, it's quicker and easier to just run past them since they'll be replaced elsewhere if you kill them: the use of their s gives them less time to attack you before you're out of range, and they won't pursue you (movement is advisable anyway to avoid getting entangled by any s used by the advanced troopers).

Although this is the last you'll see of any Sith heavy trooper, the Sith advanced trooper is among the enemies that can be randomly selected to appear from the central tunnel in the east wall of the walkway: once again, if this enemy is killed then a replacement will appear elsewhere as well. Other enemies include Sith advanced troopers with 110 Vitality (not 100) but no Adhesive Grenades, and Sith troopers:

Another Sith trooper has ../Saves/ +1 but no Adhesive Grenades. ../Grenades/ are only received if unused.

Dark Jedi using a and  have : Fear, Stun and Paralysis, so they can only be debilitated with Force Whirlwind or Wound, Choke or Kill.

There's a metal box in the south corner all the way at the southwest end of the walkway:

Otherwise, the only way to go is through the central tunnel and up the ramp in the walkway to the east, which then turns north and ends in the door to a tunnel: if you kill any of the enemies previously encountered then depending on your position their replacements will appear from either of these tunnels, or the northwest and southwest ends of the previous walkway.

Command center
Through the north tunnel the walkway continues upwards to a landing before turning east to the door of a tunnel. As you approach, three dark Jedi seal it before engaging in combat. If you try to use the door before killing them all:

The door to the tunnel opens once all three have been killed. Save game before opening the door at the east end: once you enter the command center, the door will be held closed behind you and you'll never return here.

If you have not returned to the dark side, then confronts you as you open the door. If you have returned to the dark side, Darth Malak's three strongest dark Jedi confront you as you enter:

If you try to use either the door to the west behind you or to the south before killing them all:

Since you aren't immediately in range to use Force powers, all three will most likely have time to use Force Immunity before you can prevent it by debilitating them: however, if this is a problem then Bastila can use Force Breach to cancel it if you cannot.

Otherwise, their use of Force Immunity gives you an opportunity to use grenades or (Advanced), but they almost always save against the former (although an thrown at the one in the center will entangle all three) and the one on the left in the red shirt using a  is immune to s (plus s and the fire damage of an upgraded , which may make HK-47 and Canderous unhappy):

The one in the center using a and  is immune to Shock, Force Lightning and Storm:

The one on the right using a has Immunity:  and is the most dangerous since he can use Kill:

The door to the west through which you entered is still held closed, but that to the south can now be opened. Once you've done so:

The door closes behind you, with Bastila and any remaining party on the other side. Meanwhile, as the space battle rages between the Republic and Sith fleets outside, Admiral Dodonna and Master Vandar begin to realize that something is horribly wrong:


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As Bastila turns the tide of battle against the Republic, you must get to the for a battle of your own...

Bastila
Bastila stops her to engage in dialog: although combat is still inevitable, she disengages several times once enough damage has been inflicted and resumes dialog. This gives you the opportunity to convince her to renounce the dark side and bring her back to the light. Some responses earn you points towards this, and at least 100 points are necessary to redeem her:


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Any party members are placed in stasis, and the door behind you closes between them and you. If you try to use either the door to the west behind you or to the south:

If Bastila uses Force Immunity then even a level 20 Jedi will only have 25% chance to breach it. Once she's been reduced to < 50% Vitality:

Otherwise, if you're trying to redeem her and bring her back to the light:


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She heals fully before combat resumes. Once at least 90 damage has been inflicted:

Otherwise, if you're trying to redeem her and bring her back to the light:


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These two options are mutually exclusive. Once again she heals fully before combat resumes. Once at least 150 damage has been inflicted:


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This is your earliest opportunity to simply get this over with and kill her:

However, if experience is still needed then it's better to continue trying to redeem her and bring her back to the light:


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It's easier to persuade her for a male character who has romanced her:


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A male character who has romanced her can earn half the points necessary to convince her with a single act of persuasion:

If any act of persuasion fails:


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Beyond this point, you run out of options to earn points towards Bastila's redemption. Up to 120 points can be earned without needing to successfully persuade her (up to 170 points) or being a male character who has romanced her (up to 220 points), but if you have less than 100 points or decide not to trust her then she attacks after healing fully one last time before fighting to the death:


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Otherwise:

If a male character hasn't already told her that he loves her:

Otherwise:

In either case:

In every case:


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Final Confrontation
Otherwise:

In either case, as the space battle rages between the Republic and Sith fleets outside, Bastila no longer using her Battle Meditation against the Republic is decisive in turning the tide of battle in its favor, regardless of whether she's dead or alive:


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The door to the west through which you entered the command center is still held closed, but that to the south can now be opened.

East Elevator
You're now alone at the north end of a large hangar which curves to the east. On either side are three droid generators, each with a terminal and spike bin beside it: Types A, C and D are along the east side and Types B, E and F are along the west side. If you try to use one of the terminals:

The spike bins are currently empty. As you approach the door in the south wall at its east end, it opens to reveal Darth Malak, flanked by two choking Jedi knights behind him. As you watch, he throws his lightsaber at the one on the right then uses Force Lightning on the one on the left, killing them both:

If you've returned to the dark side:


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If you have not returned to the dark side then you move closer to the light or dark side of the Force depending on your response:

In any case, the conclusion is always the same:

The door closes again, and the six forge droids generated in the hangar behind you start to converge on your position. If you try to use this door:

Deactivating the generators does open the door... but it's much quicker and easier to just unlock it or bash it open:

A short tunnel ends in the elevator door east, beyond which is the elevator to the ../Viewing Platform/.

The only reason to stay behind and deal with the droids is if you still need to gain experience to level up to 20, which can be received for killing them:

Any replacements have +1 Defense (25, not 24). Types B and C are melee attackers:

Any Type D replacements have -1 Dexterity (15, not 16) resulting in -1 Defense, Reflex (4, not 5) and Attack (8, not 9), +1 Defense (so still 22) and -3 Vitality (72, not 75). Types E and F are also melee attackers:

Any Type F replacements have -5 Dexterity (12, not 17) resulting in -2 Defense (26, not 28) and Reflex (5, not 7).

A droid of the same type is generated each time one is killed, seemingly indefinitely. Each kill also generates a in the corresponding spike bin, which can be used with the terminals alongside:


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The same experience is received for both uses, but generating a droid uses at least twice as many computer spikes. However, it also gives you an ally:

If you try to speak to one after all generators have been disabled or overridden and all enemy droids have been killed:

The door to the north through which you entered is closed, and if you try to use it:

Your only option is to take the elevator to the viewing platform...