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 if you spent any points in Stealth.

Party
Not only is Trask a Soldier but he is level 3, giving him substantially more Vitality than you at this point, so selecting him to lead the party is recommended (although you will switch back to party leader after each cutscene). Equipping him with your Short Sword is also recommended.

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 spent no points in Security:

If you spent at least one point 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.

The nearest Sith Soldier on the left only has 1 Vitality, so kill him quickly and then focus on the remaining.

If either you or Trask take damage in this or any subsequent combat:

The door at the east end of the corridor remains locked until both are killed, and leads to a small room with another two Sith Soldiers.

Search the Republic Soldier remains just inside the entrance to the right, the footlocker further along the south wall and the metal box against the north wall.

You should also search the remains of those killed when they are left behind at random.

Opening the east door triggers a cutscene of a battle at a junction round the corner to the north, which ends when one of the three surviving Sith Soldiers throws a Frag Grenade to kill the last two Republic Soldiers (and one Sith Soldier; bear this in mind when using them yourself). After turning the corner, these three must be killed before the door at the end of the east corridor to your right will open. The quickest way to do so is to follow their example and throw a Frag Grenade at the middle Sith Soldier: there’s 72.9% that it will kill all three outright, and any that survive will be reduced from 15 to 5 HP. If you want to conserve grenades, killing them from range is advisable.

This is because when you approach the junction, two reinforcements come running around the corner from the north corridor. These two each have a Medpac in their inventory, which they will use when reduced to less than 50% Vitality, so you and Trask should focus on one at a time.

Head north and follow the corridor round the corner to the east to find a cul-de-sac with a Utility Droid and a Parts Pile at the end of it. As you approach the Utility Droid will explode, but search the Parts Pile before turning back:

After returning to the junction and turning east, you will hear the sounds of a lightsaber battle as you approach the door at the end of the corridor. Opening the door will trigger a cutscene of this battle between a female Jedi and a Sith Apprentice.

Although the female Jedi defeats the Sith Apprentice, she is killed by a subsequent explosion.

Two Sith Soldiers run around the corner of the intersection ahead from the cul-de-sac to the north. Once again each has a Medpac they will use when reduced to less than 50% Vitality.

Search the Jedi's remains:

If you approach and try to open the door to the bridge at the end of the corridor to the east of the intersection while equipping a Blaster Pistol or Blaster Rifle, Trask will interject:

Open the door to be confronted with two Sith Soldiers, each armed with a Vibroblade.

Experience is also received when any of the surviving two Sith Soldiers fighting two Republic Soldiers on the bridge itself are killed by explosions.

There's a backpack in the right corner just inside the entrance to the bridge:

Level up
The exit to the bridge is to the south in the west wall, but when you try to open it you may find it locked:

If you don't have enough experience for level 2, it will be increased to 1,000 to achieve this (however, the entrance to the bridge will close and lock, and you'd have 1,275 XP if you had killed all Sith Soldiers rather than running past some of them).

Once you level up, the exit to the bridge opens. When you open the subsequent door, it locks behind you after a cutscene has triggered, as Trask runs into the room ahead of you.

He opens the door at the back of the room to the west, revealing the first glimpse of a Dark Jedi who will become familiar to you…

Trask has now left your party, never to return, but any items he equipped are automatically transferred to your party inventory. The door locks behind him, leaving you no other option but to open the door in the south wall and enter the Starboard Section.

Starboard Section


If you did not spend any points in Stealth at character generation, when you go south and around the corner to the west, you will need to run past or kill the Sith Trooper guarding the intersection ahead.

Stealth
If you did spend points in Stealth at character generation, you will have a Stealth Field Generator:

You should save game before turning the corner, because although the next three Sith you encounter all have Awareness rank 0, even a Scoundrel with 18 Dexterity can only have maximum Stealth rank 9 at this point, which is not guaranteed to escape detection; if you do not have Stealth rank > 0 (8 Dexterity), you cannot escape detection at all.

Fortunately an explosion at the end of the corridor to the west will draw the Sith Soldier away, allowing you to get to the intersection he was guarding and go down the south corridor while he is at a distance with his back turned. You can come back and kill him later if you like.

Around the corner of the south corridor to the west is a door, beyond which are two Sith Soldiers in a room. If you open the door and you're able to sneak past them, you'll gain experience.

At this point it would be advisable to kill both of them before trying to open the door at the west end of the room.

There's a footlocker against the north wall to the right of your entrance:

Repair
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. You could 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.

Computer Use
If you prefer, 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.

Search the Heavy Sith Trooper's remains:

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.