Star Wars Knights of the Old Republic II: The Sith Lords/Administration Level

In this section, you shall:
 * Awaken inside of the Peragus Mining Facility and regain your bearings
 * Discover new allies as the player character that you generated
 * Explore the ruined facility and defend yourself from its rogue mining droids

Introduction
Following the scuttling of the Ebon Hawk, T3-M4 and 3C-FD had managed to repair the Ebon Hawk and begin an emergency docking procedure with the Peragus II mining facility before an unwelcome stowaway returned to attack the droid duo. Despite this, the freighter managed to dock successfully and the miners managed to retrieve you in time to offer the medical help that you desperately needed. After an unknown amount of time has passed, you awaken to the sound of a peculiar voice alone in the medical bay, at full strength but completely without knowledge or gear - all that you have on is the underthings that you last wore.

Not only that, but as you explore the ruinous compound it seems that time may have passed along a lot faster than you had first expected: the facility seems abandoned, and there are renegade droids which appear to have killed many of the mine's personnel. You need to find help and some equipment before anything worse happens next.

Kolto Tank
You gain control of the player character in the center of the medbay. Tooltips advising basic gameplay features appear as you branch out from here, which can be disabled in the options menu if you do not need the help. You also get a pop-up as you leave the room.

'''Immersion in kolto tanks can heal most wounds. If you have lost Vitality Points during your explorations, return here to the medical bay and use the empty kolto tank behind you to heal your wounds.'''

As described, you can go back and interact with the now-empty kolto tank, which restores your health.


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You may also get another tooltip after running around for a bit.

'''You can use the mouse to select eligible targets. While in combat, only hostiles will be targetable.'''

After opening the first two doors, you'll come across the main hallway connecting the medical bay (left door) and the morgue (first right door). Ahead is a sealed door which is stuck closed due to the extreme damage of the inner facility. The door to the morgue is initially locked, so you'll need to go through the medical bay first.

Medical Bay
Going through the leftmost door leads you to the Peragus Medical Bay. You can use the lab station here to make medical items with the found chemicals if you took points in Treat Injury, but only medkits will be useful to you at this point in time.

There is also a console inside with which you can interact.

This terminates your interaction with the computer. Otherwise, you have several options, the first three providing backstory about what may have happened on this facility...

In each of the medical logs, a hologram of who appears to be the facility's medical officer appears.


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Morgue
Inside the morgue, the body of the old woman from before and the body of a recently deceased miner are laid up. If you try to interact with the old woman first...

[This old woman looks dead, but there's no sign of what killed her.]

Lifting the sheet from the corpse of the miner reveals that he had a plasma torch on his body, a tool suited to cutting metals with precision. The second that you retrieve the torch from the corpse, the old woman, despite appearing dead, awakens.


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If you have looked through the patient status or treatment in the medical bay computer, you have an opportunity to ask Kreia about it during or after this conversation.


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With Kreia's discussion brings your first taste of the alignment system. Threatening her to stay out of your way grants you dark side points, and showing concern for her well-being and promising to return for her later grants light side points. Dark side points typically involves choosing chaotic or evil options while gaining light side points requires lawful or good responses; however, there are times when the ethical alignment of your choices are more ambiguous.

Security Corridor
Equip the plasma torch and use it to blast open the door's mechanism and proceed forward. Loot any droid carapaces or dead miners that you come across for components, credits, and shields. Every little bit counts, especially towards the second half of the game where buying the best gear available becomes important. Take the vibrosword and equip it in your melee slot and proceed into the next area. Two mining droids attack you immediately.

The mining droids here are first-generation models without formal weaponry that are also suffering some damage sustained during the proceeding chaos. Statistically speaking, they are far weaker than you are and they should not give you any significant trouble. However, they are not encountered alone and they can flank you for an increased chance to hit if you put yourselves into the middle of a group, so just pace yourself and take them on one at a time. The second one to die always drops a mining laser, which is essentially a nonupgradeable blaster pistol. You may equip it in place of the vibrosword if your dexterity is higher than your strength.

In the next room, two more will attack you; finish them off quickly as before. You can use either ranged or melee combat to battle them, but melee is the best method overall since these droids are completely restricted to using ranged attacks, granting you a better defense against them. If you use feats, Rapid Shot or Flurry tends to kill them quickly due to their low dexterity and health.

In the room after this, there is a security office containing lockers and a holodesk. You can bash open or pick the lock on the locker for some ion grenades and materials or use the holodesk to gain more perspective on the situation. Save the ion grenades for large groups of droids rather than lone targets, as there aren't many that you will find in this facility. Just as you attempt to cross into the next room on your way to the communications area, Kreia uses the Force to telepathically commune with you, forewarning of three droids tightly clustered together. She instructs you on using the Force to sense the same presence and is pleased that you still have some limited capacity to use the Force.

This battle is meant to be a miniboss, so saving beforehand is recommended by the game and the cutscene that you just witnessed. Three droids is a bit tough at level 1 since all three will be firing at once and you will be considered to be flanked regardless of what angle you take when fighting them. Return to the medbay to heal with the kolto tank if your health is low and use the vibrosword to even your odds as much as possible. If you are feeling rather cheap, you can stand right at the threshold of the door and just lob an ion grenade at the center droid for an instant wipe.

After the encounter, Kreia comments with intrigue about your sensitivity to the Force finally returning, and she offers to assist you in the endeavor of regaining your powers later on. Afterwards, you gain 1 level, a few feats related to the Jedi class, and your first Force power. Keep in mind that Stun Droid and Force Shock are going to be the strongest powers that you can take for now since droids, practically speaking, are going to be the only enemy in the facility that you face off against.

Communications Blister
If you watched the holologs at the security station, the security officer will comment about the security override at the administration computer which will shut down all droids and barriers in the immediate vicinity as well as a stealth field generator in the room that you just cleared which is effective against the droids' limited sensors. Whether you choose to rush for the shutdown switch, stealth kill the droids, or destroy them all is up to you, as choosing any of the three grants you the exact same level of experience points. The jail's forcefield shuts down after the switch is tripped or after all 8 droids littered about the area have been neutralized.

Before entering the door, Kreia will communicate some brief thoughts.


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Opening the door triggers a cutscene where your character walks up to this individual.

You can actually decide Revan's gender and alignment, regardless of if you've played the previous game or what you may have done during it.

Despite the initial dialogue, both alignment options offer a chance to change Revan's gender.

Otherwise,


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Your situation obligates you to release Atton from the cage. Once the field goes down...

You run together towards the administrative console, which was previously inaccessible due to lacking the codes. Atton talks as he grants you access.


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You can also ask Atton about the incident with the sedatives in the medical bay either before or after letting him out, assuming you've looked at the treatment of the patients in the console.


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Again, how you choose to address Atton earns more dark side or light side points, so stick with what alignment you wish to develop and earn more points there.

The only thing that you can do now use the intercom to access other points in the facility and call for help. Fortunately, the hangar bay's PA system is still online and calling in alerts T3-M4 to your presence. After asking for his help, you transition to the next chapter of the story back in control of T3-M4.

Strategies

 * Don't use medkits to heal yourself unless you are dangerously low on health. The kolto tank in the medbay has unlimited uses and heals you to full vitality at no cost.
 * Save grenades and shields for later battles when the droids become more concentrated.
 * Melee is the best way to defeat the droids at this point in time, even if you have built a character designed for combat at a distance.