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 speaking to you.

Dialog

 * }

Items
Trask tells you to grab your gear, and how to get your equipment from the footlocker by the north wall of your quarters:

Otherwise:


 * }

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 if you spent any points in.

Trask tells you to put on your equipment, and how to do so:

Otherwise:


 * }

Party
Trask tells you how to use him to unlock the door in the south wall of your quarters, by making him party leader:

'''[Security Lockdown. Access code required.]'''

Otherwise:


 * }

Not only is Trask a Soldier but he's level 3, giving him substantially more Vitality than you at this point, so switching him back to party leader is recommended (although you'll switch back to party leader after each cutscene). Equipping him with your is also recommended.

Journal
Through the door in the south wall of your quarters is a short corridor containing a utility droid.


 * Beep beep beep-oop!

Before you can speak to it, you receive a message, after which Trask can tell you how to use your journal:

Otherwise:


 * }

Security
The door at the south end of the corridor is locked:

Trask tells how you or he can use to open it:

If you spent no points in Security at character generation:

If you spent at least one point in Security:

Otherwise:


 * }

He can also tell you more about the target and action menus:


 * }

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

Until you get to the bridge, all Sith are equipped with a special with Damage: Energy, 1, Damage Bonus: Energy, +1 and Attack Modifier: -5 which doesn't inflict more damage on a critical hit. In melee combat, all Sith in the command module equip a special with Damage: Physical, 1, Damage Bonus: Physical, +1 and Attack Modifier: -5 which also doesn't inflict more damage on a critical hit.

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 any damage, or you speak to him after this, he can tell you how to use a :

Otherwise:


 * }

However, do not bother healing while in the command module, because once you and Trask are reduced to 1 Vitality you will remain conscious and take no further damage. You cannot be killed (yet)!

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're 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). Once this ends, the door has locked behind you.

After turning the corner, these three Sith must be killed before the door at the end of the east corridor to your right can be opened. They're identical to the first Sith you encountered, and the quickest way to kill them is to follow their example and throw a Frag Grenade at the middle Sith soldier: there's 72.9% it will kill all three outright, and any that survive will be reduced from 15 to 5 Vitality. If you want to conserve grenades then killing them from range is advisable...

...since when you approach the junction, two reinforcements come running around the corner from the north corridor. These two are identical to the Sith in your second encounter except each has a Medpac in their inventory, which they'll 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 it the utility droid will explode, but search the parts pile before turning back:

After returning to the junction and turning east, you'll hear the sounds of a lightsaber battle as you approach the door at the end of the corridor. Opening the door triggers a cutscene of this battle between a Jedi and a Sith apprentice.

Although the Jedi defeats the Sith apprentice, she's killed by a subsequent explosion.

Before you can search the Jedi's remains, two Sith soldiers run around the corner of the intersection ahead from the cul-de-sac to the north; they're identical to the Sith in your second encounter, except the one on the left has 13 Vitality and once again each has a Medpac they'll use when reduced to less than 50% Vitality.

Bridge
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 or, Trask will interject:

Open the door to be confronted with two Sith soldiers, each armed with a :

Experience is also received when any of the surviving two Sith soldiers fighting two Republic soldiers on the bridge itself are killed by explosions, although this is not recorded in. There's also a backpack in the right corner just inside the entrance.

The entrance to the bridge now closes and locks if you're inside.

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 points (XP) for level 2, it will be increased to 1000 to achieve this. However, you'd have 1275 XP if you'd killed all Sith soldiers rather than running past some of them.

Once you level up, the exit to the bridge can be opened. When you open the subsequent door, it locks behind you after a cutscene, 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 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.

'''[Trask has bought you the time you need to escape. You should make your way to the Starboard Section of the ship.]'''

Starboard Section


If you didn't spend any points in at character generation, then when you go south and around the corner to the west, you'll need to run past or kill the Sith trooper guarding the intersection ahead:

As with the Sith in the, all those in the starboard section equip special Blaster Rifles with Damage: Energy, 1, Damage Bonus: Energy, +1 and Attack Modifier: -5 which don't apply more damage on a critical hit. However, their melee weapons are now much more accurate and damaging, and you can be killed.

Stealth
If you did spend points in at character generation, you'll have a  and Carth can tell you how to use it:

Otherwise:


 * }

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

Fortunately explosions at the end of the corridor to the west will draw the Sith trooper away, allowing you to get to the intersection he was guarding and go down the south corridor while he's at a distance with his back turned. You can come back and kill him later if you like (although he'll disappear if you don't do so before opening the door to the escape pods).

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.

It's advisable to kill them before trying to open the door at the west end of the room:

Upon doing so, Carth gives you a warning:

A third option is to use to unlock the door:

However, since it has DC 28 this is only possible for a Scoundrel with Security rank > 7 (rank 4-5 and 16-18 ) without using a (Xbox only). The door in the transport module beyond will remain locked until all Sith troopers within are dead, so you can't sneak past them using Stealth.

To assist with the first two options, search the footlocker against the north wall to the right of your entrance:

If you got the parts from the parts pile in the command module, you now have everything you need to fully pursue either or both of these options, regardless of your and  skill ranks.

Repair
The damaged assault droid to which Carth referred is standing in the northwest corner to the right of the locked door. Using it can give you a tutorial and allow you to reactivate it:

Otherwise:


 * }

You can activate its shields and engage its patrol mode if you have sufficient, but the former isn't necessary since the droid will activate its shields itself upon engaging in combat, and even on Difficult its Defense and Vitality are so high it can kill all Sith troopers in the transport module beyond single-handed, each with one hit.


 * }

'''The droid is actively engaged in its patrol route. You cannot reprogram it anymore.'''

The patrol takes it into the transport module, opening the door for you and engaging the Sith troopers beyond. Note that while you'll receive XP for those killed by the combat droid, this is not recorded in.

Computer Use
The terminal to which Carth referred is standing in the southwest corner to the left of the locked door. Using it can give you a tutorial and allow you to view the starboard transport module, and overload its power conduit if you have sufficient s:

Otherwise:

The camera feed allows you to see the four Sith troopers led by a Sith heavy trooper in the transport module beyond.


 * }

The camera feed now allows you to watch as the overloaded power conduit electrocutes all of them! You'll also receive XP for all those killed, and this is recorded in.

The door will now be unlocked. Should you opt to unlock the door yourself or activate the combat droid and engage its patrol mode and support it instead, you'll still be confronted by four of the following:

The two flanking the Sith Heavy Trooper each have a in their inventory, which they'll use when reduced to less than 50% Vitality.

The two closest Sith troopers are too far away from the others to make using s on them particularly effective, but throwing two at the Sith heavy trooper will also damage the two Sith troopers flanking him, and there's ~59% chance of killing all three outright (even in the event of two successful saves, each will be reduced from 25 to 5 Vitality). You cannot open the door in the west wall until all have been killed.

'''[Security Lockdown. Hostiles in close proximity. Access denied.]'''

Escape pods
Now open the door to the escape pods:

The last escape pod is the second on the left in the south wall:

After using the escape pod, a cutscene plays of the final destruction of the Endar Spire as you hurtle through the atmosphere to crash-land in the ecumenopolis of Taris.