Star Wars: Knights of the Old Republic/Command Module: Difference between revisions

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Now that Trask has joined your party, switch party leaders ({{control|{{kbd|Tab}}|{{xbox|black}}}}) 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 [[Star Wars: Knights of the Old Republic/Skills#Security|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.
Now that Trask has joined your party, switch party leaders ({{control|{{kbd|Tab}}|{{xbox|black}}}}) 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 [[Star Wars: Knights of the Old Republic/Skills#Security|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 [[Star Wars: Knights of the Old Republic/Medical items#Medpac|medpac]].  On the wall opposite is a footlocker containing both a [[Star Wars: Knights of the Old Republic/Melee weapons#Long sword|long]] and [[Star Wars: Knights of the Old Republic/Melee weapons#Short sword|short sword]], two [[Star Wars: Knights of the Old Republic/Explosives#Frag grenade|fragmentation grenades]], and a [[Star Wars: Knights of the Old Republic/Armor#Combat suit|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.
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 [[Star Wars: Knights of the Old Republic/Utility items#Medpac|Medpac]].  On the wall opposite is a footlocker containing both a [[Star Wars: Knights of the Old Republic/Melee weapons#Long Sword|Long]] and [[Star Wars: Knights of the Old Republic/Melee weapons#Short Sword|Short Sword]], two [[Star Wars: Knights of the Old Republic/Grenades#Frag Grenade|fragmentation grenades]], and a [[Star Wars: Knights of the Old Republic/Light armor#Combat Suit|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 [[Star Wars: Knights of the Old Republic/Upgrades#Vibration cell|vibration cell]].
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 [[Star Wars: Knights of the Old Republic/Utility items#Vibration Cell|Vibration Cell]].
{{sidebar|width=200px|title=Trask's Equipment|contents=Once you head through the door leading off the bridge you'll lose control of Trask. If you want any of his equipment be sure to remove it from him before you reach this point. He will use a Long Sword for this battle regardless of what you had equipped him with.}}
{{sidebar|width=200px|title=Trask's Equipment|contents=Once you head through the door leading off the bridge you'll lose control of Trask. If you want any of his equipment be sure to remove it from him before you reach this point. He will use a Long Sword for this battle regardless of what you had equipped him with.}}
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 helm 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.
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 helm 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.
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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.
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 [[Star Wars: Knights of the Old Republic/Belts#Stealth field generator|stealth field generator]] and the [[Star Wars: Knights of the Old Republic/Skills#Stealth|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 [[Star Wars: Knights of the Old Republic/Miscellaneous items#Computer Spike|computer spikes]] and seven [[Star Wars: Knights of the Old Republic/Miscellaneous items#Parts|repair parts]] that will come in handy immediately.
In the starting hallway is a single Sith trooper on patrol.  If you have a [[Star Wars: Knights of the Old Republic/Belts#Stealth Field Generator|Stealth Field Generator]] and the [[Star Wars: Knights of the Old Republic/Skills#Stealth|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 [[Star Wars: Knights of the Old Republic/Utility items#Computer Spike|Computer Spikes]] and seven [[Star Wars: Knights of the Old Republic/Utility items#Parts|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.
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 [[Star Wars: Knights of the Old Republic/Ranged weapons#Ion blaster|ion blaster]] and a [[Star Wars: Knights of the Old Republic/Melee weapons#Prototype vibroblade|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.
Once you're inside, check the commander's remains for an [[Star Wars: Knights of the Old Republic/Blaster pistols#Ion Blaster|Ion Blaster]] and a [[Star Wars: Knights of the Old Republic/Melee weapons#Prototype Vibroblade|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.


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