Star Wars: Knights of the Old Republic/Black Vulkar Base (Garage): Difference between revisions

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Getting Started -> Gameplay
(→‎Search for Bastila: Added content from Black Vulkar Base page to reduce spoilers and make main walkthrough more linear)
m (Getting Started -> Gameplay)
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'''The droid is actively engaged in its patrol route. You cannot reprogram it anymore.'''
'''The droid is actively engaged in its patrol route. You cannot reprogram it anymore.'''


The Mark II is a melee droid that will patrol down the south tunnel and turn west at the T-junction. It's capable of killing the two Black Vulkars guarding the tunnel, even on [[../Getting Started#Combat Difficulty|Difficult]] without optimized weaponry or targeting systems, and without activated shields. It will also trigger the {{s|Mines|Minor Gas Mine}} on the right of that tunnel as it patrols, although it isn't worth repairing it for this purpose alone: a single {{s|Utility items|Parts}} pack costs just over four times as much as a simple {{s|Medical items|Anitdote Kit}}.
The Mark II is a melee droid that will patrol down the south tunnel and turn west at the T-junction. It's capable of killing the two Black Vulkars guarding the tunnel, even on [[../Gameplay#Combat Difficulty|Difficult]] without optimized weaponry or targeting systems, and without activated shields. It will also trigger the {{s|Mines|Minor Gas Mine}} on the right of that tunnel as it patrols, although it isn't worth repairing it for this purpose alone: a single {{s|Utility items|Parts}} pack costs just over four times as much as a simple {{s|Medical items|Anitdote Kit}}.


The war droid will patrol the north and east sides of the garage, bringing it into combat with the Vulkar patrol droid guarding the {{s|Black Vulkar Base (Garage)|Loading Bay}}. However, there's another option to patrolling which may be more useful:
The war droid will patrol the north and east sides of the garage, bringing it into combat with the Vulkar patrol droid guarding the {{s|Black Vulkar Base (Garage)|Loading Bay}}. However, there's another option to patrolling which may be more useful:
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{| {{prettytable}}
{| {{prettytable}}
{{KotOR/Container|Garage Head's Desk|
{{KotOR/Container|Garage Head's Desk|
*[[../Pazaak/]] Card +3
* [[../Pazaak/]] Card +3
*Pazaak Card -2
*Pazaak Card -2
*{{s|Upgrade items|Improved Energy Cell}}
*{{s|Upgrade items|Improved Energy Cell}}
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{{KotOR/Mine|Minor|Gas|2}}
{{KotOR/Mine|Minor|Gas|2}}


It isn't possible to walk around them, but both Mission and Zaalbar can at least disable them. Otherwise, it's best to enter Solo mode and have one party member trigger the mines before using an {{s|Medical items|Anitdote Kit}} if need be (Zaalbar is recommended, and if he's at least level 7 and selected the {{s|Feats|Toughness}} and Increased Toughness feats then he'll take no damage whatsoever, even on [[../Getting Started#Combat Difficulty|Difficult]]).
It isn't possible to walk around them, but both Mission and Zaalbar can at least disable them. Otherwise, it's best to enter Solo mode and have one party member trigger the mines before using an {{s|Medical items|Anitdote Kit}} if need be (Zaalbar is recommended, and if he's at least level 7 and selected the {{s|Feats|Toughness}} and Increased Toughness feats then he'll take no damage whatsoever, even on [[../Gameplay#Combat Difficulty|Difficult]]).


Turn left at the junction and you'll see first a standard door and then a security door in the north wall as you approach the east end of the tunnel. The first door opens on a room containing four Vulkar guards, two start armed with {{s|Melee weapons|Vulkar Shock Stick}}s and another two start armed with {{s|Blaster pistols|Blaster Pistol}}s:
Turn left at the junction and you'll see first a standard door and then a security door in the north wall as you approach the east end of the tunnel. The first door opens on a room containing four Vulkar guards, two start armed with {{s|Melee weapons|Vulkar Shock Stick}}s and another two start armed with {{s|Blaster pistols|Blaster Pistol}}s: