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As [[Star Wars: Knights of the Old Republic/Walkthrough|the opening crawl]] ends, a cutscene begins in which a Republic ship orbiting [[Star Wars: Knights of the Old Republic/Taris|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.
As [[Star Wars: Knights of the Old Republic/Walkthrough|the opening crawl]] ends, a cutscene begins in which a Republic ship orbiting [[Star Wars: Knights of the Old Republic/Taris|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.


===Dialog===
{{KotOR Dialog
{{KotOR Dialog
|Icon=Trask
|Icon=Trask
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|}
|}


The footlocker also contains a [[Star Wars: Knights of the Old Republic/Belts#Stealth Field Generator|Stealth Field Generator]] for any character with at least one skill rank in [[Star Wars: Knights of the Old Republic/Skills#Stealth|Stealth]].
The footlocker also contains a [[Star Wars: Knights of the Old Republic/Belts#Stealth Field Generator|Stealth Field Generator]] if you spent any points in [[Star Wars: Knights of the Old Republic/Skills#Stealth|Stealth]].


{{KotOR XP
{{KotOR XP
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|Force powers=None
|Force powers=None
}}
}}
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 [[Star Wars: Knights of the Old Republic/Melee weapons#Short Sword|Short Sword]] is also recommended.


{{KotOR Dialog
{{KotOR Dialog
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===Security===
===Security===
The door at the end of the corridor is locked. If you have no skill rank in [[Star Wars: Knights of the Old Republic/Skills#Security|Security]]:
The door at the end of the corridor is locked. If you spent no points in [[Star Wars: Knights of the Old Republic/Skills#Security|Security]]:


{{KotOR Dialog
{{KotOR Dialog
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|Dialog='''Trask:''' That door’s locked. I don’t have the codes to open it, but switch me to the party leader so you can use my security skills to slice into the access panel and open the door.}}
|Dialog='''Trask:''' That door’s locked. I don’t have the codes to open it, but switch me to the party leader so you can use my security skills to slice into the access panel and open the door.}}


If you have at least one skill rank in Security (the door only has [[Star Wars:Knights of the Old Republic/Difficulty Classes|DC]] 1, so this is all that's required to open it):
If you spent at least one point in Security (the door only has [[Star Wars:Knights of the Old Republic/Difficulty Classes|DC]] 1, so this is all that's required to open it):


{{KotOR Dialog
{{KotOR Dialog
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|Dialog='''Trask:''' These Sith must be the advance boarding party! For the Republic!}}
|Dialog='''Trask:''' These Sith must be the advance boarding party! For the Republic!}}


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 nearest Sith Soldier on the left only has 1 Vitality, so kill him quickly and then focus on the remaining.
 
{{KotOR XP
|XP=*'''75''' Killed Sith Soldier
*'''75''' Killed Sith Soldier}}
 
If either you or Trask take damage in this or any subsequent combat:
 
{{KotOR Dialog
|Icon=Trask
|Dialog='''Trask:''' I’ve got a feeling that won’t be our last battle with the Sith. Good thing we have medpacs to heal our wounds. It might be a good idea to use one now before our next battle.}}
 
{{KotOR Dialog
|Icon=Dialog
|Dialog=2. How do I use a medpac?}}
 
{{KotOR Dialog
|Icon=Trask
|Dialog='''Trask:''' To use an item like a medpac – or another self-targetting item or power – you’ll need to know how to use your ACTION MENU.}}
 
{{KotOR Dialog
|Icon=Dialog
|Dialog=1. Tell me about the ACTION MENU.}}
 
{{KotOR Dialog
|Icon=Trask
|Dialog='''Trask:''' In the lower right of the screen you’ll see a list of icons. This is your ACTION MENU. You can select items from this menu by using the mouse. Left-click the icon you want to use to activate that power or item. Clicking on the arrows above and below the icon will cycle to other powers or items in that list. The first icon of the ACTION MENU is for Friendly Force Powers. The second is for Medical Items such as Medpacs and Antidote Kits. The third icon is for Miscellaneous Items such as Stimulants and Energy Shields. The fourth icon is for Mines, and only appears if you have a mine in your inventory and have the DEMOLITIONS skill.}}
 
{{KotOR Dialog
|Icon=Dialog
|Dialog=2. I know about the ACTION MENU. How do I use a medpac?
2. So how do I use a medpac?}}
 
{{KotOR Dialog
|Icon=Trask
|Dialog='''Trask:''' First, left-click on their portrait to take control of the injured character. Use the mouse to look through the Medical Items in the ACTION MENU until you see “Medpac” in the information box. Notice the up and down arrows on this icon. This means you have more than one available option for this icon. You must choose between a medpac and an advanced medpac. Use the mouse wheel to scroll up or down to switch between your medpac and your advanced medpac. Left-click the mouse to use the selected item on the character you currently control. Just remember that you have to actually be hurt for a medpac to work. You can’t use it when you’re uninjured.}}
 
{{KotOR Dialog
|Icon=Dialog
|Dialog=1. Okay.}}
 
{{KotOR Item
|Container=Trask
|Item=*[[Star Wars: Knights of the Old Republic/Utility items#Advanced Medpac|Advanced Medpac]]}}
 
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.
 
{{KotOR XP
|XP=*'''75''' Killed Sith Soldier
*'''75''' Killed Sith Soldier}}
 
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.
 
{| cellpadding=5 cellspacing=0 style="background:#aebffc; border-top:1px solid black; border-bottom:1px solid black; border-left:1px solid black; border-right:1px solid black" width=100%
|-valign=top
|width=32 rowspan=2 bgcolor=black|[[File:KotOR Icon Item.png|32px]]
|'''Acquired Item(s):
|-
|
{| cellpadding=0 cellspacing=0 style="background:#aebffc" width=100%
|-valign=top
|width=33%|
;Republic Soldier Remains
*[[Star Wars: Knights of the Old Republic/Grenades#Frag Grenade|Frag Grenade]]
|width=34%|
;Footlocker
*[[Star Wars: Knights of the Old Republic/Light armor#Combat Suit|Combat Suit]]
*[[Star Wars: Knights of the Old Republic/Melee weapons#Long Sword|Long Sword]]
*[[Star Wars: Knights of the Old Republic/Melee weapons#Short Sword|Short Sword]]
*Frag Grenades (2)
|width=33%|
;Metal Box
*Credits (10)
*[[Star Wars: Knights of the Old Republic/Utility items#Medpac|Medpac]]
|}
|}
 
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.
 
{{KotOR XP
|XP=*'''75''' Killed Sith Soldier
*'''75''' Killed Sith Soldier
*'''75''' Killed Sith Soldier}}
 
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.
 
{{KotOR XP
|XP=*'''75''' Killed Sith Soldier
*'''75''' Killed Sith Soldier}}
 
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:
 
{{KotOR Item
|Container=Parts Pile
|Item=*[[Star Wars: Knights of the Old Republic/Utility items#Parts|Parts]]}}
 
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.
 
{{KotOR Dialog
|Icon=Trask
|Dialog='''Trask:''' It’s a dark Jedi! This fight is too much for us – we better stay back. All we’ll do is get in the way.}}
 
Although the female Jedi defeats the Sith Apprentice, she is killed by a subsequent explosion.
 
{{KotOR Dialog
|Icon=Trask
|Dialog='''Trask:''' That was one of the Jedi accompanying Bastila. Damn, we could have used her help!}}
 
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.


{{KotOR XP
{{KotOR XP
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*'''75''' Killed Sith Soldier}}
*'''75''' Killed Sith Soldier}}


The next door remains locked until both are killed, and leads to a small room with another two Sith Soldiers.  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|Frag Grenades]], and a [[Star Wars: Knights of the Old Republic/Light armor#Combat Suit|Combat Suit]]. It may also be wise to loot the remains of fallen troops throughout the ship as many carry medpacs and other useful tools.
Search the Jedi's remains:
 
{{KotOR Item
|Container=Jedi Remains
|Item=*[[Star Wars: Knights of the Old Republic/Utility items#Vibration Cell|Vibration Cell]]
*[[Star Wars: Knights of the Old Republic/Utility items#Adrenal Strength|Adrenal Strength]]}}
 
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 [[Star Wars: Knights of the Old Republic/Blaster pistols#Blaster Pistol|Blaster Pistol]] or [[Star Wars: Knights of the Old Republic/Blaster rifles#Blaster Rifle|Blaster Rifle]], Trask will interject:
 
{{KotOR Dialog
|Icon=Trask
|Dialog='''Trask:''' The bridge is just beyond that door. You better equip your melee weapon. There isn’t much room on the bridge, and it’s suicide to use a blaster in close quarters. I should equip a melee weapon, too. Either that, or I’ll have to stay back and use my blaster.}}


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 Soldiers appear.  Dispatch them quickly then check the Jedi's remains for a [[Star Wars: Knights of the Old Republic/Utility items#Vibration Cell|Vibration Cell]].
{{KotOR Dialog
|Icon=Dialog
|Dialog=2. What if they have lightsabers?}}


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 Soldiers 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 soldiers, 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.
{{KotOR Dialog
|Icon=Trask
|Dialog='''Trask:''' Your melee weapon is made using a cortosis weave. It’s strong enough to stand up against anything, even a lightsaber.}}


As soon as you leave the bridge, Trask will notice that someone is lurking just beyond the far door. Upon opening it he discovers a Dark Jedi. Realizing that he needs to buy you time to find Bastila, Trask throws himself into combat with the Sith and leaves you to find Bastila on your own. Leave through the side door to reach the starboard section of the ''Endar Spire''.
Open the door to be confronted with two Sith Soldiers, each armed with a Vibroblade.
 
{{KotOR XP
|XP=*'''75''' Killed Sith Soldier
*'''75''' Killed Sith Soldier}}
 
Experience is also received when any of the surviving two Sith Soldiers fighting two Republic Soldiers on the bridge itself are killed by explosions.
 
{{KotOR XP
|XP=*'''75''' Killed Sith Soldier
*'''75''' Killed Sith Soldier}}
 
{{KotOR Dialog
|Icon=Trask
|Dialog='''Trask:''' Bastila’s not on the bridge – they must have retreated to the escape pods! We better head that way too. The Sith want Bastila alive, but once she’s off the ship there’s nothing stopping them from blasting the Endar Spire into galactic dust!}}
 
There's a backpack in the right corner just inside the entrance to the bridge:
 
{{KotOR Item
|Container=Backpack
|Item=*[[Star Wars: Knights of the Old Republic/Blaster pistols#Blaster Pistol|Blaster Pistol]]}}
 
{{KotOR Journal
|Quest=Attack on the Endar Spire
|Update=Endar Spire – Command Module:
You’ve reached the bridge, but Bastila is nowhere to be found. She likely made her way to the starboard escape pods. If you want to get off the Endar Spire alive you should do the same.}}
 
=== 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:
 
{{KotOR Dialog
|Icon=Dialog
|Dialog='''Door:''' [You have enough experience to level up. You must level up before you pass through the door.]}}
 
{{KotOR Dialog
|Icon=Dialog
|Dialog=2. How do I level up?}}
 
{{KotOR Dialog
|Icon=Trask
|Dialog='''Trask:''' Left-click on the CHARACTER RECORD menu icon in the upper right corner of the screen. Then follow the instructions given on the screen.}}
 
If you don't have enough [[Star Wars: Knights of the Old Republic/Experience|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.
 
{{KotOR Dialog
|Icon=Trask
|Dialog='''Trask:''' There’s something behind here.}}
 
He opens the door at the back of the room to the west, revealing the first glimpse of [[Star Wars: Knights of the Old Republic/Quest for the Star Forge#Darth Bandon|a Dark Jedi who will become familiar to you…]]
 
{{KotOR Dialog
|Icon=Trask
|Dialog='''Trask:''' Damn – another Dark Jedi! I’ll try to hold him off, you get to the escape pods! Go!}}
 
{{KotOR Dialog
|Icon=Dialog
|Dialog=[Trask has bought you the time you need to escape. You should make your way to the Starboard Section of the ship.]}}
 
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 ==
== Starboard Section ==
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.
{{KotOR Dialog
|Icon=Carth
|Dialog='''Carth:''' This is Carth Onasi on your personal communicator. I’m tracking your position through the Endar Spire's life support systems. Bastila's escape pod is away – you’re the last surviving crew member of the Endar Spire! I can’t wait for you much longer; you have to get to the escape pods!}}
 


[[Image:KotOR Map Endar Spire Starboard Section.png|frame|center|Starboard Section map.]]
[[Image:KotOR Map Endar Spire Starboard Section.png|frame|center|Starboard Section map.]]
If you did not spend any points in [[Star Wars: Knights of the Old Republic/Skills#Stealth|Stealth]] at [[Star Wars: Knights of the Old Republic/Character generation|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.
{{KotOR XP
|XP=*'''75''' Killed Sith Trooper}}


===Stealth===
===Stealth===
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.
If you ''did'' spend points in [[Star Wars: Knights of the Old Republic/Skills#Stealth|Stealth]] at [[Star Wars: Knights of the Old Republic/Character generation|character generation]], you will have a [[Star Wars: Knights of the Old Republic/Belts#Stealth Field Generator|Stealth Field Generator]]:
 
{{KotOR Dialog
|Icon=Carth
|Dialog='''Carth:''' But be careful. There’s a Sith patrol just down the corridor. Use your STEALTH skill to sneak past him.}}
 
{{KotOR Dialog
|Icon=Dialog
|Dialog=2. How do I use my STEALTH skill?}}
 
{{KotOR Dialog
|Icon=Carth
|Dialog='''Carth:''' First, make sure you have a stealth field generator equipped on your belt. You can’t use your stealth skill without one. Use the mouse and click on the Stealth button to activate it. The generator will wrap you in a cloaking effect so you can sneak past the Sith. Just be careful you don’t get too close or he might notice someone’s there.}}
 
{{KotOR Dialog
|Icon=Dialog
|Dialog=1. Okay.}}
 
You should save game before turning the corner, because although the next three Sith you encounter all have [[Star Wars: Knights of the Old Republic/Skills#Awareness|Awareness]] rank 0, even a [[Star Wars: Knights of the Old Republic/Classes#Scoundrel|Scoundrel]] with 18 [[Star Wars: Knights of the Old Republic/Attributes#Dexterity|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 [[Star Wars: Knights of the Old Republic/Experience|experience]].
 
{{KotOR XP
|XP=*'''300''' Sneaked past a Sith Trooper and 2 Sith Soldiers}}
 
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.
 
{{KotOR XP
|XP=*'''75''' Killed Sith Soldier
*'''75''' Killed Sith Soldier}}
 
There's a footlocker against the north wall to the right of your entrance:
 
{{KotOR Item
|Container=Footlocker
|Item=*[[Star Wars: Knights of the Old Republic/Utility items#Computer Spike|Computer Spikes]] (5)
*[[Star Wars: Knights of the Old Republic/Utility items#Parts|Parts]] (7)}}
 
===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.
 
{{KotOR XP
|XP=*'''30''' Activate droid's shields
*'''100''' Engage droid in patrol mode}}


===Computer Use===
===Computer Use===
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, 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.
 
{{KotOR XP
|XP=*'''150''' Overload power conduit}}
 
With all the enemies dead, the room is now safe to enter.


===Repair===
{{KotOR XP
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.
|XP=*'''75''' Killed Sith Trooper
*'''75''' Killed Sith Trooper
*'''75''' Killed Sith Trooper
*'''75''' Killed Sith Trooper
*'''75''' Killed Heavy Sith Trooper}}
 
Search the Heavy Sith Trooper's remains:
 
{{KotOR Item
|Container=Footlocker
|Item=*[[Star Wars: Knights of the Old Republic/Blaster pistols#Ion Blaster|Ion Blaster]]
*[[Star Wars: Knights of the Old Republic/Melee weapons#Prototype Vibroblade|Prototype Vibroblade]]}}


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.
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.


{{Footer Nav|game=Star Wars: Knights of the Old Republic|prevpage=Walkthrough|here=Attack on the ''Endar Spire''|nextpage=Taris}}
{{Footer Nav|game=Star Wars: Knights of the Old Republic|prevpage=Walkthrough|here=Attack on the ''Endar Spire''|nextpage=Taris}}

Revision as of 00:59, 25 October 2013

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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.

Dialog

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Items

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As this opening dialog ends you gain control of your character for the first time, and can begin this tutorial in earnest.

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The contents of the footlocker vary depending on your starting class:

File:KotOR Icon Item.png Acquired Item(s): Footlocker
Soldier
Scout
Scoundrel

The footlocker also contains a Stealth Field Generator if you spent any points in Stealth.

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Party

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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.

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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:

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Command Module map.


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Security

The door at the end of the corridor is locked. If you spent no points in Security:

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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):

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Combat

Once the door is open, a cutscene plays in which a Republic Soldier is killed by two Sith Soldiers outside.

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

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

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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.

Template:KotOR XP

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.

File:KotOR Icon Item.png Acquired Item(s):
Republic Soldier Remains
Footlocker
Metal Box

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.

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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.

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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:

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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.

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

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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.

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Search the Jedi's remains:

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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:

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

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

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

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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:

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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.

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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…

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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

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Starboard Section map.

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.

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Stealth

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

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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.

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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.

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

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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.

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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.

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With all the enemies dead, the room is now safe to enter.

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Search the Heavy Sith Trooper's remains:

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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.