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

From StrategyWiki, the video game walkthrough and strategy guide wiki
changed controls to use control selector, added a note about keeping Trask's equipment
m (→‎Get to the Bridge!: + XBOX controls)
(changed controls to use control selector, added a note about keeping Trask's equipment)
Line 1: Line 1:
{{Header Nav|game=Star Wars: Knights of the Old Republic}}
{{Header Nav|game=Star Wars: Knights of the Old Republic}}
 
{{Control selector|Windows/Mac, Xbox}}
== Attack on the ''Endar Spire'' ==
== Attack on the ''Endar Spire'' ==
=== A Rude Awakening ===
=== A Rude Awakening ===
Line 16: Line 16:
=== Get to the Bridge! ===
=== Get to the Bridge! ===
[[Image:KotOR Map Endar Spire.png|thumb|right|The layout of the ''Endar Spire'''s Command Module.]]
[[Image:KotOR Map Endar Spire.png|thumb|right|The layout of the ''Endar Spire'''s Command Module.]]
Now that Trask has joined your party, switch party leaders ({{kbd|Tab}} or {{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/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.


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/Upgrades#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.}}
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 help 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 help 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.