From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search

Unsurprisingly, the second deck's West Exit and East Exit correspond to those on Deck 1 of the Star Forge. You need to get from one of these exits on the north side to the Elevator to the southwest. However, the door to this elevator cannot be opened until the ten turrets guarding it have been deactivated, either by destroying them or using a terminal in the Computer Room to the southeast. These computer terminals can also be used to generate customized Jedi robes for you and your party if you have sufficient spikes (up to 25 each), although they're restricted by alignment (so a neutral like Jolee cannot use either of them).

Aside from the turrets, you encounter dark Jedi, Sith apprentices and troopers. Since organic enemies killed are replaced (albeit not indefinitely), it's best to keep moving on to your objective. Ranged and melee attackers shouldn't have a problem with a steady stream of replacements, but Force users may want to wait until full groups of four to five have appeared and pooled at their position to maximize the effectiveness of area of effect Force powers, minimize Force points spent and allow some (more) Regeneration before the next group appears upon killing the previous one.

Where replacements appear depends on your own position: they come from the tunnels west and south of the central walkway junction, and outside the computer room to the southeast. If you are between any of these positions then replacements may appear from more than one direction, so it's best to get to the elevator or computer room as soon as possible.

Map of Deck 2

West Exit[edit]

The west door is behind you in the north wall of the northwest corner of the second deck. As you go down the ramp in the walkway to the south, elsewhere on the deck Darth Malak is once again approached by a Sith master:

Darth Malak: Why have you disturbed me? Sith Master: I have news, Lord Malak. About the Jedi.
Dialog
Darth Malak: Ah, the Jedi. Did my droids pass their test? Did they destroy our enemies?
Sith Master: N-no, Lord Malak. The droids could not stop them.
Darth Malak: Strange. I did not think there were any among the Order who could survive an attack by an army of the Star Forge's battle droids.
Sith Master: It... it was Revan, Lord Malak. Your old master is with the Jedi, here on the Star Forge!
Darth Malak: Yes... that would explain why the droids failed. Revan always was strong in the Force. Very well - send out all available troops. The apprentices, as well.
Sith Master: Do you... do you think they can stop Revan, Lord Malak?
Darth Malak: Of course not! But they will slow Revan down. That will give me the time I need to fully prepare the Star Forge's defenses. I am curious to see the true extent of this space station's capabilities. One as powerful as my old master will make an interesting test subject.

The walkway turns down a ramp to the east, at the bottom of which is a door to a tunnel. If you take your time, the two Sith apprentices, trooper and heavy trooper within this tunnel will emerge before you open it:

Sith Apprentice
Class Jedi Guardian
Level 12
Alignment 50 (neutral)
Attributes
Strength 15 +2
Dexterity 14 +2
Constitution 12 +1
Intelligence 10 0
Wisdom 15 +2
Charisma 9 -1
Attribute
Vitality 120
Force102
Defense 29
Fortitude 19
Reflex 20
Will 18
Skills
Awareness 47
Ranged Main Off
Attack - -
Damage --
Threat --
Melee Main Off
Attack 15 13
Energy 4-184-14
Threat 19-20,x219-20,x2
Items and abilities Feats Force powers
Dark Jedi Master Robe Short Lightsaber Lightsaber Master Sense Master Two-Weapon Fighting Weapon Focus: Lightsaber Jedi Defense12 Improved Power Attack Improved Flurry Improved Critical Strike14 Master Force Jump Drain Life Force Lightning Force Push Insanity Slow Stasis Wound18 Burst of Speed Throw Lightsaber
Sith Apprentice
Class Jedi Guardian
Level 12
Alignment 50 (neutral)
Attributes
Strength 15 +2
Dexterity 14 +2
Constitution 12 +1
Intelligence 10 0
Wisdom 15 +2
Charisma 9 -1
Attribute
Vitality 120
Force107
Defense 29
Fortitude 19
Reflex 20
Will 18
Skills
Awareness 47
Ranged Main Off
Attack - -
Damage --
Threat --
Melee Main Off
Attack 15 13
Energy 4-224-22
Threat 20-20,x220-20,x2
Items and abilities Feats Force powers
Dark Jedi Master Robe Double-Bladed Lightsaber Master Sense Force Focus Master Two-Weapon Fighting Weapon Focus: Lightsaber Jedi Defense12 Improved Power Attack Improved Flurry Improved Critical Strike14 Master Force Jump Drain Life Fear Force Lightning Force Push Slow Stasis Wound19 Burst of Speed Throw Lightsaber

The Sith heavy trooper can use up to two CryoBan Grenades, Plasma Grenades and Thermal Detonators, while both he and the Sith trooper can inflict significant ion damage on Droids like HK-47 or T3-M4 with their Ion Rifle and Ion Blasters.

Sith Heavy Trooper
Class Soldier
Level 10
Alignment 50 (neutral)
Attributes
Strength 16 +3
Dexterity 15 +2
Constitution 12 +1
Intelligence 11 0
Wisdom 13 +1
Charisma 10 0
Attribute
Vitality 130
Defense 25
Fortitude 16
Reflex 13
Will 12
Skills
Awareness 46
Treat Injury1
Ranged Main Off
Attack 13 -
Ion 1-6 +2-12 vs. Droid
Threat 20-20,x2-
Melee Main Off
Attack - -
Damage --
Threat --
Items and abilities Feats
Battle Armor Ion Rifle + Plasma Grenade(2) CryoBan Grenade(2) Thermal Detonator(2) Life Support Pack Armor Proficiency: Heavy Weapon Focus: Blaster Rifle Power Blast Master Rapid Shot
Sith Trooper
Class Soldier
Level 8
Alignment 50 (neutral)
Attributes
Strength 10 0
Dexterity 12 +1
Constitution 10 0
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Attribute
Vitality 70
Defense 24
Fortitude 11
Reflex 8
Will 7
Skills
Awareness 45
Ranged Main Off
Attack 9 7
Ion 1-4 +1-10 vs. Droid
Threat 20-20,x220-20,x2
Melee Main Off
Attack 9 -
Piercing 1-10-
Threat 19-20,x2-
Items and abilities Feats
Battle Armor Ion Blaster(2) + Vibroblade Armor Proficiency: Heavy Master Two-Weapon Fighting Weapon Focus: Blaster Pistol Weapon Focus: Melee Weapons Power Blast Master Rapid Shot Master Sniper Shot8
Experience Points (XP) Received: Experience Points (XP) Received:
Item(s) Received Sith Apprentice Item(s) Received Sith Heavy Trooper

Medical items are only received if unused. However, you may want to run past them and subsequent enemies (preferably after debilitating them) since killing them results in replacements appearing elsewhere and converging on your position.

Beyond the door at the east end of the tunnel is another ramp in the walkway down to a junction with the walkway from the east door. If you travel up the walkway and through the tunnel to the east door and try to use it, then you'll find it is now locked from this side, and a group of four enemies (and replacements if you kill them) will appear elsewhere.

East Exit[edit]

The east door is behind you in the north wall of the northeast corner of the second deck: if you enter here then the walkway down and tunnel through to the junction to the west are the mirror of that from the west door in both layout and encounters.

To the south of this junction is another walkway with a ramp down to the door of a tunnel. If you've taken your time then an enemy may emerge from within this tunnel before you can open it (as may replacements of any already killed). This enemy is randomly selected from those already encountered, or the following:

Dark Jedi
Class Jedi Guardian
Level 18
Alignment 10 (dark)
Attributes
Strength 16 +3
Dexterity 14 +2
Constitution 12 +1
Intelligence 10 0
Wisdom 14 +2
Charisma 8 -1
Attribute
Vitality 170
Force130
Defense 32
Fortitude 27
Reflex 28
Will 25
Skills
Awareness 47
Ranged Main Off
Attack - -
Damage --
Threat --
Melee Main Off
Attack 18 12
Energy 5-195-15
Threat 19-20,x219-20,x2
Items and abilities Feats Force powers
Short Lightsaber Lightsaber Master Sense Master Force Focus Weapon Focus: Lightsaber Master Power Attack Master Flurry Master Critical Strike21 Master Force Jump Force Immunity33 Plague100 Choke Death Field Destroy Droid Fear Force Push28 Advanced Throw Lightsaber

High Force Immunity means that even a level 20 Jedi's Force powers will only breach it 40% of the time.

Sith Apprentice
Class Jedi Guardian
Level 12
Alignment 50 (neutral)
Attributes
Strength 18 +4
Dexterity 15 +2
Constitution 12 +1
Intelligence 10 0
Wisdom 14 +2
Charisma 8 -1
Attribute
Vitality 120
Force112
Defense 28
Fortitude 19
Reflex 20
Will 18
Skills
Awareness 47
Ranged Main Off
Attack - -
Damage --
Threat --
Melee Main Off
Attack 17 -
Energy 6-20-
Threat 19-20,x2-
Items and abilities Feats Force powers
Sith Power Gauntlets Energy Shield Dark Jedi Knight Robe Lightsaber Master Sense Weapon Focus: Lightsaber Jedi Defense12 Improved Power Attack Improved Flurry Improved Critical Strike16 Plague100 Drain Life Fear Force Push Shock Stasis Wound18 Burst of Speed Throw Lightsaber
Sith Heavy Trooper
Class Soldier
Level 10
Alignment 50 (neutral)
Attributes
Strength 16 +3
Dexterity 15 +2
Constitution 12 +1
Intelligence 11 0
Wisdom 13 +1
Charisma 10 0
Attribute
Vitality 130
Defense 25
Fortitude 16
Reflex 13
Will 12
Skills
Awareness 46
Ranged Main Off
Attack 14 -
Energy 3-12-
Threat 20-20,x2-
Melee Main Off
Attack 13 -
Piercing 4-13-
Threat 19-20,x2-
Items and abilities Feats
Battle Armor Heavy Repeating Blaster + Vibroblade Adhesive Grenade(2) Armor Proficiency: Heavy Weapon Specialization: Heavy Weapons Weapon Proficiency: Melee Weapons Power Blast Master Rapid Shot Master Sniper Shot10
Sith Trooper
Class Soldier
Level 8
Alignment 50 (neutral)
Attributes
Strength 10 0
Dexterity 16 +3
Constitution 10 0
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Attribute
Vitality 75
Defense 22
Fortitude 11
Reflex 10
Will 7
Skills
Awareness 45
Ranged Main Off
Attack 13 -
Energy 1-8,+3-
Threat 20-20,x2-
Melee Main Off
Attack 8 -
Piercing 1-10-
Threat 19-20,x2-
Items and abilities Feats
Battle Armor Blaster Cannon + Vibroblade CryoBan Grenade(2) Plasma Grenade(2) Thermal Detonator(2) Armor Proficiency: Heavy Master Two-Weapon Fighting Weapon Focus: Blaster Pistol Weapon Focus: Melee Weapons Power Blast Master Rapid Shot Master Sniper Shot8
Experience Points (XP) Received: Experience Points (XP) Received:
Experience Points (XP) Received: Item(s) Received Sith Trooper

Grenades are only received if unused.

Computer Room[edit]

In order to open the door to the Elevator to the west you need to deactivate its sentry guns. If you or your party still need to gain experience then you can kill all ten, but if you have at least nine Computer Spikes (minus one for every four Computer Use ranks) then it can be quicker to use the computer room to the east (although for maximum experience, you should kill all but one before doing so).

Go through the central tunnel to the south of the walkway junction and turn left, traveling along the eastern half of a broad walkway curving slightly southward. Beyond the door in the northeast wall is a short tunnel leading to another door, beyond which is a computer room containing two or three randomly selected Sith apprentices:

Experience Points (XP) Received:

There are also three identical computer terminals by the north wall and a replicator bin in an energy cage in the southeast corner:

Security Replicator Bin Unlock 100 (80) Bash Resist - Vitality -

Any of the computer terminals can be used to deactivate sentry guns:

Computer Terminal: SYSTEM LOADING...
COMPLETE
Dialog
Computer Terminal: STAR FORGE DEFENSES ENGAGED
TURRETS ACTIVE
Computer Terminal: STAR FORGE DEFENSES DISENGAGED
Computer Use 1. [Computer] Slice the computer. (1 spike)
Computer Terminal: SYSTEM OVERRIDE ACCEPTED
ENTER COMMAND
Computer Terminal: [FAILURE] ACCESS DENIED
INSUFFICIENT SPIKES
ENTER COMMAND
Computer Use 1. [Computer] Deactivate sentry guns. (8 spike(s))
Computer Terminal: [SUCCESS] SENTRY TURRETS DEACTIVATED
SWITCHING TO SECURITY CAMERA
Computer Terminal: [FAILURE] ACCESS DENIED
INSUFFICIENT SPIKES
ENTER COMMAND
Experience Points (XP) Received:
  • 10 * level Deactivated sentry guns

Each of the computer terminals can also be used to generate various armors, although these are just generic, with a Defense bonus and nothing else:

Dialog
Computer Use 2. [Computer] Generate light battle armor. (5 spike(s)) Computer Use 3. [Computer] Generate heavy battle armor. (5 spike(s)) Computer Use 4. [Computer] Generate durasteel heavy armor. (5 spike(s))
Computer Terminal: MATTER CREATION PROCESSORS ENGAGED...
GENERATING ARMOR...
ARMOR GENERATION COMPLETE
ENTER COMMAND
Computer Terminal: MATTER CREATION PROCESSORS ENGAGED...
GENERATING ARMOR...
ARMOR GENERATION COMPLETE
ENTER COMMAND
Computer Terminal: MATTER CREATION PROCESSORS ENGAGED...
GENERATING ARMOR...
ARMOR GENERATION COMPLETE
ENTER COMMAND
Item(s) Received Replicator Bin Item(s) Received Replicator Bin Item(s) Received Replicator Bin

The energy cage around the replicator bin is deactivated to allow you to retrieve any of these once you log out. Much more importantly, customized Jedi robes can be generated, albeit at the cost of up to 25 computer spikes each:

Dialog
Computer Use 5. [Computer] Generate customized Jedi robes. (25 spike(s))
Computer Terminal: ANALYZING USER DATA...
MATTER CREATION PROCESSORS ENGAGED...
GENERATING ROBES...
ROBE GENERATION COMPLETE
ENTER COMMAND
2. Log out. Computer Terminal: EXITING SYSTEM...
Item(s) Received Replicator Bin Item(s) Received Replicator Bin

If your alignment is > 40, then Star Forge Robes are generated; otherwise, Darth Revan's Robes are. Thus your dark side character and Bastila can always equip their robes, but if your alignment is 41-59 then only Juhani can equip them if she's in your party.

Elevator[edit]

To the right of the door at the south end of the central tunnel is the eastern half of a broad walkway curving slightly southward. The approach to the door in the northwest wall is guarded by turrets on either side of the walkway, six in total on the approach and four more beyond. If you've already used the Computer Room to the east to deactivate sentry guns then they are no longer active and the door is open. Otherwise:

[This door cannot be opened while the turrets are active.]

Aside from the turrets, once you've approached the door then a group of four random enemies appear in the west tunnel to the north and start converging on your position.

Chain Gun Turret
Class Soldier
Level 10
Alignment 50 (neutral)
Attributes
Strength 10 0
Dexterity 16 +3
Constitution 10 0
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Attribute
Vitality 200
Defense 35
Fortitude 30
Reflex 29
Will 26
Skills
Awareness 20
Ranged Main Off
Attack 16 -
Energy 1-8,+2-
Threat 19-20,x2-
Melee Main Off
Attack - -
Damage --
Threat --
Items and abilities Feats
Mandalorian Assault Rifle On Hit: Stun10 Weapon Focus: Blaster Rifle Master Rapid Shot

The two chain gun turrets at the east end and the heavy blaster turret, blaster turret, chain gun turret and defense turret along the south side of the walkway are almost all identical, although only the first chain gun turret on the south side has Weapon Focus: Blaster Rifle.

Ion Defense Turret
Class Soldier
Level 10
Alignment 50 (neutral)
Attributes
Strength 10 0
Dexterity 16 +3
Constitution 10 0
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Attribute
Vitality 200
Defense 35
Fortitude 30
Reflex 29
Will 26
Skills
Awareness 20
Ranged Main Off
Attack 16 -
Ion 1-6 +2-12 vs. Droid
Threat 20-20,x2-
Melee Main Off
Attack - -
Damage --
Threat --
Items and abilities Feats
Ion Rifle On Hit: Stun10 Weapon Focus: Blaster Rifle Master Rapid Shot

The two ion defense turrets on the north side of the walkway to the east of the door and the ion turret at the west end are also almost identical, although the latter does not have Weapon Focus: Blaster Rifle. All that remains is a heavy defense turret to the west of the door:

Heavy Defense Turret
Class Soldier
Level 10
Alignment 50 (neutral)
Attributes
Strength 10 0
Dexterity 16 +3
Constitution 10 0
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Attribute
Vitality 200
Defense 35
Fortitude 30
Reflex 29
Will 26
Skills
Awareness 20
Ranged Main Off
Attack 14 -
Energy 1-10 +1-4 Ion
Threat 20-20,x2-
Melee Main Off
Attack - -
Damage --
Threat --
Items and abilities Feats
Mandalorian Heavy Repeater Weapon Proficiency: Heavy Weapons Master Rapid Shot

The turrets are spaced quite far apart and have high Vitality and saves so Force users may find themselves running out of Force points: melee attacks are recommended since the melee on ranged bonus +10 helps to offset their high defense.

There's also a metal cylinder at the southeast end of the walkway in the south corner:

Experience Points (XP) Received: Item(s) Received Metal Cylinder

Once all sentry guns are deactivated or killed, the door opens to reveal a short tunnel ending at an elevator door, beyond which is the elevator that will take you to the command center.