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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:

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
KotOR Model Dark Jedi (Deck 2, Short).png
Class Jedi Guardian
Level 12
Alignment 50 (neutral)
Skills
Awareness 47
Attribute
Strength 15 +2
Dexterity 14 +2
Constitution 12 +1
Intelligence 10 0
Wisdom 15 +2
Charisma 9 -1
Attribute
Vitality 120
Force 102
Defense 29
Fortitude 19
Reflex 20
Will 18
Ranged Main Off hand
Attack - -
Energy --
Threat --
Melee
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
KotOR Model Dark Jedi (Deck 2, Double-Bladed).png
Class Jedi Guardian
Level 12
Alignment 50 (neutral)
Skills
Awareness 47
Attribute
Strength 15 +2
Dexterity 14 +2
Constitution 12 +1
Intelligence 10 0
Wisdom 15 +2
Charisma 9 -1
Attribute
Vitality 120
Force 107
Defense 29
Fortitude 19
Reflex 20
Will 18
Ranged Main Off hand
Attack - -
Energy --
Threat --
Melee
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
KotOR Model Sith Heavy Trooper (Ion Rifle).png
Class Soldier
Level 10
Alignment 50 (neutral)
Skills
Awareness 46
Treat Injury 1
Attribute
Strength 16 +3
Dexterity 15 +2
Constitution 12 +1
Intelligence 11 0
Wisdom 13 +1
Charisma 10 0
Attribute
Vitality 130
Force -
Defense 25
Fortitude 16
Reflex 13
Will 12
Ranged Main Off hand
Attack 13 -
Ion 1-6 +2-12 vs. Droid
Threat 20-20,x2-
Melee
Attack - -
Physical --
Threat --
Items and abilities Feats Force powers

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

None

Sith Trooper
KotOR Model Sith Trooper (Ion Blasters).png
Class Soldier
Level 8
Alignment 50 (neutral)
Skills
Awareness 45
Attribute
Strength 10 0
Dexterity 12 +1
Constitution 10 0
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Attribute
Vitality 70
Force -
Defense 24
Fortitude 11
Reflex 8
Will 7
Ranged Main Off hand
Attack 9 7
Ion 1-4 +1-10 vs. Droid
Threat 20-20,x220-20,x2
Melee
Attack 9 -
Physical 1-10-
Threat 19-20,x2-
Items and abilities Feats Force powers

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

None

KotOR Icon XP.png Experience Points (XP) Received: KotOR Icon XP.png Experience Points (XP) Received:
KotOR Icon Item(s) Received.png Item(s) Received: Sith Apprentice KotOR Icon Item(s) Received.png 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
KotOR Model Dark Jedi (Deck 1, Short).png
Class Jedi Guardian
Level 18
Alignment 10
Skills
Awareness 47
Attribute
Strength 16 +3
Dexterity 14 +2
Constitution 12 +1
Intelligence 10 0
Wisdom 14 +2
Charisma 8 -1
Attribute
Vitality 170
Force 130
Defense 32
Fortitude 27
Reflex 28
Will 25
Ranged Main Off hand
Attack - -
Energy --
Threat --
Melee
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 Choke Death Field Destroy Droid Fear Force Push28 Plague100 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
KotOR Model Dark Jedi (Deck 2).png
Class Jedi Guardian
Level 12
Alignment 50 (neutral)
Skills
Awareness 47
Attribute
Strength 18 +4
Dexterity 15 +2
Constitution 12 +1
Intelligence 10 0
Wisdom 14 +2
Charisma 8 -1
Attribute
Vitality 120
Force 112
Defense 28
Fortitude 19
Reflex 20
Will 18
Ranged Main Off hand
Attack - -
Energy --
Threat --
Melee
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

Drain Life Fear Force Push Shock Stasis Wound18 Plague100 Burst of Speed Throw Lightsaber

Sith Heavy Trooper
KotOR Model Sith Heavy Trooper (Heavy Repeating).png
Class Soldier
Level 10
Alignment 50 (neutral)
Skills
Awareness 46
Attribute
Strength 16 +3
Dexterity 15 +2
Constitution 12 +1
Intelligence 11 0
Wisdom 13 +1
Charisma 10 0
Attribute
Vitality 130
Force -
Defense 25
Fortitude 16
Reflex 13
Will 12
Ranged Main Off hand
Attack 14 -
Energy 3-12-
Threat 20-20,x2-
Melee
Attack 13 -
Physical 4-13-
Threat 19-20,x2-
Items and abilities Feats Force powers

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

None

Sith Trooper
KotOR Model Sith Trooper (Cannon).png
Class Soldier
Level 8
Alignment 50 (neutral)
Skills
Awareness 45
Attribute
Strength 10 0
Dexterity 16 +3
Constitution 10 0
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Attribute
Vitality 75
Force -
Defense 22
Fortitude 11
Reflex 10
Will 7
Ranged Main Off hand
Attack 13 -
Energy 1-8,+3-
Threat 20-20,x2-
Melee
Attack 8 -
Physical 1-10-
Threat 19-20,x2-
Items and abilities Feats Force powers

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

None

KotOR Icon XP.png Experience Points (XP) Received: KotOR Icon XP.png Experience Points (XP) Received:
KotOR Icon XP.png Experience Points (XP) Received: KotOR Icon Item(s) Received.png Item(s) Received: Sith Trooper
KotOR Icon XP.png Experience Points (XP) Received:

Grenades are only received if unused. Since organic enemies killed are replaced (albeit not indefinitely), it's important to keep moving on towards 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 west and south tunnels around 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 computer room as soon as possible.

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 southwards. 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:

KotOR Icon XP.png 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:

KotOR Icon XP.png Experience Points (XP) Received:

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:

KotOR Icon Item(s) Received.png Item(s) Received: Replicator Bin KotOR Icon Item(s) Received.png Item(s) Received: Replicator Bin KotOR Icon Item(s) Received.png 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:

KotOR Icon Item(s) Received.png Item(s) Received: Replicator Bin KotOR Icon Item(s) Received.png 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 southwards. 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
KotOR Model Chain Gun Turret.png
Class Soldier
Level 10
Alignment 50 (neutral)
Skills
Awareness 20
Attribute
Strength 10 0
Dexterity 16 +3
Constitution 10 0
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Attribute
Vitality 200
Force -
Defense 35
Fortitude 30
Reflex 29
Will 26
Ranged Main Off hand
Attack 16 -
Energy 1-8,+2-
Threat 19-20,x2-
Melee
Attack - -
Physical --
Threat --
Items and abilities Feats Force powers

Mandalorian Assault Rifle On Hit: Stun10

Weapon Focus: Blaster Rifle Master Rapid Shot

None

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
KotOR Model Ion Defense Turret.png
Class Soldier
Level 10
Alignment 50 (neutral)
Skills
Awareness 20
Attribute
Strength 10 0
Dexterity 16 +3
Constitution 10 0
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Attribute
Vitality 200
Force -
Defense 35
Fortitude 30
Reflex 29
Will 26
Ranged Main Off hand
Attack 16 -
Ion 1-6 +2-12 vs. Droid
Threat 20-20,x2-
Melee
Attack - -
Physical --
Threat --
Items and abilities Feats Force powers

Ion Rifle On Hit: Stun10

Weapon Focus: Blaster Rifle Master Rapid Shot

None

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
KotOR Model Heavy Defense Turret (Deck 2).png
Class Soldier
Level 10
Alignment 50 (neutral)
Skills
Awareness 20
Attribute
Strength 10 0
Dexterity 16 +3
Constitution 10 0
Intelligence 10 0
Wisdom 10 0
Charisma 10 0
Attribute
Vitality 200
Force -
Defense 35
Fortitude 30
Reflex 29
Will 26
Ranged Main Off hand
Attack 14 -
Energy 1-10 +1-4 Ion
Threat 20-20,x2-
Melee
Attack - -
Physical --
Threat --
Items and abilities Feats Force powers

Mandalorian Heavy Repeater

Weapon Proficiency: Heavy Weapons Master Rapid Shot

None

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:

KotOR Icon XP.png Experience Points (XP) Received: KotOR Icon Item(s) Received.png 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.