Objectives: Find the Star Map
There's a lot to see and do in east central, mostly relating to the side quests you picked up in Ahto West. If you're in need of Pazaak cards, there's a shifty Rodian standing in the southeast corner of the area with a decent selection of powerful cards; nearby, another, more philosophical Rodian will offer up his opinions on the state of the universe, should you care to hear them.
The main quest picks up again when you speak to Roland Wann at the Republic Embassy. He'll hint that he has information, but will refuse to divulge anything until you help him retrieve a spy droid from the Sith base. Luckily, you'll have a few options for dealing with the situation, roughly corresponding to the different character classes: you can simply assault the base if you think you'll live through some major battles; you can attempt to hack a passcard into the base if you have decent (real-world) math skills; or you can interrogate a Sith prisoner that's being held inside the Republic embassy, if you are decent at persuasion. You don't get experience from the latter two options, so you may want to take the assault mission for an extra thousand XP or so.
The assault takes place in the westernmost hangar at the docking facility; just walk in and start bustin' heads. There is a Dark Jedi apprentice here, who'll prove a minimal threat as long as you have someone with a lightsaber in your party, as well as a Sith grenadier, who can dish out explosive love from a long ways away. You'll want to finish these two off first, preferably after stunning them somehow, then kill the rest of the Sith troopers. When the area is clean, take the transport to the Sith base.
If you wish to hack together a passcard, you'll need to access the terminal in the Republic's computer room. The card has to be coded together via a series of mathematical tests, each following some simple rule. In order, the answers to each matrix are:
The interrogation is a fairly laborious proceeding--if you don't know what you're doing, that is. The Republic Intelligence officer will fill you in on their interrogation techniques--it seems that the Sith spy can only withstand so much questioning before his mind shuts down entirely, but you'll be able to repeatedly interrogate him without much risk of harm. Not that harm is something the Republic necessarily seems to wish to avoid, here.
At any rate, you'll need to be precise with the questioning if you don't want the prisoner to go into brain-freeze. The best method of questioning is to insinuate that something will happen to Tela; simply ask him about her, then select all three of the persuasion options that appear. (If you continually fail, you may want to try encoding the keycard instead.) He should crack after asking him about his fiancé (but only if you don't threaten him or ask him about his companion), and give with the passcode to the base.
Once you have decided upon your course of action, you'll need to enter the Sith base. If you interrogated the prisoner, or fabricated the keycard, head to the supposed Sith Embassy in the East Courtyard; if you want to start a fight, warp back to the Ebon Hawk and head to the Sith's secured hangar.
Important: While any party has a decent chance of getting through the Sith base, your best bet is to take along at least one Jedi, preferably two. While this is true of most areas in the game from now on, you'll be seeing some Dark Jedi opponents in the base, and they're much easier to handle if your party members can wield a lightsaber. Also, heading into the base is a one-time proposition, so you should definitely make a save in a new slot before entering; just be sure you don't write over it accidentally. |