Negotiations

Negotiations is the first level of Lego: Star Wars: Rediscovered, and the first level in the related Phantom Menace episode. It involves Qui-Gon Jinn and Obi-Wan Kenobi escaping the Trade Federation flagship with the help of the protocol droid TC-14 after some failed negotiations. It begins with a retreat through the corridors of the ship and then ends with a battle against several droids and droideka in one of the ship's hangars, before the Jedi sneak aboard one of the Federation MTTs.

The level is fittingly the easiest in the game and is comparable to Escape from Naboo in difficulty. It is quite linear but features several optional rooms, most of which are blocked by a console requiring a protocol droid, making this level have the most protocol console of any level in the game.

## Description

*Turmoil has engulfed the Galactic Republic! With a blockade of deadly battleships, the Trade Federation has stopped all shipping to the small planet of Naboo. The supreme chancellor has secretly dispatched Jedi knights Qui-Gon Jinn and Obi-Wan Kenobi to settle the conflict.*

## Playthrough

### Opening

The level opens with the Republic Cruiser approaching the Trade Federation flagship. It lands in the Trade Federation hangar, which has three battle droids talking and seven battle droids marching in fast formation. There are also two spider droids roaming around the hangar. Qui-Gon Jinn and Obi-Wan Kenobi exit through the ship's ramp and as a door leading out of the hangar is opened - they are greeted by TC-14.

TC-14 escorts them to the conference room and while there the Trade Federation betrays the diplomatic mission and uses a descending ceiling turret to destroy the Republic cruiser. The two pilots onboard are unsuspecting and fall to their deaths and as the two Jedi back in the conference room detect the sudden disturbance in the force they ignite their lightsabers.

## Free Play Playthrough

Six out of the ten minikits found in the level are retrievable in Story Mode: four of these are found in Area 1 and two are in Area 2.

Coming back to the level in Free Play with an astromech droid will provide access to one new area and one new room: the break room area accessible from the breakdoors with two mini-kits accessible, and a playable game of cards for battle droids, and then a small room in the hangar with a lifted button puzzle and mini-kit.

## Areas and Rooms

### Area 1

* Conference Room
* Corridor 1
* Generator Room
* Armory Room
* Storage Room
* Corridor 2
* Corridor 3
* Corridor 4

### Area 2

* Break Room 1
* Break Room 2

### Area 3

* Hangar 1
* Lifted Button Room
* Hangar 2
* Hangar 3

### Extended Areas

#### Area 1

* Vents
* Generator Room (lower)
* Observation Tower

#### Area 3

* Rafters
* Fusion Tube Room

#### Area 4

* Corridor 5
* Corridor 6
* Corridor 7
* PK Droid Room
* Bridge
* Neimodian Bedroom

## Enemies

Negotiations is tied with two other levels (Chancellor and Jedi Battle) for its number of security battle-droids, a type of battle-droid which does not appear very often. They are encountered in the corridors of the first area and the close quarters makes combat against them espeically difficult on Hard Mode, as the drones which they use can be difficult to manage in tight quarters.

Negotiations has 47 enemies in total, the second least of any Phantom Menace level.

* Battle-Droids (security)
* Battle-Droids
* Battle-Droids (commanders)
* Droideka
* PK Droids

## Special Items

### Books

* Treatise on Neimodian Economics
* Trade Federation Catalogue
* Nute Gunray's Diary

## Dynamics

### Card Game

If you're playing as a battle droid, you can play cards with the droids in the break room.

### Arena

The level has an arena in the hangar bay where characters can duel each other.

## Hard Mode

Here are the key differences in hard mode:

* Gas in conference room hurts you and will activate in the corridor as well
* Double the droids in the corridor and turrets will come down from the tubes
* Droideka in corridor 3
* Four droideka in hangar 2 and non-stop droids being assembled at assembly line

* Two droideka in armory room and triple the battle droids

### Free Play

* The extension areas are designed to be harder by default

## Characters

Mace Windu really shines in this level as his abilities allow him to cut through the droids in the corridors swiftly.

### Area 1 - The Trade Federation Corridors

The conference room serves as a calm area for everyone to prepare for a further dive into the dungeon, though on hard mode you cannot wait too long considering the gas vents. Additionally, if you have a character who can use consoles then a good hacking of the console in the computer room may be able to disable all the gas vents in the level.

Leaving the conference room will have your band fight several waves of Battle-Droid Security personnel and ordinary Battle-Droids as you progress down the corridor. These droids will summon remote flying droids which shoot lasers around them. Astromech droids can disable some of the droids to make some more time for others to manage the rest.

Continuing down the corridor until you reach TC-14 you will then have the option to escort TC-14 back to the front of the corridors to the armory. Unlocking the armory will allow you to fight the boss within.

#### Trade Federation Security Reserves

Once everyone stands on the buttons, four waves of battle droids will come out in sequences of 30 seconds each. The main task is to defeat the wave of droids before the next comes.

### Area 2

The droid commanders will increase the firing speed of all droids around them

#### Droideka

One teammate will have to use the droid magnet to handle the never ending reinforcements as the droideka are slowly worn down at the same pace each - lest one enters into a critical mode of engagement.

## Notes

### Trivia

* Only level with **passive enemies** (PK droids)
* Only level with **dialogue** (“intruder alert! intruder alert!”)
* One of two levels (Discovery on Kamino) to feature **Mos Eisley Cantina musical chairs**
* First of two levels to **take place in a ship** (Chancellor in Peril)
* Only level to feature **sleep-mode Battle Droids** and sitting battle droids
* One of few levels to have **Security Battle Droids** (has most: tied with Chanc and Jedi Battle at 14)
* Only level with **playing cards** (droids playing in break room)
* One of only two levels with a **protocol droid** required (Droid Factory)
* Only level with a **droid magnet**
* Only level with **door openable** using the force
* Only puzzle of its type with **lifted button jumping puzzle**
* Pilots in ship are similar to Royal Naboo Guards and are different from film
* Tied with Droid Factory and Defense of Kashyyyk for astromech mini-kits: 3
* Only level with title consisting of one word.
* Most stud containers of any Phantom Menace level
* Arguably the easiest level in the game
* The geometrical symmetry throughout the corridors and doorways and more of the first area is stunning

### Glitches

* Can glitch through wall at first stud container in second hallway with Geonosian and Droideka - using this to skip the first protocol droid door. You can also get yourself trapped in corridor 3 if you enter there first instead of corridor 4 (and the doors are not yet opened)
* If you go the opposite way after doing the above glitch, the level will crash
* Can push TC-14 to skip their cutscene on story mode
* Can transition skip at entrance to hangar and then go straight to the MTT.
* If you go back to the corridor after entering the hangar (and having not first attacked droids) - they will run to you and glitch on the bars if you had only initially moved them slightly.
* If you glitch over the fence before the droideka come over - they will not attack you.
* In freeplay, you can get stuck in the vent in the break room if a droideka is in there with you. This will put you in an endless loop within the transition of the two levels.
* If you glitch over past the ending fence - sometimes an invisible force may push you against the wall
* There’s strange moving streaks of green in the stars outside the ending hangar if you travel near them
* Movable bricks at right of corridor 1 at start will glitch if you move them and then stop before you finish
* You can grevious jump in the pillar in the wall to the right of the door to the lifted button room in hangar 1, and then falling under the floor can run underneath the door and then jump upwards into the transition (performed)
* Inside of the lifted button room, you can get the mini-kit simply by squeezing in between the two tubes to the left as a geonosian and switching characters as you fall back out towards the door (performed)

### Skill

* The first wave of droids can be lured around the door.
* Both studs in the generator room are accessible by Jedi through strike jumps
* You can get the studs in the armory without using the lift in that same way
* You can decide to move the bricks blocking the hangar only slightly and still go through
* Strike jumps off the first hangar barrel and then the MTT can kill most in each droid squadron
* The droid magnet can be used to incapacitate larger groups
* Can jump across the hangar entrance and towards the tube room
* Similarly can jump back to the hangar entrance off the barrel
* It is quite easy to deflect the blaster bolt back to the single droid in the niche
* Large droid squadrons can be lured into chokehold behind the ramp in the small alley bordering the exterior part of the hangar
* You can jump up into the vent in the break room while moving the barrier with the force only slightly if you time your jump right - much like corridor 4.
* You can grevious jump off the edge of hangar 1 to get the mini-kit in the air in hangar 2 and then fall back to hangar 1 without triggering the droideka cutscene (performed)

### Secrets

* Hidden studs in armory
* Two hidden blue studs in first hangar area
* Electric barrier on armory is also extending out on top and can be walked upon if reached
* There’s bubbles in front of the fusion tubes in the generator room (and not the other tubes). And if you look, you’ll see that the bubbles are actually in-front of the fusion tubes and not inside of them.
* Two small stud pieces on the brick-pads underneath each of the three showers are a slightly lighter color - as if they’ve been worn out from excessive use
* There are two pipes underneath of the grating in the armory - **and the one on the left is an overly light blue color**
* Can start and stop cantina theme by starting and stopping chairs
* Enemies restart at start respawn if you come back later - but they will be normal battle droids instead of security. Three outside of the conference room and one inside
* There’s a brick outside of the right fourth corridor wall
* The conveyor belt on the assembly line in hangar 2 is always moving, even when there’s bricks on it
* There’s glass on top of the MTT allowing you to see slightly inside