The room is divided into segments, so you can only attack the turrets once you are in their segment. On a positive note, the turrets' heat sensors are disrupted by the flamethrowers. Svid didn't think that one out, did he?
There are three segments. It is an Acrobatics roll to make it past the flamethrowers in a timely fashion. Fail the roll and you will take damage and be set aflame. Pass it and you get into the next segment, where you can attack the turrets and they can attack you.
As a reminder, Acrobatics rolls are made off of lightsaber, in which Xavier is obviously rather adept.
The flamethrower does not continuously stream as the fuel-tank needs to be refilled every so often. Xavier waits until one of the short gaps when the wall of flames shuts off... then rolls a 13 and jumps right through with no problem.
This puts you ahead of the turrets, which spin around to blast at you now that you show up on their sensors.
The flamethrowers shoot from the floor and the ceiling and extend to the opposite surface (which is red hot metal, scorched from near-constant exposure to the heat).
10! Better. Xavier slips through more comfortably.
When the turrets come around to shoot you, you are ready for them. 10 and 20 as your green blade burns right through them with a third Twirl!
One more segment to go, meaning two more walls o' flame before you are through this obstacle.
It gets off a single shot- one that misses badly- before you drive the tip of your blade into its barrel and dismantle the damn thing. It falls in pieces.
That leaves just one last flamethrower set... and a 14 sees to it that you are safely through, having taken no damage in the hall of fire!
Again, the hallway ends in a circular room with a stairwell to your left. But this time there you have a welcoming party in the form of ten turrets...