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Star Wars: Knights of the Old Republic II: The Sith Lords Hints
Notes and Extras
1 of 6: Now that you have two companions following you, each with their own skill sets, try using them when you can't do something. For instance, if you can't open a low security door, switch to Atton Rand and have him try it. Companions are of tremendous use throughout the game.
2 of 6: Groups of four cloaked Sith assassins will attack in various places on the ship. Since they've usually closed to melee range by the time you spot them, it's best to have everyone equip a melee weapon and use a Mandalorian melee shield if necessary.
3 of 6: You can get bonus XP by watching the logs on the bridge navicomputer and on the briefing room computer.
4 of 6: In the crew quarters, there's a kolto tank with your name on it in the medical bay that can be used like the one back on the Peragus admin level.
5 of 6: Also in the medbay is a damaged medical droid that you can spend a few parts to repair. If you do, it'll follow you around and help heal you. Very useful!
6 of 6: Also in the crew quarters area, you can find the room that your Jedi character stayed in while he was still a passenger on the Harbinger. In the footlocker, you'll find an armband that increases Constitution by 1 when worn plus a datapad that you can use in the medical bay's computer to get some bonus XP.