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Star Wars: Knights of the Old Republic II: The Sith Lords Hints
How all can I wreck the place?
1 of 8: Let's start with the mines that you find on your way back to the Khoonda building. Have someone with a high Demolitions skill either disable or recover all the mines (or you can just run through them and detonate them). Repeat this with the minefield on the other side of the building.
2 of 8: Next, find the security door on the north side of the Khoonda building and open it so that it'll be easy for merc forces to enter that way. (Also, you can go in and loot a *lot* of containers.)
3 of 8: Now for the outside gun turrets that provide some defense against approaching enemies. Go through the security door inside the building that's directly north of the militia HQ room to find the turret control station.
4 of 8: Slice the terminal and then either deactivate the turrets or reprogram them to target friendlies (meaning the militia). If you deactivate them, you might also want to go outside and sabotage each one to ensure they won't work if they're reactivated.
5 of 8: Next, go to the medical lab in the northern section of the building and repair the medical droid, then tell it to incapacitate the patients so they can't help during the attack.
6 of 8: Then go through the other nearby security door to find the droid station. Use the nearby workbench if necessary to create more "parts" items, then repair and fully enhance each of the three droids. (Note that you find Akkere's hydrospanner while repairing one of them.)
7 of 8: Once that's done, use the nearby control station to change the droids' defense priority to defend hostiles (meaning the attacking mercs).
8 of 8: NOTE: Since you're doing the Dark path, you can't use Akkere's hydrospanner to recruit him into the militia, but you can use it to extort 500 credits from him.