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Star Wars: Knights of the Old Republic II: The Sith Lords Hints
The combat viciousness has really gone up a notch in the fuel depot!
1 of 8: That's true. After you get through talking to the HK Protocol Droid, save your game before you go exploring anywhere.
2 of 8: One of the main problems in the near-future droid combats is that some of them can toss grenade-like items at you that will poison you.
3 of 8: It would really help if you were able to make some antidote kits at the medical lab in the lab station near the beginning of the admin level. If you didn't, you'll have to deal with a few combats before you can get to the turbolift that can take you back to the admin level.
4 of 8: To duck the poison, start running away the instant a droid tosses a grenade at you. You won't always be able to avoid the poison, but you often can.
5 of 8: If you do get poisoned, you'll have to use medpacs to keep your health from dropping to zero until the poison wears off on its own. Also, try to quickly kill or escape any nearby droids so they won't be knocking your health down, too.
6 of 8: As for the mark II droids, they're just souped-up versions of the lesser ones. Just make sure there's no maintenance droids around to keep healing them during combat.
7 of 8: Floating mines can easily be run away from and shot from a distance.
8 of 8: Just keep practicing your basic combat strategies of using your Energy Resistance power to help protect you, using grenades to quickly take out small groups of droids, running away temporarily from overwhelming odds, and using medpacs and your character's natural regenerative ability to heal up.