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14. Manaan PDF Print E-mail
Written by Old-Republic.com   
Wednesday, 13 August 2008 20:12

Manaan is a water-covered world that is attempting to remain neutral in the war between the Republic and the Sith. They have very strict laws about "public disturbances". You'll find yourself frequently in court while on this world.

Docking Bay

  1. Ebon Hawk
  2. Merchant
  3. Exotic animal trader. If you still have gizka on your ship, you may be able to get this Selkath to take them off your hands.
  4. Sith hangar. If you are doing the Genoharadan assassinations , Ithorak will meet you in this hangar--there's no security cameras in the hangars, so you can kill him with impunity.
  5. Private hangar. This is also a sith hangar and a way to get into their base. See the information on the Republic Embassy quest below.
  6. Exit to West Central

West Central

  1. Exit to docking bay
  2. Pazaak player--they just hang out anywhere, don't they?
  3. Port official. The docking fee is 100 credits and must be paid every time you dock at Ahto City. Thus, if you leave and return, you'll have to pay again. Note: once you have invaded the Sith base, the docking fee increases to 500 credits (because you're a troublemaker) and if you collect the Star Map on Manaan using the dark path, you will not be able to pass here again (they ban you from ever visiting Manaan again).
  4. Kolto distribution center. As far as I know, there's nothing special about this place.
  5. Exit to Ahto City West
  6. Exit to East Central

Ahto West

  1. Exit to West Central
  2. Elora is waiting here. You must have Jolee with you to get her to open up about her husband, Sunry. She'll tell you Sunry is charged with murder and she wants help getting him off the hook.
  3. Prison. Sunry is inside, but you have to first visit the courtroom and be assigned as Sunry's Arbiter before you are allowed to see him. Sunry will tell you he was working for Republic Intelligence and milking a Sith officer for information. He believes the Sith had her murdered and framed him because they found out what he was doing.
  4. Courtroom. Get to know it well. You'll be here many, many times...
    1. Sunry trial: See map notes below to learn how to get the information you need. To get Sunry off, you will need at least the following facts
      1. Gluupor planted the medal on Elassa
      2. Sunry was going to Elassa to end their affair

        You can also find out Elassa was a dark jedi, but you can "win" the case without that fact. (Heck, you can even tell the court Sunry confessed to the murder and still get him off with just the two facts I listed above...:sheesh:) During the trial, avoid mentioning Sunry's injuries, his past as a Republic war hero, Elassa being a spy or making any statements about the Sith being evil. Concentrate on no one seeing Sunry commit the crime, planting the medal and the Sith would want Elassa dead because Sunry was ending his affair. You'll get an innocent verdict. If you want some Dark Side points, get the data proving Sunry is guilty, then agree to help him cover it up. I don't think there's any way to get Light Side points out of this sordid little affair.
    2. Your trial for invading the Sith base. This one is easy if you have the information from the training master. Otherwise, tell the court you were lured into the base under false pretenses. If you don't have the datapad from the master, you can still get off, but your future landing fees rise to 500 credits since you are a troublemaker.
    3. Your trial for invading the Hrakert rift. Whichever way you resolve the Hrakert rift situation, the judges will be so overwhelmed by the discovery of what they call the "Progenitor" they will let you off. If you poisoned the shark and the kolto, you will be thrown off Manaan (not that you particularly want to come back here anyway). If you destroyed the harvester, saving the shark, you will be thanked and that's about it (no XP, no reward, no Light Side points :sigh:)
  5. Mercenary hangout. There are two quests to be received in this room:
    1. Nilko Bwaas wants to know why the Republic is hiring so many mercenaries. You will find this information during the course of getting to the Star Map, so return to Nilko afterwards and tell him the truth.
    2. Shaelas daughter, as well as a number of other Selkath youths, have gone missing. You will find them in the Sith base. After the resolution, return here for your reward.

Ahto East Central

  1. Exit to West Central
  2. Tyvark's shop
  3. Visitor's hotel. You need to interview three witnesses here: Ignus, the hotel manager; Gluupor, a Rodian scoundrel; and Firith Me, a Pazaak player. Ignus can be Persuaded (or bribed) into testifying Sunry left before he heard the blaster shot; however, you don't need to do this to win the case. Gluupor planted Sunry's medal on Elassa's body, and you will need to Persuade this information out of him. Firith Me can be Persuaded to mention Elassa carried a lightsaber--she was a dark Jedi. Obviously, if you have little Persuade skill, you will have a hard time getting this information and winning the case. While you are interviewing the witnesses you will also find Sunry was not meeting Elassa just to exchange information...Go back to Sunry and get him to confess to the affair. Now you are ready to start the trial; unless, of course, you want the truth.
  4. Republic Embassy. The Republic Embassy has got a problem. The Sith have a broken survey droid belonging to the Republic, and they want the data module from that droid before the Sith have a chance to decode the information. You are offered three ways to infiltrate the base and retrieve the module. Once you do that, they can provide you with information leading to the Star Map. (Note: If you want the truth in the Sunry case, do this before going to trial.) The methods for infiltrating the Sith base are:
    1. Help them interrogate a prisoner. I've never actually done this. The other ways are easier...
    2. Break the encryption on some Sith passcards. The sequences that you have to decode (and their answers) are:
      1. 1 - 2 - 4 - 7 - 11 - 16: Additive matrix, each number is the result of adding the previous number to an incrementing number starting with 1 (1+1=2, 2+2=4, 4+3=7, 7+4=11, 11+5=16) so the next number is 16+6=22
      2. 21 - 18 - 16 - 15 - 15 - 16: Subtractive matrix, each number is the result of subracting from the previous number a decrementing number starting with 3: 21-3=18, 18-2=16, 16-1=15, 15-0=15, 15-(-1)=16, so the answer is 16-(-2)=18
      3. 1 - 2 - 4 - 8 - 16 - 32: Multiplicative matrix, each number is the result of the previous number multiplied by 2, so the answer is 32*2=64
      4. 128 - 64 - 32 - 16 - 8 - 4: Divisive matrix, each number is the result of the previous number divided by 2, so the answer is 4/2=2
      5. 1 - 32 - 81 - 64 - 25: Exponential matrix, the first number is 1^6 (one to the sixth power), each successive number has the base increased by one and the exponent decreased by one (2^5=32, 3^4=81, 4^3=64, 5^2=25) so the answer is 6^1=6
      6. 1 0 - 8 3 - 32 5 - 128: Logarithmic matrix, the first number in each pair is the result if you use the second number as an exponent of 2: 2^0=1, 2^3=8, 2^5=32, 2^7=128, so the answer is 7

        IF you want the truth of the Sunry case, after you have re-programmed the passcard, choose to slice the computer and download restricted data. It seems the evidence is stacked against Sunry because he is, indeed, guilty; and the Republic is trying to cover it up...Sunry will refuse to confess to the murder, but be careful when questioning him. If you don't press for his confession, if you decide to represent him anyway, you get Dark Side points. Take the conversation through to its conclusion and you can still perform the trial and get Sunry off--though that may not appeal to your sense of justice.
    3. Blast in the back way through their private hangar (E) on the docking bay map above.

      I generally prefer (2), but do whichever one you wish.
  5. Hulas, the guy who starts you on the Genoharadan quest...unless you turn him down, of course. In which case he leaves, never to be seen again.
  6. Exit to Ahto East

Ahto East

  1. Exit to East Central
  2. Swoop bike racing registration. You'll come here if you are doing the Ithorak assassination for the Genoharadan. You can meet Ithorak's agent, Vek, here. The swoop track times here are a little easier to beat and worth 7500 credits if you win all three tiers.
  3. Merchant
  4. Sith base entrance. This is where you enter if you have a passcard.

Sith Base

  1. Main entrance--this is where you come in if you have a passcard, and the door you go out regardless of how you came in.
  2. Secondary entrance--this is where you will come in if you choose to blast your way through the Sith private hangar
  3. Droid disassembly. You'll find the Republic droid here. Get the data module from it to complete the Republic's quest. You could leave now and let the missing Selkath youth case go unsolved; however, if you want to find them, you'll need to get to the training rooms in the back. There are two ways through to the back hallway.
  4. North computer room. The hallway leading to this room is venting steam and you will take a lot of damage from it. In the computer room you can turn off the forcefield blocking your way to the back hallway.
  5. Flow control. By manipulating water rooms on the east side of this room, you can pass through to the back hallway, making a trip to the north computer room irrelevant. Getting through is fairly easy:

    1. Activate the control next to room #1
    2. Enter room #4 and activate the control along the north wall (the wall that adjoins room #1)
    3. Walk through rooms 1, 2 and 3
  6. Another computer room. If you've been to the north computer room, there's nothing new here. If you came through flow control, you can use this console to perform the usual mischief, including opening the other way back to the main entrance.
  7. There's some tough dark Jedi in this room and nice loot.
  8. Access to this room is blocked by a forcefield (not to mention a couple of assault droids). You will need to slice a computer console at (D) or (F) to turn this off and use this route. Otherwise you have to go through the flow control rooms.
  9. Training rooms. You can only get in here if you have received the quest for the missing youth. If you have, you will meet one outside the door and he will open it before turning to fight you. Continue inside and explore the rooms.
  10. Medical room. Go here first and get the token from the tortured Selkath.
  11. Dormitory. You can convince these young fools they are being led to the dark side by showing them the token you got in the medical room. This will fulfill the missing youth quest.
  12. The training master is here. As long as you are back here, might as well deal with him...After killing him, loot his footlocker in the next room to get a datapad containing plans to overthrow the government on Manaan.

Hrakert Station

Once you return the droid's data module to the Republic, you will get a submersible to the secret kolto-harvesting station on the ocean floor. Take it down and get ready for the conclusion of your Manaan adventure...

  1. Submersible docking bay. As you step through the door, you will be met by a mercenary who will fill you in on what has been happening. All the Selkath on the station have gone crazy and started killing everyone.
  2. If Manaan is your third Star Map, be prepared to run into Darth Bandon at this point on your way out.
  3. There's a security panel here that you can slice and do that voodoo that you do so well...
  4. Two rooms where you can snag a sonic emitter. You absolutely must have a sonic emitter before exiting the station to the sea floor. If you don't, you're shark bait.
  5. Enviro-suit storage. There's only one suit in here; once you leave the station you're going solo.
  6. Airlocks to sea floor. You can only leave through the west and center airlocks. You will eventually return through the east airlock.

Sea Floor

This is a straightforward run through the sea in an enviro-suit. You can't use weapons, force powers or anything other than one of the sonic emitters you picked up in the station. Of course, this is all you need. Just keep an eye out for firaxa and activate the emitter when they get close. You are solo from here on out, until you re-enter Hrakert station.

  1. Airlocks to Hrakert Station
  2. Airlocks to Kolto Control

Kolto Control

  1. Airlocks to sea floor. Whichever way you come in, you'll have to deal with insane Selkaths.
  2. When you speak to the scientists behind the forcefield, they'll lock you in and decompress the chamber. You can Persuade them to let you live or slice the computer console and shut down the system yourself. The scientists will tell you of the giant firaxa that rose from the rift and drove all the smaller firaxa and the Selkath insane. They will also describe your two options for dealing with the giant firaxa: poison it (dark side) or destroy the harvesting machine (light side).
  3. Airlock to Hrakert Rift

Hrakert Rift

  1. Airlock to kolto control
  2. Airlock to Hrakert Station
  3. Harvester control. This is pretty simple. To poison the shark, which will also corrupt the kolto supply and get you kicked of Manaan forever, simply vent the toxin using the control panel. If you want to destroy the harvester, you have to play the old "with one 5-gallon jug and one 3-gallon jug, measure exactly 4 gallons" game (well, in this case you're dealing with millions of sangen, not gallons, but anyway...). There are different solutions to this problem, here's mine:
    1. Fill the container (5 million sangen)
    2. Transfer to the injector (3 million sangen), you now have 2 million sangen in the container
    3. Empty the injector
    4. Transfer from the container to the injector, you now have 2 million sangen in the injector
    5. Fill the container
    6. Transfer from the container to the injector, which will transfer 1 million sangen, which will leave you with exactly 4 million sangen in the container

      The machinery will blow up, the shark will be pacified and you can go on your way.
  4. Star Map. Once you have collected the Star Map, head back through Hrakert Station to your submersible and return to the surface. You will be arrested as you leave the Republic Embassy. See trials section above for information on this run-in with the law.

Last Updated on Wednesday, 13 August 2008 21:26