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
- Ebon Hawk
- Merchant
- 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.
- 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.
- 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.
- Exit to West Central
West Central
- Exit to docking bay
- Pazaak player--they just hang out anywhere, don't they?
- 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).
- Kolto distribution center. As far as I know, there's nothing special about
this place.
- Exit to Ahto City West
- Exit to East Central
Ahto West
- Exit to West Central
- 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.
- 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.
- Courtroom. Get to know it well. You'll be here many, many times...
- 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
- Gluupor planted the medal on Elassa
- 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.
- 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.
- 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:)
- Mercenary hangout. There are two quests to be received in this room:
- 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.
- 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
- Exit to West Central
- Tyvark's shop
- 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.
- 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:
- Help them interrogate a prisoner. I've never actually done this. The
other ways are easier...
- Break the encryption on some Sith passcards. The sequences that you
have to decode (and their answers) are:
- 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
- 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
- 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
- 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
- 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
- 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.
- 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.
- 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.
- Exit to Ahto East
Ahto East
- Exit to East Central
- 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.
- Merchant
- Sith base entrance. This is where you enter if you have a passcard.
Sith Base
- 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.
- Secondary entrance--this is where you will come in if you choose to blast
your way through the Sith private hangar
- 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.
- 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.
- 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:
- Activate the control next to room #1
- Enter room #4 and activate the control along the north wall (the wall
that adjoins room #1)
- Walk through rooms 1, 2 and 3
- 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.
- There's some tough dark Jedi in this room and nice loot.
- 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.
- 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.
- Medical room. Go here first and get the token from the tortured Selkath.
- 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.
- 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...
- 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.
- If Manaan is your third Star Map, be prepared to run into Darth Bandon
at this point on your way out.
- There's a security panel here that you can slice and do that voodoo that
you do so well...
- 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.
- Enviro-suit storage. There's only one suit in here; once you leave the
station you're going solo.
- 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.
- Airlocks to Hrakert Station
- Airlocks to Kolto Control
Kolto Control
- Airlocks to sea floor. Whichever way you come in, you'll have to deal with
insane Selkaths.
- 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).
- Airlock to Hrakert Rift
Hrakert Rift
- Airlock to kolto control
- Airlock to Hrakert Station
- 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:
- Fill the container (5 million sangen)
- Transfer to the injector (3 million sangen), you now have 2 million
sangen in the container
- Empty the injector
- Transfer from the container to the injector, you now have 2 million
sangen in the injector
- Fill the container
- 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.
- 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.
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