1) EXIT:
to Ahto East (#4). This is the only exit back to Manaan once you've entered the Sith Base. You cannot exit back through the alternative #2 entrance.
• When you're ready to leave:
You'll be sent to High Court in Ahto West (#7) for your actions here. The easier option is to choose to represent yourself, since if you have an arbiter, you'll eventually need to interrupt him. If you have the datapad from #18, show it to the court and you'll be set free. If you weren't able to enter the Training Annex (see #14) and leave with just the data module from the droid, tell the court you were here on a diplomatic mission for the Republic and that you were double-crossed by the Sith who then attacked. Subsequently, you'll find yourself standing just outside High Court.
2) EXIT:
to Docking Bay (#7). This is a one way entrance. You can come from the
3) Security Checkpoint:
As soon as you enter this room, you'll be greeted by a female security officer. You can attempt to persuade her to not alert the guards, but it will most likely fail and you'll have a fairly large battle on your hands. Take out the Sith Diplomat first, and if any of your party has the Stun Droid series of force powers, now is a good time to use it on the four droids accompanying the diplomat. Check the diplomat's remains for a nice Echani Foil, and the security officer's remains for a Nerve Enhancement Package.
4) Faulty War Droid:
You can repair this droid, then set it to patrol mode (and other functions) for xp. The adjacent room is your main goal, and the droid will attack there, but remember there is the whole base left to explore (if you're following this walkthrough) full of valuable items and experience.
5) Sith & the Broken Droid:
This is the main objective of the Sith Base, to access the large Broken Droid in the room and retrieve the data module for Roland Wann at East Central (#5). However, you'll first have to deal with a fairly large Sith battle. Two war droids, a grenadier (which you should make your first priority) and a couple more Sith troopers await. After the battle, check the footlocker on the east wall for both a Security Decryption Interface and Universal Computer Interface. Be sure to check the Broken Droid and take the data module for Roland. Your journal should update now.
6) Droids & Sith:
After dealing with the two assault droids in the previous room, you'll encounter more here. Vibroblades work especially well on droids with shields, but by far the best is the Stun Droid series of force powers. Jolee comes stock with the upgrade to that power, Disable Droid. When you're done with battle, you'll notice a long corridor filled with red steam. This is a very powerful substance and will deplete your vitality quicker than most things in the game. Set any Jedi in your party to solo mode (using the back button), and make sure this character has one of the Burst of Speed series of force powers. Activate it and run through the steam to the opposite side. If you don't have that line of powers, you'll still be able to make it through, but might need to use a good medpac or two before you're done. At the end, you'll be able to turn the steam off with a lever.
7) Computer Panel & Steam Control Valve:
Likely your first priority will be to turn the steam off so you can get back through the corridor without harm. There's a steam control valve on the southeast wall that does the trick. The only other object of worth is a computer panel, which you can use to have access to most of the Sith Base's rooms. Using the panel, you can turn off the force field at area #13, as well as kill the many Sith and droids in other areas of the base. Disabling the force field is not critical to exploring everywhere, but it will allow you to bypass the flow control room "puzzle" at area #10.
8) Dark Jedi Encounter:
There are a pair of Dark Jedi and one apprentice in this room. On their remains you'll find a Short Lightsaber and a Jenruax Crystal for your lightsaber.
9) Flow Control Room, Sith Encounter:
On both the north and south extreme ends of this long room, you'll find droids and Sith. There's a Sith Captain on the south side who should be one of your top priorities. On the captain's remains, you'll find a water pump analysis datapad which explains a little how the flow control doors at area #10 work. See below for details past these doors.
10) Flow Control Doors:
There's a very easy way to and from the Flow Control Room past these doors, and vice versa.
-1. From the Flow Control room, hit both "Door Controls" and then enter through the left door (the north door).
-2. Activate the door control in this room, then step through the next door.
-3. Activate the Flow Control on the right wall of this room, then enter through the door.
-4. Finally, activate the last door into the corridor.
To get back to the Flow Control Room, step into the first room, open the door, step into the second room and activate the Flow Control, then exit through the last two doors. You can also disable the force field at area #13 by using the nearby desk computer at area #12.
11) Dark Jedi Encounter:
There are three Dark Jedi in the room, so it can be tough if you're going through Manaan early in the game. On their remains are two Jenruax Crystals, a Thermal Detonator and a Short Lightsaber. Check both footlockers in the room to find these useful items: a Hair Trigger, Bio-Antidote Package and Eriadu Strength Amplifier.
12) Desk Computer:
Like the computer panel at area #7, you can use this desk computer to defeat many Sith and droids throughout the base, and lower the force field at area #13.
13) Assault Droids & Force Field:
In this room you'll face two fairly tough Assault Droids with their shields on. Jolee's (or another party member's) Stun Droid series of force powers work wonders with droids. Use your vibroblades on droids with shields to easily slice through their defenses. The force field in the room (if you haven't yet disabled it) can be disabled using either of two computers throughout the base, one in area #12 and another in area #7. There is not much reason for this if you can get past the flow control doors at area #10 easy enough. It's simply a shortcut.
14) Door to the Training Annex:
If you didn't receive the missing selkath quest from Shaelas at Ahto West (#5), you won't be able to enter the Training Annex or any further in the Sith Base. When you exit at area #1 and are sent to trial, say that you were here on a diplomatic mission for the Republic and were double-crossed by the Sith, who then attacked you. You'll be set free and find yourself outside of
15) Medical Room, Dying Selkath Encounter:
As you enter, you'll be given a token from a dying selkath. You can use this to persuade Shasa and company at area #15 that the Sith are using the selkath for their own purposes.
16) Shasa & Selkath Apprentices:
Before entering, if you haven't already, you might consider going to area #14 down the hall and getting the token from a dying selkath. When opening the door, you'll be confronted by Shaelas' daughter Shasa and other Selkath Apprentices. If you've been to Ahto West (#5) to see Shaelas, this is his quest to find out what happened to his daughter and the other missing selkath. Give Shasa the token, and if you persuade her about the torture of the young Selkath without a fight, you'll receive 700xp and (LS Points).As an alternative method of convincing her that the Sith are evil, if you make it first to area #18 and take the datapad from the footlocker, you can instead show her that, fetch the token from area #14 and show the Selkath High Court the token (rather than the datapad) after you make it out. Be sure to represent yourself at some point.
17) Dark Jedi Master:
Be prepared, because there's a Dark Jedi Master and two apprentices in this room. He'll first confront you, then attack. If it's early in the game for you, take out the apprentices first, as the Master will be difficult. He's worth 1000xp by himself, and on his remains you'll get a Luxum Crystal, Dark Jedi Master Robe and a Double-Bladed Lightsaber. Check the footlockers in the room for other useful items. Proceed to the adjacent room for a useful datapad.
18) Room With a View:
Here in this room is a mine guarding a footlocker containing a datapad that outlines the plans the Sith have for taking over Manaan. You can use this in your defense upon exiting the base. After exiting through area #1, you'll be captured by Selkath and questioned at the High Court in Ahto West (#7). Choose to represent yourself, and show them the datapad your received from this room at the earliest convenience, and you'll be set free. Alternatively, if you choose to have the arbiter represent you, interrupt him early and continue representing yourself, showing the datapad.Note: see #1 or #14 if you're reading this but do not have this datapad when you exit the Sith Base.
1) EXIT:
to East Central (#12) via the submersible. Your main goal here in Hrakert Station is to get both a sonic emitter (at area #6 or area #8... or both), and an environment suit so that you can venture out onto the sea floor. Sounds exciting. It is.
2) Afraid Mercenary:
When you open the door to this room, you'll meet a scared merc who warns you about the insane selkath within the station. You'll encounter many of these throughout, but they are no more difficult than any other standard enemy you've dealt with in the past.
3) Calo Nord or Darth Bandon:
After returning from your trip to the Hrakert Rift, if the Manaan Star Map was or would be your second of five (including Dantooine), or fourth of five (including Dantooine), you'll meet either Calo Nord or Darth Bandon at this area.
• If this was/would be your second Star Map of five (including Dantooine):
You'll fight Calo Nord and four of his goons here on your return from the Rift. This can be a difficult battle. Calo will likely begin by tossing a grenade and throwing on an energy shield of his own. Don't use lightsabers against him until his energy shield is broken. Instead use vibroblade-type weapons. Before you do anything however, buff your party up with stims or force powers as time permits. Begin the actual battle by tossing a few grenades into the fray; concussion work well here, and all his helpers will be firing their blasters. Since Calo is very difficult you can approach this in two ways but I found it easiest to dispose quickly of the enemies at his side quickly and one at a time before focusing on Calo, as he can down life-support packs. Have one of your party hang back and continue to throw grenades or attempt to incapacitate the others. Then focus all of your might on Calo. After the 650xp you get from killing Calo, his remains holds, among other things: a pair of Mandalorian Heavy Pistols, 2000+ credits and Calo Nord's Battle Armor.
• If this was/would be your fourth Star Map of five (including Dantooine):
You'll fight Darth Bandon and two Dark Jedi here on your return from the Rift. This battle's difficulty varies from easier to much harder than Calo Nord, but is normally not as difficult. Darth Bandon wields a double-bladed lightsaber and will attempt to paralyze you and your party continuously. By the time you fight him, you should have powerful force attacks, weapons and stims of your own. Force Breach or Immunity can help immensely, and so do the Stun, Fear, Shock and Push line of attacks, though he resists the Stun series often. For this battle, I would concentrate on the two Dark Jedi at his side first, as they can be incredibly annoying with their own force powers, if Bandon isn't destroyed quickly. Included on his remains will be: a Double-Bladed Lightsaber and Darth Bandon's Fiber Armor and 3000 credits.
4) Security Computer:
Like most computers, you can use its functions for xp or to view different areas of the Station.
5) Jedi Remains & Faulty Patrol Droid:
Other than a selkath encounter, search the remains on the ground to find a Sigil Crystal and Jedi Master Robe. There's also a potentially handy Faulty Patrol Droid on the south wall of this room that you can reprogram (for xp) to patrol the area to the east.
6) Sonic Emitter:
In a footlocker here on the wall, you'll find one of two sonic emitters in the station, needed to defeat the firaxa sharks on the sea floor.
7) Environment Storage Area:
Here's where you can pick up your Enviro Suit for outside exploration. The only other thing you'll need is the sonic emitter, which can be found both at area #6 and area #8. Also in this room, you'll find the "whimpering locker." You can talk to the person inside, but he won't come out no matter hard you try. If you tell him you'll slice him into pieces, you can then stick your lightsaber through the locker for (DS Points). On a dead soldier on the ground, you can find an Improved Energy Cell upgrade for ranged weapons.
8) Sonic Emitter:
In a footlocker here against the wall, you'll find one of two sonic emitters in the station, needed to defeat the firaxa sharks on the sea floor.
9) EXIT:
to Sea Floor (#1) via the "Pressure Door" airlock. Activate the door with your Enviro Suit from area #7 and sonic emitter from either area #6 or #8 in your inventory, and you'll be leaving the rest of your party behind. This is a solo mission from here on out (even though the door text implies there might be other Enviro Suits), and an experience unlike the rest of the game.
10) EXIT:
to Sea Floor (#2) via the "Pressure Door" airlock. Activate the door with both the Enviro Suit from area #7 and sonic emitter from either area #6 or #8 in your inventory, and you'll be leaving the rest of your party behind. This is a solo mission from here on out (even though the door text implies there might be other Enviro Suits), and an experience unlike the rest of the game.
11) Insane Selkath Encounter:
Though basically the same as the other insane selkath encounters in this area, one of them will leave behind an Energy Projector upgrade item.
12) Faulty Patrol Droid:
Reprogram this droid to patrol the area if you wish, and you'll get xp and have a slightly easier time with the enemies in the area.
13) EXIT:
to Hrakert Rift (#2). This is a one-way airlock similar to areas #9 and #10 that will remain locked until you visit the Hrakert Rift and enter through the other side.
1)EXIT:
to Hrakert Station (#9). As soon as you enter the Sea Floor, you'll notice that your suit doesn't travel as fast as you do when you're inside. This is normal. Your main goal here is to get to the Kolto Control building at area #6 or #7.
2) EXIT:
to Hrakert Station (#10). As soon as you enter the Sea Floor, you'll notice your suit doesn't travel as fast as you do when you're inside. This is normal. Your goal here on the floor is to get to Kolto Control at area #6 or #7.
3) Short-lived Survivor:
You'll see what I mean. You'll meet a survivor here on your way out of the building who will be going to Kolto Control, your goal. You can follow him or explore a little. He'll wait at area #4 for you.
4) Survivor & Firaxa:
To give you a taste of what's to come, you'll meet the survivor here and witness a small cut-scene. After that, you're on your own. To defend yourself against the firaxa, walk close enough to them that they notice you and begin to swim at you. When they're almost next to you, use your sonic emitter (which will be the only thing your d-pad can select). It will only take one shot from the emitter to float 'em, and you'll get 40xp for each shark.
5) Stash & Firaxa:
Beware the interior, there's a firaxa here; be ready. You'll also find a footlocker with a Nerve Amplifier Belt inside. By now you might have realized that the door above this room has been welded shut, so you cannot re-enter or exit the Hrakert Station using this corridor. Fortunately, you won't need to re-enter this area again, as there's an alternate entrance into the Hrakert Station later.
6) EXIT:
to Kolto Control (#1). Beware when entering this door. Not far from the entrance are four insane selkath, explained again at the link above. It doesn't matter which door you choose to enter into Kolto Control; you can get to the opposite door from inside the building.
7) EXIT:
to Kolto Control (#2). Beware when entering through this door. Inside is a group of insane selkath. It doesn't matter which door you choose to enter Kolto Control; you can get to the other from within the building.
1)EXIT:
to Sea Floor (#6). Inside are several insane selkath, so be prepared when first entering this area.
2) EXIT:
to Sea Floor (#7). In the room you'll be fighting several insane selkath alone, so be prepared.
3) Insane Selkath:
There's a group of four insane selkath around the corner, and you'll be fighting them alone. Grenades can be very handy here. An adhesive grenade to begin is a good choice, or a concussion so that you won't need to fight them all at the same time. If Manaan is not your first planet though, you might have little trouble with them.
4) Insane Selkath:
There's a group of insane selkath in this area, so if you've entered from area #2, be prepared. Toss a grenade or two to begin the battle if you're unsure of yourself at this point - adhesive or concussion work well to begin with.
5) Force Field:
You'll see a big force field the first time you enter, separating this room and the one to its north with two humans inside. If you touch the force field, the people inside will pressurize the chamber and shut all doors, and you'll have 60 seconds to either re-pressurize the chamber, talk them out of it, or bash it down. If you choose to re-pressurize the area yourself, there's a handy control panel in the room that you can use to do so. Or, touch the force field again to talk to the people inside, convince them that you're not here to hurt them, and they'll turn it off. Finally, a few attempts at bashing it should also complete the job. You may now enter and speak with them.
6) Kono Nolan & Sami:
When talking to them, you'll learn of the giant firaxa shark out in the Rift, and of two ways to eliminate that threat. Kono gives you the easy solution in the form of a poison cannister that you can feed into the harvester vents. Sami, on the other hand, gives you an alternate way to possibly satiate the beast. If you destroy the mining station using an unstable combination of chemicals, you can cause an explosion that rips the station apart, and the beast might leave. So you have essentially the Dark Side way and the Light Side way of getting rid of the giant firaxa. When you're through talking, exit Kolto Control through area #7.
7) EXIT:
to Hrakert Rift (#1)
1) EXIT:
to Kolto Control (#7). Your main goal here is to use the Kolto Control Panel at area #3 to get past the giant firaxa guarding the Star Map at area #4.
2) EXIT:
to Hrakert Station (#13). When you're done here, or if you need to go back up to Manaan before getting the Star Map, use this entrance to the station.
3) Kolto Control Panel:
Here we are, to the last stage of Manaan. Using the panel, you can either a) feed the toxin cannister Kono gave you in Kolto Control into the harvester vents to poison the giant firaxa... or b) solve a transfer puzzle of toxic chemicals to explode the station. If you choose to feed the poison through the vents, you'll get no exp and you'll be permanently banned from Manaan when you return to the surface. All medpacs and healing supplies will be signficantly increased in price around the galaxy as well. Simply activate the control panel and choose the feed poison into the vents option. You can now go and grab the Star Map at area #4 for 2000xp and return to the surface via the area #2 exit back to Hrakert Station! Keep the consequences in mind however. A reader sent us this alternative way to stay on Manaan:There is a way to poison the kolto supply and not be banned from
-1.At the initial response, tell the truth, that "the harvesting machinery released a toxin into the water."
-2.When they ask what happened to the station, respond with "It's not my fault! The harvester malfunctioned!"
-3.When they ask what happened to the machinery, respond with "Okay, I did it. But you can't do anything to me - I know too much!"
-4.When the court suggests that they will ban the entire republic, respond with "If you ban us, I'll tell that the kolto is destroyed!"
After the fourth reponse, they will decide that there is little that can be done to you since you've backed them into a corner. They allow you to go as long as you speak nothing to anyone about the kolto.
• Re-distributing the Chemicals:
If you choose to re-distribute the chemicals in the pods on either side of the control panel to destroy the station, your goal will be to fill the right container pod (which has five parts) with only four parts of fluid. The left container pod (the injector) has only three parts. First access the fuel tank pressure control. Here is the quickest solution:
-1. Fill the Container Pod. (container = 5 parts)
-2. Transfer from Container to Injector. (container = 2, injector = 3)
-3. Dump the Injector Pod. (container = 2, injector = 0)
-4. Transfer from Container to Injector. (container = 0, injector = 2)
-5. Fill the Container Pod. (container = 5, injector = 2)
-6. Transfer from Container to Injector. (container = 4, injector = 3)
And that should do it. The giant firaxa will move aside when the building is destroyed, and you'll have access to the Star Map at area #4! Go and retrieve it for a nice 2000xp and then return to Hrakert Station via the exit at area #2. You can of course go back to Kono Nolan and Sami, but they'll wait for a "real" rescue team to arrive.
4) Manaan Star Map:
Here it is, but at first it's guarded by a giant firaxa shark. You'll use the Kolto Control Panel at area #3 to either poison the shark or destroy the station to have access to the map. When that's done, touch the Star Map to receive 2000xp. You can now re-enter Hrakert Station through the exit at area #2, where your party members will be waiting.Remember, you may have an encounter with Calo Nord or Darth Bandon on your way back at Hrakert Station (#3) depending on which number Star Map this was for you. When you re-surface in the


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