You know that feeling when you're walking on eggshells, but the eggshells are actually high-stakes galactic diplomacy and one wrong word gets you executed? That’s Knights of the Old Republic Manaan in a nutshell. It is arguably the most distinct planet in BioWare's 2003 masterpiece, not because of the combat, but because it forces you to stop swinging your lightsaber and actually think for a change.
Manaan is weird. It’s a giant ocean world inhabited by the Selkath, a species of telepathic, fish-like humanoids who are obsessed—and I mean obsessed—with neutrality. While the rest of the galaxy is tearing itself apart in the Jedi Civil War, the Selkath are just sitting there in Ahto City, sipping their metaphorical tea and selling medical supplies to both sides. It’s the only place in the game where being a powerful Jedi actually feels like a disadvantage. You can’t just Force Persuade your way out of everything. The Selkath legal system doesn't care about your connection to the Light Side.
The Kolto Monopoly and the Politics of Water
The entire economy of Manaan revolves around Kolto. Before the galaxy discovered Bacta, Kolto was the primary healing agent in the Star Wars universe. Because Manaan is the only source of Kolto, the Selkath hold all the cards. They’ve established a strict "no violence" policy in Ahto City. If you draw a weapon, the Sith and the Republic both lose their minds because neither side wants to be banned from buying the stuff that keeps their soldiers alive.
Honestly, the atmosphere of Ahto City is unsettling. You land on this pristine, white floating platform surrounded by endless blue water, and the music is this peaceful, looping synth track that feels like it’s trying to hide a dark secret. And it is.
The Republic is desperate. They’ve built a secret underwater base called Hrakert Station to harvest Kolto directly from the source, bypassing Selkath regulations. Naturally, things go horribly wrong. When you finally get down there, the game shifts from a political thriller into a full-blown survival horror experience.
Why Everyone Hates the Underwater Sections (And Why They’re Great)
Let’s talk about the environment suit. It’s slow. It’s clunky. It makes you feel like you’re walking through molasses. For years, fans have complained that the underwater segments of Knights of the Old Republic Manaan are the worst part of the game.
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I disagree.
The slowness is the point. When you’re down in the trenches of the Hrakert Rift, you’re vulnerable. You can’t use your Force powers. You can’t use your lightsaber. You’re just a person in a metal suit with a sonic emitter, trying to avoid being eaten by Firaxa sharks. It strips away the power fantasy that the rest of the game builds up. It makes the ocean feel oppressive.
The tension peaks when you find the researchers who have been driven insane by whatever is happening at the rift. You realize that the "civilized" Selkath have a much more primal side. The sound design here is top-notch—the muffled clanking of your boots, the distant groans of the station, and the high-pitched screeching of the sharks.
The Moral Choice That Actually Matters
Most RPG choices are "Save the puppy" or "Kick the puppy." Manaan is different. At the end of the Hrakert Station quest, you’re faced with the Giant Firaxa shark, the Progenitor.
- You can poison the water to kill the shark, which secures the Kolto supply for the Republic but taints the ocean and potentially ruins Manaan's ecosystem forever.
- You can destroy the harvesting machinery, saving the shark and the environment but losing the Republic's secret advantage in the war.
If you choose to poison the water, the Selkath find out. They put you on trial. This isn’t a scripted cutscene where you automatically win. You actually have to defend yourself in court. If you haven't been paying attention to the laws or if you don't have the right evidence, the game can literally end with your execution. That’s a bold design choice for a mainstream Star Wars game. It forces the player to engage with the world’s lore rather than just skipping through dialogue to get to the next fight.
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The Sith Embassy and the Art of Infiltration
The Sith presence on Manaan is another layer of brilliance. They have their own embassy, and they’re playing by the same rules as you—publicly, anyway. Inside, they’re kidnapping Selkath youth and brainwashing them into becoming Sith.
The quest to infiltrate the Sith base is a masterclass in non-linear design. You can:
- Interrogate a Sith prisoner (if you're okay with some Light Side/Dark Side blurring).
- Decipher Sith passcodes using a mathematical puzzle that still trips people up today.
- Find a way to smuggle yourself in through the loading docks.
The Sith base is where you finally get to cut loose and use your combat skills, but even then, the shadow of the Selkath authorities hangs over you. You have to make sure you have the evidence of Sith wrongdoing before you leave, or you'll be arrested the moment you step back onto the streets of Ahto City.
It’s this constant pressure of being watched that makes Manaan so memorable. On Tatooine, you’re in the wild west. On Kashyyyk, you’re in the jungle. But on Manaan, you’re in a high-society courtroom, and your tongue is a more dangerous weapon than your blade.
Sunry’s Murder Trial: The Ultimate Grey Area
If you want to see BioWare’s writing at its peak, look at the quest "Murder on Manaan." Your friend Sunry, a Republic hero, is accused of killing a Sith woman. At first, it looks like a frame-up. The Republic wants you to clear his name because he’s a war hero.
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But as you investigate, you find the truth. Sunry actually did it. He had an affair with her, and then he killed her because she was a Sith spy.
Now you’re the lawyer. Do you reveal the truth and let a Republic hero die for his crimes? Or do you lie to the Selkath court, manipulate the evidence, and let a murderer go free for the "greater good" of the Republic? This quest perfectly encapsulates the moral ambiguity of the Old Republic era. It’s not about Sith vs. Jedi; it’s about the messy reality of war.
Practical Advice for Mastering Manaan
If you're jumping back into the game or playing the remake (whenever that finally surfaces), Manaan is usually best tackled as your second or third planet after Dantooine. You need a decent Persuade skill to navigate the trials, and having some credits to bribe officials doesn't hurt.
- Bring Jolee Bindo. His cynical commentary on the Selkath is gold, and his high Charisma helps with some of the skill checks.
- Don't rush the Hrakert Station. Take the time to find the datapads scattered around. They provide the context you need to win your trial later.
- Save frequently. Seriously. One wrong dialogue choice in the Ahto City court can lead to a "Game Over" screen that you can't fight your way out of.
The Selkath aren't just background NPCs; they are the most litigious, bureaucratic aliens in the galaxy. Respect their rules, or pay the price.
Next Steps for Your Playthrough
Before you head to the docking bay, make sure you've talked to the Republic commander in the embassy to get the quest for the Sith base passcodes. While you're at it, visit the mercenary enclave to pick up the various bounties available on the planet. Dealing with the Selkath requires patience, but the rewards—and the sheer amount of XP from the side quests—make it the most profitable stop on your journey to find the Star Maps.
Once you finish the main questline here, head back to the Ebon Hawk and check in with your crew; the fallout from your decisions on Manaan often triggers unique dialogue with Bastila and Carth that you don't want to miss.