salut,
je suis sur manaan sous l´eau.J´ai fait toutes les salles.J´ai recupéré un scaphandre je vais dehors sous l´eau.La j´arrive dans une salle ou il y a un champ de force bleu avec 2 personnes derriere.Seulement j´ai ecumé toutes les pieces et je ne vois pas comment desactiver ce champ.Vous avez une idée?
déja vu ce topic
bref recherche , google est ton ami.
je n´ai rien trouvé.Beaucoup ont eu des problemes avec la salle d´entrainement mais personne a priori avec mon probleme.J´ai du louper un truc tout con mais elle me saoule cette ville.
ça fait longtemps que j´ai jouer mais de mémoire je te dirais que tu peux peut-être le détruire avec ton sabre laser
je vais essayer ca.C´est curieux je n´ai pas eu le cercle d´interaction quand je m´en suis approché.Peut etre que je peux me servir de mes armes en dehors de ce cercle?Je ne savais meme pas.
bon j´ai essayé.Ce con lance la depressurisation.La j´ai essayé de l´arreter avec l´ordi mais il faut 5 programmes et je n´en ai que 3 et le vendeur d´athlo n´en a plus.Suis je donc bloqué parce qu´il me manque 2 programmes ou y´a t´il une autre solution?C´est possible d´y aller avec le droide?Sinon comment faire pour briser le champ avec le sabre?J´ai agité mon sabre dans tous les sens mais ca n´a rien fait.Peut etre faut il depressuriser avant.Si c´est ca je tourne en rond.
tu comprends l´anglais j´espère:
http://faqs.ign.com/objects/480/480687.html?ui=gamefinder
NOTE #1A ( SIDE QUEST): If you´ve been through Tatooine lately, you´ll
come across a guy somewhere in town who says you dropped a datapad. If
you take it, it will tell you to go see a guy alone on Manaan. If you
follow these directions ( just dump your party members when you find
him), he´ll tell you about an assassin guild. If you´ve waited this
long to go to Manaan, the first task he gives you is to kill a guy on
Dantooine, which you can no longer go to, and so you get another quest
to kill a guy in the Republic Embassy. Doing so will give you Dark
Jedi points, and the tasks he gives later just get even harder, so if
you´re a Light Jedi, don´t even bother with this quest.
NOTE #1B: Because I chose to be a good Jedi, I did not opt to go through with
any of the assassination quests except for the first, and loaded up another
game immediately after since it gave dark side points, so I can´t go into
detail with any of those quests.
When you first reach Manaan, you´ll notice there´s no docking fee. The
reason is that when you go to the city area later, you´ll have to pay
100 credits to get in, and if you leave you have to pay it again. This
is even worse than the one-time docking fee, so be careful. Exit the
dock and you´ll see a Republic and Sith soldier arguing, and learn how
fighting on Manaan is forbidden.
SIDE QUEST: There are 3 more rounds of swoop racing you can participate
in on Manaan. After completing the first two rounds, you´ll be
threatened by the top pilot. If you win, he´ll tell you you´re going
to get hassled, but I never actually came across any trouble, so just
ignore him.
SIDE QUEST: In one area of the city, you should see Sunry´s wife, who
will tell you about what´s happened to her husband. Head to the
courtroom in the same area and talk to the judges. Then you need to go
investigate. You only need to do the following things:
occurred after Sunry left, and talk to the two other witnesses to hear
a confession from one of them.
were having.
just angry, I don´t think you need to talk to them regardless of the
recommendation someone makes.
SIDE QUEST: After the trial, there are two other quests you should take
up before advancing. One is for finding information about why the
Republic is hiring mercenaries. The other is to find out if the Sith
are kidnapping the Selkath.
Go to the Republic Embassy and tell Roland you´re searching for the
Star Map. He´ll tell you about how you need to do a favor for him
first, that´s breaking into the Sith base. You can do this in one of
three ways.
1) Make the prisoner talk about how to get in.
2) Decode one of the Sith cards
3) Get a key from the hangar of the docking port ( details below)
I opted for option 2, it seemed less complicated just hearing about it
than playing with the drugs. The method for option 3 follows.
As far as I remember, here´s how you get past option 2. Use the
computer in the room:
following the adding pattern, which should be to add 6 to the last
number and get the answer 22.
then you subtract 0, next is 16 ( subtract -1 from 15 is adding 1 to 15,
so 16), then subtract -2 from 16 to get the answer 18.
multiply the last number by 2, giving the answer 128. Check the
pattern to make sure.
from the exponent each time. Eventually you´ll end up with 6 to the
power of 1, which gives the answer 6.
pattern of the second pair of numbers. I recall that the answer came
out to be strange to me, I think the answer was 7.
Info submitted by Ray Samol for the third method of getting into the Sith
embassy:
" the third way of entry is probably the easiest and most straight-forward, and
that is to get the key to the locked hanger at the end of the docking port. you
go in, fight some really wimpy sith, and use the transport to get into the sith
base. this saves a lot of time, as you dont have to solve the puzzles or
interrogate the prisoner."
Now you should have the card. Go over to the Sith Embassy, but keep in
mind that once you go in, you cannot leave until you´ve cleared the
entire base. A breathing mask is helpful for a short area in the base,
so get one before you go in if you want. You can talk to the guard at
the desk, if you want, it doesn´t matter. When you go in, you´ll have
no choice but to fight. If you leave now, you´ll be accused of
breaking the neutrality laws and without evidence, you´ll be executed.
Go through the base until you find a large busted droid and check it to
retrieve the data the Republic wants. If you keep going to the left
side of the base, you should find a corridor filled with red gas. Make
sure you´re full on health, or a breathing mask SHOULD do the trick. I
didn´t have one, and took about 70 points of damage as I recall running
through. On the other end you can access a computer as well as turn
off the gas in the hall for your run back.
Continue on through the base until you get to a set of water doors.
The trick to getting through is to filter all the water into the right
side, because the final right door is permanently sealed, so you´ll
have to go out through the left door. Use the switches next to the
doors to move the water, and eventually you should end up before the
final door on the left side, then use the switch on the side wall to
filter the water again. The door should open after that.
SIDE QUEST: Keep exploring until you find a group of Selkath, or the
medical room. Either way, you must prove to the Selkath the Sith are
evil. Do so by taking a pin from a dying Selkath in the medical room.
Talk to the Selkath recruits again and they´ll see the truth and leave.
NOTE #2: As a humorous note, try telling people about who you are,
they´ll all laugh at you.
Continue on and you´ll end up fighting 2 droids and a Selkath recruit
in one room, then after that in the next room you´ll see 2 Selkath
recruits and a Dark Sith.
Go on to the room past that and you should find something that looks
like a control room. You need to find a datapad in here that tells
about the Sith´s plan to convert young Selkath. This will be your
proof for the court when you leave the base, which you can do now.
Once you leave you´ll be taken to court. If you talk to your arbitor,
he seems fairly stupid. Choose to represent yourself instead. At the
court, tell them you´re innocent ( yes, you killed people so you are
guilty of the crime, but that´s irrelevant when you´re saving the
galaxy.
. Tell them about how you went to investigate the missing
Selkath, and then give them the datapad. They´ll let you go after.
Go back to the Republic Embassy and he´ll tell you why the Republic is
hiring so many mercs. You can go to the Selkath in the mercenary
enclave after to complete this quest, as well as the missing Selkath
quest. Back to the embassy, go down in the submercible to the lab on
the sea floor.
Once you´re in the lab, open the first door and you´ll see a panicked
merc. Talk to him and then press on through the rest of the place
( disregard what the guy says about the diving suits, they´re harmless).
In the room with the diving suit, you´ll also find a guy who is hiding
in a locker. I had full persuasive skill I believe, and I couldn´t get
him to come out. So just ignore him.
WARNING: Be absolutely sure you find at least 1 sonic emitter in the
lab before going underwater. Without it, you´re shark bait. You will find one
in the first zone, the same place where your submersible docks, so it´s BEFORE
you ever need to go out an airlock. I found two down there, and they have
infinite charges. Just check all the boxes and bodies, and you should come
across at least one. My best guess is to try the equipment room where you get
the diving suit or one of the rooms close to it.
Use any of the two airlocks on the bottom left of the map. The one in
the far right is locked, but can be used at the very end of the
underwater experience. Go down and you´ll find a mercenary there, whom
you can follow, or you can also explore, but all you´ll find are two
grenades. At the rate you move, it´s a waste of time, so just follow
the man.
When you get out to the ocean floor, your mercenary friend will get
eaten ( should´ve had an emitter, tsk tsk...). Proceed to the left, and
every time a shark gets very close to you, use the sonic emitter ( the
range is unusually small) for an instant kill and a measly 40 exp.
Eventually you´ll find another airlock and a hall with a force field
and two other doors as exits. Talk to the two people behind the force
field and they´ll go crazy and try to kill you by using the room´s
defenses. Talk to them again immediately and convince them you´re not
bad, and they´ll stop. They´ll tell you they´re scientists and warn
you of the oversized shark outside, then give you two options to stop
it.
The first option is to use poison, and this method is the easy way out.
It is also COMPLETELY wrong as far as I´m concerned. If you do this,
not only will the kelto turn black, but you´ll kill the oversized
shark, which is a bad no-no for Selkaths. Instead, go to the machine
and choose to play around with the fuel pressure.
The machine consists of two tubes, one that holds three units ( 3) of
pressure on the left, while the one on the right holds five ( 5).
You´re looking to fill the right tube with only four ( 4) units of
pressure. Here´s what you do to fulfill that:
Fill the left tube, transfer them to the right tube, fill the left tube
again, transfer to the right again which leaves 1 unit in the left
tank, empty the right tube, transfer the 1 unit to the right tube, fill
the left tube again, and make one final transfer to the right tube to
make 4.
The machine will explode ( don´t worry about getting killed by it), and
the giant shark will not attack you now. Go across the bridge nearby
to find the Star Map. Now you can go back afterward and you should
notice there are two airlock doors. The left goes back to the
scientists you saw before ( the woman praises you, while the man scolds
you, that´s all), but the door on the right leads back to the locked
airlock in the main lab, so you can get back to the sub really quickly
through that door.
When you get back to the surface, Roland will ask you what happened.
Just tell him the truth, he´ll seem upset, but that´s okay. Once you
leave the embassy, you´ll be confronted for yet another crime and taken
to court.
Tell the truth in court about the machine, and most importantly tell
them about how you saved the giant shark. This will give you your
innocence. And now you can move on to the Star Forge.
quand le cercle d interaction est sur le champ, tu cliques et tu pourras soit persuader les 2 cons de l enlever ( et les tuer pour te venger mais tu gagneras des points du cote obscur)ou alors le detruire ( si tu sait comment faire)
putain ca me saoule.Y´a pas moyen de les convaincre.Ils ne veulent pas ouvrir et j´ai essayé tous les dialogues possibles.La conasse dit au gars " non ne faites pas ca" et lui comme un con s´execute.Je sors mes sabres avec Y et je les agite dans tous les sens mais ca ne fait rien.Ca me saoule franchement.Je comprend pas pourquoi ils sont supposés ouvrir alors que pour moi ils ne veulent rien entendre.Il me manque peut etre un pouvoir pour les persuader.Il faut bien que j´y aille avec mon hero et pas un perso auxiliaire??
bon c´est bience que je pensais il fallait 5 programmes d´intrusion pour desactiver la depressurisation sans quoi ils n´ouvrent pas.Je m´en doutais mais les vendeurs de manaan n´en avaient plus et j´ai du retourner sur dantouine pour en avoir.Putain c´est casse couille en plus avec ce scaphandre on va a deux a l´heure.
ouais c´etait chiant, on n´avancait presque pas
heureusement c´est limite dans le jeu
quand tu selectionnait le champ, tu pouvait appuyer sur la touche haut pour selectionner la commande " frapper"
moi j´ai persuadé pleins de fois , et au bout d´un moment ils ont cédé ( et oui , ils ont du me trouver vraiment chiant^^ ) ![]()
moi je les ait intimider apres je les ai tuer!y fait pas essayer de me tuer, moi, Revan !
Ben en fait avec le perso principal il faut lui mettre tout en persuasion, comme ça du premier coup ils acceptent ![]()
mettre tout en persuasion ne sert a rien moi avec zero j intimidait tout le monde et ils me cedaient tout.
J´ais fait comme Sebx8, j´ais dû essayer une dizainne de fois !
et tu les as tuer apres j espere
Mais au départ pour convaincre Juhani c´est le bordel, et avec plein de persuation, les Huts te donnent plus de sous et tu as des avantages, ça marche aussi en intimidant
Moi je me suis fait avoir au départ car en fait tu décide d´etre gentil ou méchant a la fin, donc au départ il faut faire tous ce qui rapporte le plus donc etre méchant ![]()
et au fait moi j ai reussi a ne pas etre banni apres avoir detruit l hydromoissonneuse et la faune et la flore...et vous?