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  • SWG Instance Guides

    After completing the pre-requisite quests to gain entry to the Chamber of Banishment, you'll discover a door in the bottom of the cave at the Nightsister Stronghold, in the location where Axkva Min previously spawned. Your group can clear the cave on the way down if you like, but it's possible to run straight to the bottom and enter the Chamber. You are able to click on the door while in combat and be transported to the Chamber.

    Once you've entered, the timer will begin on the encounter, and your group will have one hour to complete this instance before the next day's reset. Even if things go wrong, this is plenty of time.

    The Chamber is roughly circular and entered by way of a long bridge. At the back of the Chamber is a raised altar-like area with five crystals holding the trapped essences of several Nightsister Witches, including Axkva Min.

    It is very important that you do not begin the encounter until everyone has entered the Chamber of Banishment and moved fully off the bridge. At the beginning of combat in each phase, a Warden spawns on the bridge who will prevent escape. The Warden will instantly incap and kill anyone who attempts to run down the bridge.

    When everyone is inside the chamber, it is time to begin phase 1.



    Phase 1: Nandina and Gorvo

    Nightsister Witch Nandina, and her pet Rancor Gorvo are already spawned in the back of the Chamber when you enter. The two share a hate list (meaning that generating aggro on one will automatically aggro the other), and also share a buff which allows Nandina to heal Gorvo for a massive amount of health.

    Our tactic: One Jedi aggros Nandina. As this happens, the first Medic puts stasis on Nandina and Bacta Corruption on Gorvo. The group nukes Gorvo with maximum DPS while the Medics cycle Bacta Corruption on him. The Jedi need to maintain aggro on Nandina and attempt to draw her away from Gorvo.

    Once Gorvo is dead, Nandina is an easy target to nuke. When both are dead, return your group to the edge of the bridge and prepare for phase 2.



    Phase 2: Lelli

    Lelli can be an extremely tricky Witch to defeat. During combat, she will repeatedly cloak (causing you to drop out of combat and lose your target). Jedi Mind Trick may have some effect on how often she cloaks. It's useful to loop a macro to target her as soon as she comes out of cloak, so you can worry about other things besides tabbing to find her when she becomes attackable again.

    In addition to her cloaking tricks, Lelli also drops mines or grenades that debuff your character and trigger the cooldowns on all your specials. This means you'll be fighting her with autofire only, and will only be able to heal with stims. Therefore, it's important to keep moving at all times so you're not hit with this debuff. It's helpful, but not necessary, to have GCW or Officer stims as backups in case your Medics get hit with the debuff.

    Lelli herself is not terribly difficult to defeat if you're able to avoid the mines. The Jedi, however, will have a tricky time tanking her, as standing toe to toe with leaves the Jedi vulnerable to being debuffed, rendering them useless in their role of holding aggro. A lot of maneuvering is required here.

    When Lelli has been defeated, move back to the edge of the bridge and prepare your group for phase 3.



    Phase 3: Kimaru

    Kimaru is the first of the Witches with the ability to outright destroy your group. The phrase "wtfpwned" comes to mind. In addition to being a CL92 gold boss with over 600k health, Kimaru has some nasty abilities that will tear your group to pieces.

    The first of these abilities is a fire ring that she will spam all over the Chamber. Towards the end of the fight, the Chamber will literally be wall to wall with them, with only very narrow passages in between. Running through, or standing in a ring of fire deals massive damage.

    The second ability is Force Storm, a lightning-like ball of Force energy that Kimaru uses in conjunction with the rings of fire. These also deal massive amounts of damage if they hit you, although running through them seems not to deal any damage. To be safe, however, the Force Storms are easier to spot if you have "all object names" turned on, as you'll be able to see them better.

    To defeat Kimaru, your main Jedi aggros her, and the remainder of the group starts moving around the chamber, never stopping motion. Just as with Lelli, even your Jedi tank needs to keep moving, or he'll find himself standing in a ring of fire and a Force Storm and dead within seconds. Movement speed is really helpful here, so Force Run, Power Assisted Sprint, Sprint Stims, Accaragm, or, best of all, Officer Charge and Scatter specials, are very helpful here.

    Keep moving and keep shooting, avoiding the rings of fire and the Force Storms, until Kimaru is defeated. Regroup at the base of the bridge (mind those rings of fire until they despawn) and prepare for phase 4.



    Phase 4: Suin

    This is the make or break phase of the Axkva Min encounter, and the single most difficult straight-up fight you'll encounter in the game. Like Kimaru, Suin is a CL92 gold boss with approximately 600k health. If your tactics and group play are weak here (especially communication), your group will be destroyed in seconds flat.

    Your main tank will aggro Suin, and can attempt to tank her toe to toe as long as he/she is able. Two Jedi can trade off tanking, though she can be difficult to taunt if you have Bounty Hunters and Commandos doing massive DPS. Suin also seems to have a thing for Medics, and I've seen Medics end up tanking her, despite the Jedi's best efforts at taunting. If this ends up being the case, movement speed is essential.

    Suin herself is a tough fight, but she brings friends. Moments after the encounter begins, Suin will summon minions to help her fight. These are CL90 gold bosses, but with a twist: each one can only be damaged by a weapon of a certain elemental type. As soon as the minion is attacked, a buff icon will appear under her name indicating the type of elemental damage she is vulnerable to.

    We have one Jedi tank Suin while the group goes to work on her. The off-tank Jedi watches for the minions to spawn, and attack them as they appear. The Jedi then calls out the vulnerable elemental type, and one of the Bounty Hunters or Commandos can switch to the appropriate weapon and help the off-tank kill the minion. The core of the group remains focused on Suin.

    This is a hectic and dangerous phase. It's easy to become overwhelmed and end up with as many as seven CL90 minions helping Suin at one time. It's vitally important that your off-tank identifies each minion as she spawns and calls out the elemental, and helps a pre-designated Bounty Hunter or Commando kill her.

    During the times when there are no minions, the entire group can be focused on Suin, and finally, with good tactics and lots of firepower, take her down.

    You're now ready to regroup for the final phase.



    Phase 5: Axkva Min

    When Suin has been defeated, the Essense of Axkva Min will come to life and slay the Eternal Warden who guards the bridge out of the Chamber of Banishment. Despite your bravest efforts, Axkva is about to escape! It's up to you to stop her!

    Axkva Min is a CL92 boss with 1.1 million health. Similarly to Kimaru, Axkva will spawn numerous Force Whirls that deal incredible damage, while she herself is a melee nightmare.

    The tactics are the same as those for Kimaru. Identify the Force Whirls by having "all object names" on, and avoid them at all costs, while also dodging Axkva, who's aggro is difficult to control. One thing we have noticed is that it's fairly easy for the medics to keep a low profile during this phase, and they can effectively focus on healing. The edge of the bridge and the altar area at the rear of the Chamber seem to be fairly safe places for a Medic to hide out and keep tabs on the group.

    While avoiding the Force Whirls, hit Axkva with everything you have. She's fast and she hits hard, so it's important for your Jedi to communicate and attempt to trade aggro (and for your Bounty Hunters to have Shields ready just in case).

    Pour as much DPS into Axkva as you can, and avoid the Force Whirls, and then rejoice as the Nightsister Queen is defeated!

    For defeating Axkva Min, you receive a permanent bonus to Critical Hit defense, and a token of your accomplishment to trade in at the Township of Aurilia for nice statted jewelry. In addition, the villagers of Aurilia will randomly compliment you on your brave victory as they walk past!

    Axkva Min drops one of two schematics as loot: the Juyo Lightsaber Schematic (no trade), and the Nightsister Carnage Beret (tradable, requires Domestics IV).



    Tips

    As stated earlier in the guide, make sure to bring a wide variety of elemental weapons, and be prepared to communicate well. Group coordination is vitally important to winning this encounter, as you're not going to live long just trying to DPS it to death.

    The encounter is on a one-hour timer for the day. If your group perishes during the fight, it is possible to clone to the nearest starport or bind location and run back. Until the hour is up, you'll be able to re-enter the Chamber of Banishment and pick back up where you left off (unlike the IG-88 encounter, which resets to the beginning if you are defeated).

    __________________________________________________ ______________________________________

    For all you Commandos out there, Kimaru really dislikes heavy weapons in my experience with the OP doing runs in the instance. She seems to dodge a huge amount of my regular rifle shots, but eats HW damage like a champion.

    Jedi with 4 differing sabers can really crank it up on Suin's pals as well. On 1 run, 2 Jedi were able to deal with all the minions while the rest of the group nuked Suin.







  • #2
    IG-88 Factory Guide

    IG-88 Factory Guide

    The Nym's Factory Compound where you encounter the infamouse Bounty Hunter IG-88 is a very simple instance that will wipe your entire group in three seconds flat if you're not competely on your toes.

    Our group, which was the first to complete it, consisted of 2 Jedi, 2 Bounty Hunters, 2 Medics, an Officer, and a Commando. Roughly half the group had at least partially statted armor and powerups. Half had just plain armor and standard Mustafar weapons. The Commando actually wore Rebel Crusader Armor. This guide will reflect a similarly built group.

    Similarly to the Axkva Min encounter, tanking isn't a simple matter of standing toe to toe with a boss and holding aggro. The flame throwers and rockets fired by the various bosses do an amazing amount of damage in a short period of time. Jedi playing as tanks will want to keep moving and trading taunts. IG-88 in particular can erase you in 3 seconds or less if he gets locked onto you.

    For entertainer buffs you will want full energy protection and whatever else suits your character and his abilities. Initially, since certain mobs do kinetic damage, we were using kinetic armor buffs as well, but I don't believe this is necessary.

    The Beginning

    After everyone has completed the pre-quests leading up to the Heroic (which is already detailed in another walkthrough), each member of the group will have to click on the Retina Scanner to individually enter the instance. This should be done swiftly, as things start happening as soon as the first character ports in.

    The entrance to the factory, and the Retina Scanner, are guarded by elite level 90 protector droids. It may not be necessary to kill these. Running through the droids and incapping or dropping aggro at the entrance is sufficent (although murdering all the droids is fun, and good XP for the less than level 90s in the group).

    Phase 1

    In the first phase of the enounter, exploding CL90 Battle Droids will spawn from doorways in the corner of the retangular factory area. Before they begin spawning, place your Jedi and your Bounty Hunters directly in front of each door, so that each is blocked. As the droids spawn, they will explode on contact with the Jedi or Bounty Hunter, dealing minimal damage.

    All other group members should proceed to the center of the factory area during this phase.

    Phase 2

    At the end of the first phase, CL90 Gold Boss Droidekas will spawn in place of the Battle Droids. There will be four of these initially. The Jedi and Bounty Hunters blocking the doors immediately aggro the Droidekas and drag them to the center of the factory area, where the remainder of the group is waiting.

    That the Jedi and Bounty Hunters get aggro on the Droidekas is very important, as it keeps them from aggroing the Medic(s) and nuking them immediately.

    As the initial four Droidekas are destroyed, four more Droidekas will spawn from the corners. Aggro should be picked up immediately by the tanks or damage dealers, and pull them into the center. This is important so everyone in the group in range of area heals.

    Phase 3

    After the last of the Droidekas is destroyed, the group should disperse to the edges of the factory area, clearing the middle. MSE droids will spawn and begin circling the instance. They are attackable and only CL1, but are invulnerable to attack. Moments later, 2 CL90 Gold Boss Battle Droids will spawn and move to the center of the factory.

    These Battle Droids are equipped with extremely powerful flamethrowers, and use the MSE droids to target artillery barrages on you. Everyone must remain moving during this phase. Red crosshairs will appear at your feet, signalling that the MSE droids have marked you for a rocket attack. The DoT on the flamethrower hit is enough to erase three quarters of your health before you're even able to heal. Fortunately, you have a second or two to get out of the crosshairs before you're hit. Keep moving!

    One tactic that has worked for us is choose one Battle Droid (usually the droid on the West side of the instance, but which one you choose is irrelevent) and have the medics trade Stasis on it while the rest of the group focues on nuking the remaining droid. This is a very difficult part where you will wipe if your medics aren't on top of their game.

    Phase 4

    When the last of the two Battle Droids has gone down, IG-88 himself will become attackable and move to the center of the factory. He's a CL90 Gold Boss, with powerful blaster and flamethrower attacks. He has approximately 525,000 health.

    This is a good, old-fashioned slugfest. Your medic(s) should have time to get everyone rezzed and healed before IG-88 becomes "hot," so if all has gone well, you'll have your full group at full health.

    Ranged attackers should fan out to the walls while the Jedi move in to attack. Hit IG-88 with everything you have, while the medic(s) keep the heals up. During the fight, several CL90 Droidekas will spawn from the corner entryways, but these are relatively easy to brush off. One of your Bounty Hunters or Commandos can take care of these while the remainder of the group focuses on IG-88.

    Once IG-88 is defeated, all members of the group will receive a permanent +1 bonus to combat strikethru, as well as a Token for defeating the instance. Tokens can be saved up and used to purchase rewards at the Township of Aurilia. Additionally, IG-88 can be looted. In our case, I looted a "Dented IG Droid Head" which gives a random buff or debuff with a 30 minute cooldown. The buffs can range from an effect similar to BH shields, to healing 9k health and action. Debuffs can range from rooting or snaring you to increasing your probability of landing trivial hits. This particular loot was bio-link and tradable. IG-88 also drops the Juyo Lightsaber schematic.

    Notes

    You don't need the most statted-out characters to complete this instance, but you do need very good players who know their professions and can handle themselves under heavy fire. The rocket attacks in particular can be devastating. IG-88 glances for 1000 points of damage. Therefore, even if things appear to be well in order, the medic(s) should be on their toes for quick rezzes.

    As for the medic(s), I recommend a full healing/rezzing template with all expertise into hate reduction and evasion, as well as stasis. It's important for the medics to be able to keep the tanks and shooters alive. Rez arms and Hero rings also come in handy if things go badly.






    Comment


    • #3
      The key to this encounter is co-ordination, the bosses are not that tough, but they aren't going to line up in order to be killed like the other encounters, so listen to your group members and be prepared to move as needed.

      The encounter is in three phases, first liberate the city, second secure the city, third defeat the king.

      The encounter takes place in a copy of mos espa, to enter the encounter first talk to the tusken in the adventure hall in aurilia, run the simple missions he gives until you are told to warn the militia leader, that is the start of the instance. Kav (the militia leader) is based in the university forecourt and talking to him will get access. NB: Everyone in the group must have done the pre-quests, this is not like HK where only one person needs access. Also note if you are late and the group left without you, have the leader invite you from inside the instance and head in. It may be helpful to have a copy of the map below handy during the mission, especially for anyone handling the experts (see below)




      In phase 1 you and the team will spawn to the east of the city (top of the map). Tuskens will be roaming around the city at this point, the objective first is simple:

      REACH THE CANTINA (A1 on the map)

      Do not stop, do not pass go, do not collect ?200 (or $200 for our american cousins, or ?200 for our friends over the channel, or whatever currency you use!) In other words jump on a speeder and ignore the tuskens between you and the cantina.

      Once in the cantina clear it, one boss inside, but he's a push over. A few seconds later Kav will walk in and turn into a boss. Now for the main part of phase 1, the group here splits into two teams.

      Team 1 consists of one medic and two others. Their job is simple - keep Kav alive. Waves of one elite and some normal tuskens will arrive in the cantina with the aim of nuking him. Kav isn't a push over tho, against one wave he can even hold his own, he'll get beaten if two waves arrive together or one wave arrives before the first is beaten (he heals great out of combat) but best to just kill the tuskens. Oh, and if you have a toon who hasn't yet reached 90, defending the cantina is great for xp! Often this group will split one toon each door, with the medic moving between, but that's up to you.

      Team 2 consists of everyone else. Their job is to go around the 7 buildings listed in the mission journal and clear each of tuskens. There are bosses in each building, so keep the group together and pound on the invaders and you'll soon have liberated the city. My personal order for the buildings is University, Med Centre, Hotel, Cloning Centre, Combat Hall, Watto's, Starport (A2-A8 on the map). Some like the starport first, I prefer it last for two reasons, 1- it has two bosses, so warm the group up on easier buildings first 2- it is closer to the hotel which makes killing the bosses there at the start of phase 2 easier before the first attack.

      That's the easy bit over with, the team now need to re-organise and take on new roles for phase 2:

      1) Building guards - there are three key buildings,

      the first is the Mansion, to the south of the city (B1),

      second is the lone house (B2),

      third is the slum near Watto's (B3).


      Each building needs one guard. They have to remain within 50-100m of the building at all times. Kav will announce when attacks are to happen, a few seconds later "Tusken fleshrippers" spawn and it is the guards job to intercept before they reach the building (they spawn within 20m of the building) and maintain aggro. The reason for this is that as well as the experts who spawn in the building so will a number of "a citizen" mobs. These idiots figure going for a stroll in the middle of a battle must be safe (after all C-3PO and R2-D2 seemed to be able to do it!) and will calmly stroll to the hotel from their building.

      If while on their nice little stroll they see a tusken near enough, they figure a quick bout of fisticuffs is in order, unfortunately they never bothered to train novice brawler much less anything else so the average tusken will eat them alive, and a warlord barely has to look and they drop dead from fright!

      IF 10 CITIZENS OR EXPERTS DIE YOU LOSE.

      2) Expert controller - this person is the only person to talk to "an expert". Experts spawn in the buildings above (note in the slum they are only on the top floor, in the lone house they are on the bottom floor and in the mansion they are on both the top floor AND the roof. The expert controller's job is to guide experts in to the six buildings that need staff. Each building needs three experts before it is fully manned. In order of how beneficial they are to you the buildings are:


      A6 Combat hall - Spawns Elite "militia" mobs who will help defend the city, two of them can cope with a single boss tusken, so this should be the first priority building

      A3 Medical Centre - spawns elite "Doctor" mobs, assists other defenders and citizens (arguable whether better or not than militia, basically depends which building spawns experts first - mansion or lone house do med centre, slum do combat hall)
      A2 University - Generates tusken bane buff which enhances group effectiveness (50% crit chance + other effects, nice buff)

      A8 Starport - we haven't directly observed this, but have been assured the Y-wing is spawning and attacking tuskens around the city using officer special animations.
      A5 Cloning Centre - grants a buff which activates effect on incap (gives heal and defensive boost).
      A7 Watto's - Spawns non-elite droids around the city (low priority as they can't help much but they try)
      Experts will spawn in each of the three properties when Kav says the building is under attack. The expert controller has to talk to the experts out of combat, so either needs to be a profession capable of reliably exiting combat or just be careful not to get tangled up with the fight which will be happening outside the building.

      NB: Experts will only converse when you use the radial menu, clicking on them will try to shoot them (even tho the converse icon is displayed). This unfortunately is a side effect of allowing other npc's to attack the experts and so there is no known cure for this.

      NB: It is possible to change an experts target building on route, but they will normally walk back 10-20m before heading to the new target. Changing building can be a way to "pause" the experts if a warlord is ahead and there isn't help from the floating team nearby.

      NB: The buffs appear to be short term, it will refresh as long as you are in the instance.

      3) Floating team - this leaves 4 team members, their job is to be Muhammed Ali around the battlefield, floating around like butterflies between the buildings and around the citizens, but stinging like the proverbial bee when tuskens threaten any citizens. This team has the hardest job, they need to listen out for if any team member is in trouble and needs support, and especially if any citizen or expert is under attack. While Teamspeak/Vent will help groupchat does the job fine as long as people listen and respond.

      NB: Warlords will spawn during this time (gold boss mob). If possible ignore them, they take a long time to take down and if they aren't threatening a citizen or team member best to let them walk around, once militia are available you can try to pull warlords into groups of two militia then leave, the militia can take the warlord down together.

      NB: Fleshrippers will spawn at the building Kav announces after a few seconds, if possible a floating team member should join the building defender to ensure all fleshrippers are taken down quickly and citizens protected.

      Tip: Two key areas early on are in front of the hotel and in front of the combat hall, the teams I have been part of normally try to clear the hotel and combat hall area if possible before the roving team starts floating around.

      Once all buildings are activated the quest journal will bug, the final building will show 2/3 and not update on the journal - this is a display bug only and the quest has updated, so watch the comm messages and groupchat. When Kav says the tuskens are reorganising for a final push he means it!

      Now, the final battle, phase 3.

      This all takes place in the open space to the east of the cantina in front of the starport, however it is a comparatively easy part. You will have support of some doctors, militia and Kav, although be wary if any tuskens are near before the warlords agro the help will run off, if there is time help them so they come back to help with the big fight.

      First a wave of 5 Tusken warlords, then 4 Honour guard together with the King will spawn.

      NB: The King and his honour guard are on a timer after the warlords spawn, they won't hang around for you to kill the warlords, so make sure you work quickly or you could have 10 bosses all at once. This is where having the help (Kav and his goons) with you comes in handy for extra dps, so try to keep them on station and not running off.
      Ugly isnt he..

      Defeat them all and revel in the victory while the Tuskens appoint a new king and regroup for the next days invasion!

      NB: The Tusken King may become "invincible" at 4 health. It is possible, although sufficient testing has not been completed (seems some folk wanted it live before it was fully tested) that this is because another tusken is alive somewhere in the instance and so they have to be killed before the king can die. As tuskens can get bugged and stuck in walls the only way to kill some of them will be by damaging the king who is (we think) passing his damage to other tuskens around espa. Keep battering him for 10-15min and eventually they'll die, or have a squad search the city (check the key buildings above in case they got trapped inside).

      Shadowbrak tip: To receive the token you have to be in the instance, however to receive the collection update and stat boost you have to be a valid combatant with the King. RD Interpretation: Keep bashing the king unless you've already got the 10 collection ticks, if you have then you can scout around for any tuskens still around to help the king to die quicker.

      Known drops so far are either a backpack, rifle or stick schem along with some new rings (potentially part of the aurilian sets, to be confirmed).






      Comment


      • #4
        Golden Rule: When you enter a Heroic Instance, you are given an instance ID.

        If an entire group enters, you'll all have the same ID.

        So let's run through some examples of things you can and cannot do....

        You can go in and out of this instance.

        If for example you die, you can hurry back there and rejoin if nobody can rez you.

        If somebody leaves the group, you can invite somebody else into the group - providing they have not alread been into the instance that day. If they have, they'll have their own unique ID, and will not be able to join your ID. If they haven't, they will be assigned with your ID.

        Okay so let's say you try the instance, you all die. You will have a temporary amount of time that you can return to the instance. You can find this out by using /showi.

        You will see two timers:
        - The first, which can be upto two hours, indicates how long you have to return to the instance before you're locked out for the day.
        - The second shows when the instance resets for you, which will always be a set time the following day.

        So think of the first timer as "this is how long you have to get back in before it closes".

        If your group dies, you can all return, immediately, to the instance anypoint up until that timer expires. So if it says 60 minutes, you can get rebuffed and re-enter any time within the next 60 minutes. Incidentally, if the entire group dies, the whole instance resets. However, if you happen to have a Spy remain cloaked in the instance, he'll keep it running from where you left it

        Okay so let's take this a little bit further. You go into an instance, your entire group dies, half of them cry off saying it's too hard and you have 5 people left. They're really up for doing it.

        You CAN invite 3 fresh people to the group, and go back in. But bear in mind that the original 5 will still have a limited amount of time to return to the instance. In addition, the 3 new people MUST NOT have been into the instance that day. If they have, they'll have they're own ID's and cannot join yours. It is also extremely important that one of the original 5 enters the instance first, thus making the instance to their own ID. If one of the new 3 enters first, it will create a new ID, and the original 5 will be unable to join with them (they'll still enter, but it'll be a seperate instance).

        With us so far?

        Okay so here's some ways that it can go wrong:

        We found that if two people joined the instance at the exact same time, they'd get seperate instance IDs, so be split into two different instances. The best way to avoid this (lolSOE bugs) is to make sure that one person always enters a few seconds ahead of everyone else. This takes into account lag, loading etc... and then one person will create the instance ID for the group. All those who follow, will be placed in the same instance.

        Again, make sure if you've got people in the group who have already been into an instance / assigned with an ID, that they go into the instance first, rather than a fresh group person. Otherwise the fresh person will just be in an instance on their own!

        Remember - if you don't complete the instance, your only chance to go back in that day will be some time within the next 2 hours, so don't wait around, if you think you can do it, get your * re-buffed and back in there!






        Comment


        • #5
          General Information and waypoints

          I. The village is located at : 5305 -4145 Dathomir

          II. Once you travel on your own you can unlock the shuttle passage from Aurilla TO the Trade Oupost here: 5438 -4172

          III.Adventurers Guildhall (location of the 3 starter quests) can be found here:5227 -4161

          IV.Captain Sargillo can be found here :5378 -4072

          V.Pameos Mayor of Aurilla can be found here :5303,-4152

          VI.Melichae can be found here: 5262, -4049

          VII.Rohak Town Elder can be found here:5256,-4163

          VIII.Sivarra Aurillan Merchant can be found here:5354,-4162

          VIIII.Dageerin Aurillan Merchant can be found here:5254,-414

          X.Kakirk nexus Collector can be found here:5355, -4137

          XI.Vansic Junk Dealer can be found here: 5256, -4162



          Rohak's Figurines:
          Find 6 of Rohak's figurines. :
          waypoint=5382 -4065 Aurilla, Dathomir
          waypoint=5408 -4189 Aurilla,Dathomir
          waypoint=5312 -4159 Aurilla,Dathomir
          waypoint=5201 -4174 Aurilla,Dathomir
          waypoint=5116 -3957 Aurilla,Dathomir
          waypoint=5265 -4046 Aurilla,Dathmoir
          Entrance Quests to the Heroic Encounters:

          IG-88

          IG-88 Instance- Quest giver is located at 5196,-4154

          I. You must then travel back to Lok and speak to Kaibe he is located here :491, 5019 in nyms compound on Lok.II.You must speak to a Brother and Sister Rodian team on endor they are located here:

          Endor 995,1717 Helping Tupit: She will send you to the Tao-Ni Security Compound where you will have 3 items to obtain-I-Personell Files= 2590, 6710II-Handheld Retinal Scanner 2542, 6742III-Electronic Passkey 2513 6709

          ** Make sure to speak to the other npc Galody at the smuggler oupost**

          Helping Galody:

          I.-Recover Charged Capacitors there are 10 of them you need to kill the droids to get the 10.

          II.-Overload the mainframe -2615 6613

          III.-Retrieve Ciruit Board by clicking on the mainframe again.

          IV.-Return to the Galody He will give you the deivce to give to Kaibe

          ** Return to Kaibe He hacks into the security system of the facility located at

          Lok -7673 3509***

          ------------------------------------Completed--------------------------------------------------

          Axkva_Min

          Axkva_ Min Instance-Quest Starter is the Nightsister Headress located at:

          5197, -4176 Aurilla

          I.-First you must talk to the Ns Prisoner located at:5262, -4067

          II.- After speaking with the prisoner you must speak with Rohak the town elder at:5255,-4164

          III.-Rohak then sends you to The Nightsister stronghold (POI) to find the scrolls

          IV.- The scroll is located at -4048, -211 Dathomir,Click on the scroll to spawn several Nighster mobs

          V.-You then must travel back to Rohak

          VI.- Rohak tells you that you must obtain the Ns key of exile:


          6a.First wp is a Deserted Sith Shadow camp to get the shard of indifference located at -3133,1165

          6b. Shard of obedience is at -4046, 149 Click on the skulll to spawn the Ns and then final mini boss rancor


          6c.Shard of Pity is on Dantooine at the jedi temple ruins 4198 5269 click on the statue to spawn the dark jedi and mini boss.


          6d.-Shard of Hatred is at Singing Mountain clan click on the gong at 149, 4546 to spawn several Singing Mountain Clan mobs.

          6e.- You must now travel back To Rahok and he tells you that you must fuse the shards .....on lok....Mt Chalot (POI)when you get to the lava crater use the radial on the shards in your inventory.

          6f.- The heat dosent work gotta use the force now you gotta go to Yavin and the blue leaf temple onceinside click on the shards inside your inventory near the base of the blue crystal. Youre done.

          --------------------------COMPLETED-----------------------------------------------------------

          Tuskan Invasion

          1-Speak to the tusken scholar Srimaur outside Mos espa Starport -2800,2259

          2- Tusken relics, you will be required to collect 3 relics at a cave outside the Tusken Fort
          the cave is located here: -6982, 7068

          2a. The Ghastly Baton is located at:-7038,6797


          2b. The Kray head is at -6945,6933 Spawns several Tuskens


          2c. The Chieftans Head is at -7074


          2d. Return to the shcolar at Mos espa


          2e. Tuskens are coming and they arent happy o0 talk to the milita leader Kav Goldor at: -3057,2086 ( they stopped the instance as of here for the day)











































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