Decrepit Droid Factory Walkthrough
factory and you will need all the backup you can get. It is recommended that at least two group members should be tanks with good armor and two should be medics.
This instance is one of the first that
is going to test your group’s ability to be organized and cooperate. It is an instance designed with teamwork in mind, so don’t attempt this with a group that cannot or will not be willing to follow instructions well.
out timer. After exiting, some have experienced a timer which means they are not able to re-enter for a random amount of time. This period has been reported as soon as 10 minutes or as long as 6 hours. Make sure you are grouped before trying to enter the facility to avoid accidentally not taking your team.
Before tackling this instance, there
are a few things you should know about the decrepit droid factory:
you bring a group of 5 or more level 80+ characters with you into the factory. No matter your group’s strength you must have at least 4 members in your group, as the very first access terminal requires 4 person teamwork. There are many high leveled, high aggro mobs in the
The instance has a time limit.
From the first second you spawn into the factory your time limit will begin to count down. Your group will be alotted 1 hour to complete the tasks within. You will be reminded of the time remaining in intervals of 15 minutes, and
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then at the final few minutes of the instance. If you fail to exit on your own by the end of the hour, your group will be ejected automatically outside the entrance.
displayed with the two large square rooms near the entrance at the bottom of the screen and the big square room with two circular rooms connected to it on the right side of the screen.
You should designate a leader.
Due to the nature of the tasks ahead, one of your group should be designated as the communicator who will oversee giving directions to the group. This will be essential as multiple group members will have to trigger multiple events at the same time in different locations.
1. After entering the factory, head
clearing out the remaining drone and worker aggro that will attempt to interfere with the Marker Droid’s efforts. This is one of the tricky parts, however, since the time it would take a single group to chase down all the beetles would cause a serious time issue. For this reason, you will have to split your team into groups that will be formidable enough to go on their own. Break your team into smaller killing squads and assign one of them to stay near the Marker Droid as it goes around the cavern. By
The descriptions below assume
that you are looking at the overhead map with the entrance at the bottom of the screen and the end of the instance at the top of the screen.
The first lair ( B ) is located on
the right side of the first antechamber of the cavern. Destroy it.
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destroying the beetles in different places at the same time, you will save enough time to allow enough for the final encounters. Clear out as many beetles as you can, but be aware that even without the lairs you will still get soldier beetle spawns from time to time. If you leave the Marker Droid unprotected, they will knock it out of commission. Destroy any soldier beetles that spawn near the droid.
the Defenders spawn. While your best tanks take the Foreman, concentrate your firepower on the Defenders first, as they have heals powerful enough to negate nearly all damage inflicted on the Foreman, even that from a full group. Once you have killed the Defenders concentrate on the Foreman. He’s a heavy hitter so make sure you have medics watching over your tanks. If you have any leftover Drone or Worker Beetles roaming around, make sure they do not enter the vicinity of the Foreman. They have the ability to buff his defense, speed and damage considerably, making him all that much deadlier.
3. Once the aggro is reduced
enough to where the already placed markers are safe and your escorts are following the Marker Droid, the rest of the team should head to the Foreman spawn point ( F ) which is in the area where the three antechambers of the cavern meet, near a lair you previously destroyed
5. Once the Foreman is dead you
will have fulfilled the requirements of
Activating the AI and this part of the quest will be complete.
( C ).
4. Once the droid has placed its
11th marker, it’s showtime! Your escorts should rush to meet up with the rest of your group while the Foreman and
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instance, a Level 82 Boss. He will attack players, markers set down by the Marker Droid and the Marker Droid itself.
Drone Beetles: These mobs
spawn from the lairs at random intervals or when it is attacked. They attack players and
http://www.libertyall.com/imageuplo ad/kubazacaves.jpg
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While the map will help you
The second lair ( C ) is located
visually, the walkthrough will be detailed enough to help you even if you are not using it.
near the middle of the instance in the area where the three antechambers of the cavern meet. Destroy it.
1. Your first objective will be to take
The third lair ( D ) is located in
out the four lairs as fast as possible. Because the lairs spawn most of the beetles while they exist, all focus must go toward getting them out of the way immediately. You should move as a group, ignoring any beetles that are not an immediate threat to you. You’ll worry about the stragglers later on.
the upper right antechamber of the instance. Destroy it.
The fourth lair ( E ) is located in
the upper left antechamber of the instance. Destroy it.
2. The next order of business is
limit. And I emphasize strict! From the first second you spawn into the cavern your time limit will begin to count down. Your group will be alotted a mere 20 minutes to complete the tasks within. You will be reminded of the time remaining in intervals of 5 minutes, and then at the final few minutes of the instance. If you fail to exit on your own by the end of the hour, your group will be ejected automatically outside the entrance.
out timer. After exiting, some have experienced a timer which means they are not able to re-enter for a random amount of time. This period has been reported as soon as 10 minutes or as long as 6 hours.
In this instance, the mobs play a
key role in how you are going to complete your task. For this reason, you should know the role each mob plays before you enter so you know exactly what you will be dealing with:
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markers set down by the Marker Droid and will increase the Foreman Beetle’s stats if near him.
Marker Droid: The most
important mob in the instance, it wil be your job to escort and protect it while it drops 11 markers around the instance. The markers will be under attack as well.
Soldier Beetles: These mobs will
continuously spawn after your initial attack on the first lair, even after the lairs are destroyed. They attack players and the Marker Droid.
Beetle Lairs: There are four of
these in the instance, they spawn worker and drone beetles.
Defender Beetles: The Foreman
Beetle’s backup, these beetles will spawn with him. They can quickly heal any damage inflicted on the Foreman Beetle.
Worker Beetles: These mobs
spawn from the lairs at random intervals or when it is attacked. They attack players and markers set down by the Marker Droid and will increase the Foreman Beetle’s stats if near him.
Foreman Beetle: The boss of the
battle and kill the Xandank. You should be in a room with two terminals, a main terminal ( H ) and a log terminal ( I ). Use the main terminal once to repair the system, then again to reboot the systems. Then use the log terminal.
and follow the corridor to the starcase. Go up the staircase and though the door on the second floor. At the 4-way intersection turn right and head into the second floor reactor core room. There should be a Delta-5 Terminal in this room ( J ). Use the terminal to complete the quest.
If you are trying to complete A History Lesson:
The Kubaza Beetle Cavern Walkthrough
After using the terminals in this
room, kill any droid npc to auto-loot a droid part. Then return to the terminals in this room and use them to complete the objective. If you have already solved A History Lesson or do not have the quest, you do not have to take this step.
The Kubaza Beetle Cavern is a
group instance that you will be required to complete for the YT-2400 quest. Not just an average dungeon, there are a few important mechanics that will make getting through it a bit tougher than simply activating security stations and using key cards.
If you are trying to complete Transfer of the AI:
room, you will have to return to the second floor power core room. Exit the room and follow the corridor through the first floor power core circular room. Follow the hall past the T junction and continue straight ahead. Go left at the next T junction
are a few things you should know about the beetle cavern:
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It is highly recommended that
Make sure you are grouped before trying to enter the facility to avoid accidentally not taking your team.
you bring a group of 5 or more level 80+ characters with you into the beetle cavern. There are many high leveled, high aggro mobs in the cavern and you will need all the backup you can get. Also, the instance has a very short time limit on it, and you are going to need to get objectives done as quickly as possible. It is recommended that at least two group members should be tanks with good armor and two should be medics.
The instance has a strict time
5. Backtrack to the staircase. Enter the staircase and go down the ramps to the third level of the facility. Exit the staircase on level 3 and go straight ahead through the T junction into the next room. You should be in a room with a Photon Fusion Welder ahead of you and a Ventilation System to your far left ( E ). If you have already found all the crystal shards from the quest Fragments of the Past, use the welder in this room to forge yourself the wild force shard and complete that part of the quest.
Access Key Card.
3. Turn to face the door you entered from and then leave through the door on your left. This will lead to a hall that curves to the right and then leads to a long corridor. Follow the hall straight until you get to the end with a closed door and terminal beside it. Use the terminal to open the door and continue straight through the next room until you are in a room with a Journal Screen ( C ). Use the Journal Screen.
After using the welder, use the
Ventilation System.
4. With your back to the door you just entered, leave the room through the doorway on your right. The hall will curve around to the right. Follow the hall until you are at a 4-way intersection and turn left. Use the door terminal by the door and enter. You
6. With the door you entered from to your back, turn right and exit the room. Follow the hall which will curve to the right into the circular power core room. Circle to the left and exit through the door on the left of the
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room. This is a very dangerous choke spot and is the failure point for many unprepared groups. Expect a lot of aggro from a few tough droid npcs and creature mobs at the next intersection. If possible try to draw as little aggro as possible back into the core room to dispatch them in waves.
first level. Most likely a good majority of the mobs you already defeated on your way down will be respawned so be ready to fight. With your back to the door you entered from, go through the right door. Follow the curve to the right until you get to the circular power core room. Circle to the left and exit through the left door. At the T junction ahead, turn left. This will lead you to the staircase. Go up the ramps until you are on the first level.
At the T junction ahead turn left. Follow the hall to the next room. You should be in a room with an Air Filtration System ( F ). Activate the system.
7. Exit the room and go straight ahead at the T junction. Be prepared, in the next room is a tough boss battle with a Level 87 Boss Ancient Tulrus.
9. Head out of the first floor
staircase and follow the twisty corridor to the T junction. Turn right. Head straight down this corridor, passing the hall to the left and follow the curve right to the first floor circular power core room. Work your way around the core and enter the door ahead. The corridor will bank to the left. Be prepared, in the next room is a tough boss battle with a Level 87 Boss Ancient Xandank. As before, let your tanks and medics shine through this
This will lead to a room with a box of spare computer parts and the Boss
( G ). Let your tanks and highly armored group members rush in first, and make sure your medics are ready to heal. Defeat the Ancient Tulrus and don’t forget to grab the spare parts.
8. Now you will have to return to the
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least one group member should be a tank with good armor and one should be a Medic.
on your own by the end of the hour, your group will be ejected automatically outside the entrance.
The instance has a random lock
out timer. After exiting, some have experienced a timer which means they are not able to re-enter for a random amount of time. This period has been reported as soon as 10 minutes or as long as 6 hours. Make sure you are grouped before trying to enter the facility to avoid accidentally not taking your team.
This walkthrough is best understood
if used with the map on the following website:
http://www.libertyall.com/imageuplo ad/oldrsrchfac.jpg
While the map will help you
visually, the walkthrough will be detailed enough to help you even if you are not using it.
1. Once inside the facility, exit the
The instance has a time limit.
entrance room and take a right at the first T junction. Head to the next T junction and take a right again. You should be in a room with a Power Access Terminal ( A ). Activate the terminal.
From the first second you spawn into the bunker your time limit will begin to count down. Your group will be alotted 1 hour to complete the tasks within. You will be reminded of the time remaining in intervals of 15 minutes, and then at the final few minutes of the instance. If you fail to exit
2. Leave the room, go straight ahead past the intersection and follow the curvy hall to the staircase. Head down the ramps to the second level
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of the facility. Exit the staircase door and take a left at the 4-way intersection. You should be in a room with a storage chest
should be in a room with a Security Console ( D ). Use the security console.
( B ). Use the chest to retrieve the
invested: 350,000
RESOURCES TO AID YOU ON YOUR JOURNEY
The Republic Bunker Walkthrough
The Republic Bunker is an instance
where a few quest requirements are fulfilled: A History Lesson, Fragments of the Past and Transfer of the AI. As the bunker is non operational upon your entry, you and your group will be tasked with bringing the bunker back to life through the manipulation of ventilation, power and security systems.
In this section you will find a map
of Mustafar as well as walkthroughs to the instances of the expansion.
Map Of Mustafar
This useful map has all the areas of
Before tackling this instance, there
the volcanic planet marked as well as all important points of interest and instances. It is a good reference document to assist you in getting to know the different areas discussed in the guide.
are a few things you should know about the bunker:
It is highly recommended that
you bring a group of 3 or more level 80+ characters with you into the bunker. There are many high leveled, high aggro mobs in the facility and you will need all the backup you can get. At
http://www.imagedump.com/index.c gi?pick=get&tp=352874
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lack of AI. Focus on the normal bandits and steer clear of the chiefs if you are looking to avoid time consuming fights. This is a great spot due to its fast respawn rates and large initial spawn. You should have very little to no lapses where you are waiting for spawns and a steady flow of xp should be coming in.
175,000
The Razor Runners
Easily the best area of npcs to
grind xp from at the time of this writing, the Razor Runner camp in the northwest corner of the map features no drought of normal mobs to kill. The troopers and commandos both have good xp rewards and spawn rapidly and in great numbers, allowing you to continuously rake in xp very fast rate. The only danger here is that you may sometimes pull a lot of aggro at once, but they usually go down fast enough to make it a non issue.
Approximate xp per hour invested:
120,000
The minion, scavenger and zealot
npcs who spawn in the Storm Lord’s camp are all good choices for grinding, and their abundance and decent respawn times make any lapses in your earning nonexistent. While the zealots are force sensitive, they are still among the easier fights and offer higher xp. Aggro is tight in this area though, as in some places 4 -5 mobs will be clumped together in
250,000
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Tulrus Isle
This is a great grinding spot that
surpasses the Razor Runner Camp as far as xp gains go, with a couple of added benefits. The area is mostly populated by normal Tulrus and Jundak mobs which go down fairly easy and are in great abundance. The Isle has the extra value of being large enough and overspawned enough to support about 5 players soloing for xp at once without any sort of downtime or respawn waiting for any of them. For the best bang for your time, cruise the waypoints of the Tulrus nests, mentioned in the walkthrough for The Strike in the quest section, as you get 3 C 6 spawns usually protecting the lairs. These mobs respawn very quickly and it’s a great area to grind out some xp, even if you are high leveled and needing to grind out a full level.
Approximate xp gain per hour
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Experience gains from mobs
The experience point estimates
given are based on those gained by a player that is within a 2 level range of the mob. Depending on your actual level you may find your rate higher or lower.
Due to the overabundance of
mobs populating the planet, experience is in no short supply. When selecting mobs to grind for experience, you usually want to choose areas that are similar to what you would look for when grinding credits. If you are going for pure xp and are not worried about making credits, there is an additional area you can use that was not mentioned in the credit farming section.
constant normal attacks and being of low levels, this is a good spot for grinding. Focus on the bandits. The only negative here is that while the respawn rate is fairly good the initial spawn is somewhat lacking, meaning if you’re a fast killer you may have some lapses where you are waiting for spawns. Nevertheless, it’s a good place to get a feel for how fast you can grind and test out different strategies to find out how quickly you can make your kills.
When grinding mobs for xp, being in a group is more detrimental to your cause than if you were questing. Because kill experience is split up between group members, the more players you share your kills with, the less xp you will receive. Mustafar has plenty of mobs that are easy enough to solo quickly, and with a group you will probably find your xp gains suffering. If you are going to grind out some serious xp, hit the areas up alone, or with no more than one other person if you are having trouble.
Approximate xp per hour invested:
100,000
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squads. Be careful, and if you cannot manage this area, use one of the easier spots. If you can solo these mobs you will find them extremely valuable to your leveling cause.
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