YT-2400 Quest Guide

FAQ
General Information -The YT-2400 is certified for use in the Master Pilot box for all space-based professions. -Faction does not affect your ability to fly this ship. -The YT-2400 has two player-controlled turrets just like the other POB ships. -The YT-2400 deed will drop off of the final boss in this quest. -It is only lootable by ONE player in the group. -You loot the deed the same way you loot credits off a dead NPC. -The final fight, as well as any other dungeons in this quest, are repeatable (so everyone can go through the last fight and get a YT-2400. -The deed is for the ship itself, NOT a schematic for a Shipwright to use to build it. -The deed is NOT TRADEABLE to another player.

Lockout Timers for the Dungeons Apparently since Beta testing there has been a new addition to Intanced dungeons -- lockout timers. If one or more persons in your group have been inside the instance and are currently "locked out," then your entire group will be denied entry until the longest lockout timer expires. - Lockout timers range in duration from 20 minutes to 24 hours. The further along this quest series you get, the longer the lockout timer will be. - There is typically a grace period for instance problems; if you enter an instance and someone accidently leaves, does not enter with you, or enters a seperate instance, your entire group will have a short amount (less than 5 minutes) if time to leave the dungeon and try again. - Once a group exits a dungeon -- after succeeding or failing -- everyone will be given a lockout timer for that dungeon. - Currently, there is no way to see how much longer you will be locked out of a dungeon. You can either enter or not.

YT-2400 Quest Guide
Disclaimer This storyline is amazing, and fans of the Knights of the Old Republic series will especially get a kick out of it. BE WARNED, however...there ARE spoilers in this guide.

Stage 1: Foreman Chivos, Mining Facility 1. Visit Foreman Chivos in the Mustafar Mining Facility (334, -1125). Accept his mission to deliver supplies to a mining camp.

2. Go to the waypoint provided, and resupply the “Field Supply Locker” (-20, -3237)

3. Upon completion, Foreman Chivos will radio you and ask you to clean out four ventilation ducts around the Mining Facility. These are located at:

A. (-7, -1587) B. (-185, -1613) C. (-277, -1647) D. (-502, -1600)

4. Return to Foreman Chivos and receive a new mission to locate four power core rods around the area that the Old Republic ship is being dug up.

5. The first three of the power cores can be found laying on the ground at:

A. (136, 259) B. (146, 104) C. (137, 659)

The fourth and final power core will be awarded to you once you have found & killed the “Salvage Bandit Chief” (roughly around (147, 130) with an approximate 2 minute respawn timer, CL80 Elite).

6. Return to Foreman Chivos once again to complete his part in the journey, and receive a “Miner’s Medallion” (+25 Fire Resistance necklace) as compensation for your efforts. He sends you along to Milo Mensix.

Stage 2: Digging up the Past – Milo Mensix, Mining Facility 1. Visit Milo Mensix in the Mustafar Mining Facility (301, -1224). Accept his mission to get a working terminal up at the Old Republic ship’s dig.

2. Head out to the ship’s detatched “Bridge” (261, 23). Consult the “Working Terminal” you find there.

3. Head to a “Damaged Terminal” (210, 286) and search it. Quest changes to trying to find four circuit boards off of Salvage Bandits…so start killing! (I’d recommend staying with the Bandits in the immediate area, seemed like they dropped them more often than other spawn areas).

4. Return to the “Bridge” and insert the circuit boards. Take your time and read the story…fans of KOTOR should get a real kick out of this (and notice similarities). You receive a waypoint to the next part of the quest.

Stage 3: Kubaza Beetle Cavern 1. Head to the Kubaza Beetle Cavern (-724, 507; Instanced Dungeon). Make sure you bring a good group along of 8 with at least one designated healer. However, be prepared to repeat this dungeon, as the final boss is very difficult to defeat with his AOE attacks.

2. Inside the Cave are a few things: Drone Beetles, Worker Beetles, Soldier Beetles, Lairs, and a Droid NPC...

-The Droid NPC runs around the cavern setting up “Markers.” -Drone & Worker Beetles run around and destroy the Droid's “Markers.” -Four lairs spawn Worker & Drone Beetles. -Soldier Beetles will spawn and attack you once you start damaging the lairs.

You must buy time for the Droid NPC to set up 11 “Markers.” With the beetles destroying the markers, your objective is clear:  eliminate the beetles. The trick is that you must complete the entire dungeon within 20 minutes, so don't dawdle!

A. The four lairs are spawning beetles. First thing is to destroy those lairs. Race to the Lairs and destroy them, ignoring all the beetles right now.

B. Split up and kill ALL remaining Worker & Drone Beetles. Once they’re all dead, there will be no threat to the “Markers” being setup by the Droid NPC.

C. Kill off Soldier Beetles as the Droid NPC does it’s job. A few members should guard the Droid, while the others keep the beetle population down; they will continue to spawn at random and come at you.

D. Once all 11 “Markers” are up, the Foreman will be summoned, along with several Defender Beetles.

E. The Defender Beetles will do just that: Defend the Foreman. They will also heal him of any damage, so you must take them out first while avoiding the Foreman and healing from his Area Of Effect attacks; he deals roughly 1000 damage per “Stomp” which can quickly take down several in your group. Your dedicated healer should stay back behind the ranged attackers, ready to revive and heal.

F. Once they’re down, take the Foreman out! Tanks and Jedi need to be covered constantly by the healers, and ranged attackers should be careful to stay out of his attack range to make the healer's job easier. Strategy is key, so make sure your group communicates.

3. With the Kubaza Beetle Cavern completed, head back to the "Bridge," complete the discussion with the Working Terminal and move on to the Old Research Facility.

Stage 4: Old Research Facility 1. Upon arriving at the Old Research Facility (2107, 3099; Instanced Dungeon), make sure your group is ready and head on in (this dungeon is not particularly "difficult" and able to be completed with just three to four players, but if you have the same group of eight from the previous mission you can fly through it and have a ton of fun doing it).

The Old Research Facility is made up of three levels and has you running around completing a series of tasks to bring it "up and running." Upon entry, you have one hour to complete your work inside the facility.


 * If you happen to have Epo's "A History Lesson" quest you can complete it while you're in here... follow the steps up to step 11, run out and kill a few Droid NPCs until you receive your encryption key (watch the screen, it’s a quest-auto-loot item), and return to the terminal in a room by the entrance to complete the quest.


 * If you have all five crystal shards from the “Fragments of the Past” quest you can complete that in here as well... follow the steps up to step 6 and in that very same room you will find a machine that can fuse the shards together to complete the quest.


 * If you are having difficulty finding any of the consoles or terminals listed, you can "/target " to locate them.

2. Now inside, head to the "Power Access Terminal" and activate.

3. Head down to level two and retrieve the "Access Key Card" from the chest.

4. Open the door with the newly received keycard to room 2-QC and continue through to inspect the "Journal Screen".

5. Continue on the same level to security room and access the "Security Console".

6. Head down to level three and straight into the newly-unlocked room 3-GS and access the "Ventilation System".

7. Run into the now-open power core, pause a moment to stare and grin. It's awesome to see. Then close your mouth and run to the "Air Filtration System". Be particularly careful in this area as CL87 Elites and plenty of creatures are here, and it is VERY easy to become overrun. I recommend pulling the first two Elites into the core room before going in.

8. With the air filtration working now, head to the next room to grab the "Spare Computer Parts" from the box. BE CAREFUL GOING IN, this will be your first boss battle...CL87 Gold boss creature. Get your tank in quick, don't bother with Armor Break (it’s immune to it), and heal like mad. Shouldn't be too tough.

9. With the Spare Parts in hand race on up to the first level again, fighting through the respawned droids & creatures (pretty quick respawn rate in here).

10. Head through level one's power core, take out the CL 87 Elite Guardian droid, and get ready for another boss fight almost identical to the last (same deal, just different creature model).

11. Repair the log system and get into the Main systems...just to be told to get to terminal Delta-5.

12. Head to the second level's power core room to find terminal Delta-5. Take your time reading, and once you receive your quest update converse with the terminal again for a little laugh.

13. With the Old Research Facility completed, you're now on your way to the Droid Factory on the eastern portion of the map.

Stage 5: Droid Factory 1. Pulling up to the Droid Factory (3410, -997; Instanced Dungeon), be mindful of the occasionally spawning CL88 "CWW Class Eradicator" that likes to wander around the front doors. This place REQUIRES at the aboslute very least four group members, as it is the first dungeon (I've seen) that has team-based puzzles in it. So...assemble your group and head in!

2. Once inside get ready for a good load of combat right off the bat...head to Access panel to open the door, and then run counter-clockwise around the room destroying the CL83 Elite Droid NPCs that line the walls (three on each of the room's four walls).

3. Stage a single group member at each of the three Code terminals, and another at the Access terminal. Here's the deal:

-Each Code terminal gives you two numbers out of six total numbers in the code (i.e., Al gets "22XXXX" and Bob gets "XX07XX"). -The second the first one is accessed, they all countdown from 10 seconds and then reset the code. -Once the members see "10" appear over the terminal, Use it and then call out the code they get. -The lucky player at the Access terminal has to combine all three codes and input the complete 6-digit code into the panel before the timer runs out. If he fails, repeat the process.

4. Fight your way through to the Security room and you will find yet another Access terminal, and two Sensor panels.

-If you use the Access terminal too early, too late, or just for fun, three CL83 Elite Droid NPCs will spawn in the room. Every...single...time. -To unlock the door and progress, you must disable the sensors and access the terminal before the Sensor panels reset (around 3 seconds).

The solution to this is to have one player sitting in front of a Sensor panel, ready to go. Second one accesses BOTH the Sensor panel and Access terminal. Increase your Field of View in the graphics options if you need to, but have the double-tasker keep both items in view and when ready say "Go". Guranteed, you will not be able to finish saying "Go," access "Obstruct" on the Sensor panel and use the Access terminal before your partner does his one measly duty and voila....you've got yourself and open door.

5. Fight your way on through, keeping an eye out for the CL85 Super Battle Droid gold bosses and wipe out the droids in the "Flame Room". Until you shut down the heater unit, everyone will catch fire and take damage. Doctors shouldn't bother Extinguishing until the heater unit is disabled.

6. The first circular room attached to the "Flame Room" has an Access terminal in it, and the second has "Environmental Control" in it. One player should go straight for the Environment Controls while another runs to unlock the door. By the time the door is being unlocked, the rest of the group should be engaging the droids and the first player should be shutting off the flames. Once the flames are shut off, the Doctor can then extinguish everyone to prevent any more damage.

7. Run on through the remainder of the map, wiping out resistance as you see it. It is pretty straightforward from here on, and once you come to the Power Generator ("I" on the map), switch it on. A "Droid Facility Guardian" will spawn back on the catwalk, still a CL85 SBD gold boss (though this one is immune to armor break). Kill him and mission complete!

8. If you don't feel like waiting to get kicked from the dungeon, you can leave using the terminal in the small round room at the end of the platform.

Stage 6: The Enemy Revealed 1. Head on back to the Old Research Facility (2107, 3099) but don't worry...you only need to pull up by the front door, don't even bother getting off of your vehicle. A screen will pop-up to reveal who the TRUE enemy is (if you have played Knights of the Old Republic OR read the HK-47 link I posted above you should really have figured this out by now), and you receive a quest update.

2. Head back to the Mining Facility and report your findings to Milo Mensix (301, -1224). He will point you to the next big task of the quest.

Stage 7: The Koseyet Mining Camp 1. Report to the "Mustafarian Scout" (3430, -3130) with your full group. This is a VERY TOUGH fight, so make sure everyone is ready for the hardest combat you have seen so far in this quest. When ready, have your Group Leader speak to the NPC to be sent to the Koseyet Mining Camp (Instanced Dungeon).

2. Upon arrival, speak to the Foreman NPC to let him know you are ready, and he will direct you down the hill to another camp. Make use of your time wisely here, for the Droid Army will be attacking fairly quickly.

3. At the foot of the hill is the second camp, with two Mustafarian NPCs allowing the conversation options of "Follow Me" and "Deploy your men here." There are also some demolition charges on the ground you can pick up. Past here it really is up to you and your team how to best do this. However below is some general info and some strategy to help you through this part:

-While the fighting is still fairly light is a golden moment to set up the extra defenses provided for your team. The forward outpost houses the power generator for the main compound, and is the primary target of the droid army. Thus, defending this position is paramount. A good strategy is to layer the mines near the forward outpost, using all the mines provided. Each mine dropped will create a trigger in your inventory, which you must use to detinate the mine. Then deploy both groups of guards near the forward outpost to prevent the droids from just walking in. Make sure they are deployed away from your AOE attackers, as you can aggro them.

-The droid army attack on the Koensayet mining camp is fairly easy to turn back for the first few waves if you have a good group. One example would consist of four Jedi, two MCMs/MBHs, a MBH/Carbineer, and a squadleader/smuggler. However almost any combination of CL80 players can be swapped out for any of the above, as long as everyone works well together and knows what they're doing!

-The mission is pretty straight-forward until the commander comes. When the commander spawned, lure the droids over the mines and detonated all of them. Yes, all of them. It will outright destroy some of them, and most of the remaining group will have only half health by the time the field is finished detonating. BE CAREFUL THAT NO PLAYERS ARE IN THE DETONATION RANGE! Those will hurt you right along with the droids.

-With the droids heavily damaged and some engaged with the guards, run in and take out the commander. Taking out the commander gives a huge edge to the group -- you get an automatic buff called "High Morale"; it adds +100 melee defense, +100 ranged defense, and +10 combat speed, and lasts for an hour. However if you fail to take out the commander before they destroy the forward outpost, you will be given a "Low Morale" debuff.


 * Just to reiterate, you CAN lose the forward outpost without failing the mission, but losing it before defeating the boss will have nasty consequences. Be prepared to fail this the first time or two, until you get a feel for what's going to happen.  However also be prepared for an 8-hour lockout timer.

Stage 8: Operational Droid Factory This dungeon has the same layout (map) as the Decrepit Droid Factory, but instead of being stocked full of single elite mobs, it's just a lightly populated series of puzzle/boss battles. It is also timed, so keep moving.

Puzzle 1, Level 1A:

Problem: Two 90k ham droids and a locked-out access terminal prevent the group from gaining access to the 2nd floor.

Solution: Both boss droids on this floor must be destroyed simultaneously which will give the access terminal a 15 second window to be 'used' and allow the group to move on.

1. Entire group reduces one of the droids health to 5k health then breaks off attack and clears agro while two pre-designated group members remain in the room and keep agro. 2. The six group members move to the other room and begin to destroy the second boss droid. 3. Meanwhile, the two group members that remained in the first room carefully maintain their droid's health at 3k, all the while keeping themselves alive and countering the droid's regeneration. 4. Once the group of six have their droid at or near 15k health, have another group member break off attack, clear agro, and run to the access terminal in preparation for step 6. 5. Someone in the six person group will announce when their droid is at or near 5k health, at which time both groups will go for the kill on their droids. 6. Once both droids are dead, the person standing by the access terminal must 'use' it within 15 seconds. 7. If you did it right, you'll get the system message 'access granted'.

Puzzle 2, Level 2A:

Problem: 100k HAM Devastator droid is invunerable and prevents the group from advancing to the next level.

Solution: Powering the 'inhibitor' behind the Devastator gives the group a window of 20-30 seconds wherein the Devastator droid will become vunerable to damage.

1. Have a group member designated as the 'runner' that has Force Run or lots of Parwan Nutricake (burst) remain in the reactor inhibitor room while the remaining seven group members continue down and the room with the Devastator droid. 2. Once the droid is engaged, the 'runner' standing by the inhibitor reactor will be able to radial menu the reactor and 'take inhibitor rod' out of reactor. 3. The 'runner' then must quickly run down into the room where the group is engaged with the large droid and use the device behind the droid to power the inhibitor and allow the group a brief (20-30 second) window of opportunity to damage the boss droid. If done properly, a system message will confirm the droid is weakened. 4. The 'runner' should immediately leave the room and run back up to the inhibitor reactor. 5. A system message will mention the 'hum of the system rebooting' and serves as the cue for the 'runner' to grab another inhibitor rod and repeat step 2 and 3.

-The 'runner' must be efficient and keep the boss droid vunerable to attack as much as possible. -When the droid becomes invunerable, Jedi group members should try to reduce force useage and cease to attack, then let loose once the droid becomes temporarily vunerable. -If things don't go well at first, have everyone leave the room, you'll be able to break agro easily. -It will require 6 or 7 rinse and repeat trips by the 'runner' to bring down this tough boss.

Puzzle 3, Level 2B:

Problem: Double Elite 100k ham boss called the Droid Engineer must be destroyed while assassin droids, blastromech droids, and dentonator droids spawn in never ending waves to defend him. Once the Droid Engineer is destroyed, the Fixer boss droid will spawn within the same chamber to finish off the group.

Solution: ?

Puzzle 4, Level 3A:

Problem: Doom Bringer droid activates to defend the droid factory and posesses one of six Hand of Doom spider droids only briefly being vunerable to attack before 'jumping' into another Hand of Doom spider droid body. Doom Bringer and the group members share the small chamber with deadly radioactive materal (no AOE!).

Solution: Defeat Doom Bringer.

-Split up your 8 man team into one core attack group of 5 or 6 players. This team will be the strike team; the ones solely responsible for ganging up on Doombringer. They will actively pursue him each time he switches bodies. -The remaining 2 or 3 will tank the Hands of Doom. 1 person per Hand of Doom. In the case of 3 players doing this, the third person will be a "sentry", constantly monitoring the inactive droids, preferably spamming KD on one of them. Once your 2 tanks are each tanking their respective droids, they should each run over to an inactive droid and spam KD on it. You don't have to attack the active Hands, as they can't be damaged anyway. The important thing is to SPAM attacks on the inactive ones, thereby stopping them from firing upon the reactor. I'd elaborate more, but there's no point, as this is the essential tactic. Your team will have to work on the coordination. I know for a fact that this works though, otherwise I would not advise it. -Remember, NO Area of Effect attacks. NONE. The reactor is what makes this so difficult, as it can only soak up a few hits before going ka-boom. You must be cognizant of it at all times. Tanking the Hands of Doom is more important than damaging Doombringer, because 95% of the time, the reactor is what is going to kill you, and it's the Hands that shoot the reactor. -Once you've taken out all 6 droids, it's time to fight the real Doombringer. Simply charge in and wail on him. He really is not that difficult for a good group.


 * I recommend the 6+2 strategy, where you have 6 people all on ONE SPIDER each. If, for even a SECOND, your tanks dont aggro a newly active spider, it blasts away at the rods, which you cant afford.  So 6 tanks, 2 damage dealers that chase doombringer.  AS the spiders drop, the newly free tanks join the damage dealer group.
 * Stay next to the walls, and STAY out of the middle.

Stage 9: The Volcano Crater

This stage consists of 6 trials, ending in the destruction of HK-47.

Trial 1: HK-Taskmaster (lvl 85 boss 125k health), 8 SK-21 Support Droids (lvl 83 elite 19k health)

HK-Taskmaster is the first boss that you will come across. At first, as with all of these trials, it looks fairly simple. HK-Taskmaster is spawned with 8 SK-21 Support Droids and as long as they stand HK-Taskmaster’s regeneration makes him nigh invincible.

-Squad Leaders and any support in your group should stand 20-30m away, or closer if they are healing. MT should run up to HK-Taskmaster and stay there, taunting if necessary and basically absorbing hits. If the MT can heal himself here it would help increase the aggro on him for the final part of the trial.

-The group should direct their damage towards the support droids. They will activate one at a time and initially agro MT, but if the group is fast it should not be a problem. Each SK-21 Support Droid will only stay active for a short period of time; there is a lot of running back and forth because of this. They do not regenerate their health while inactive. -As each SK-21 Support Droid is killed the HK-Taskmaster gains power through increased damage and defense. This is when you should keep an eye on the MT, as the increase might be unexpected and kill him. As soon as the last SK-21 Support Droid falls everyone should jump on HK-Taskmaster and do as high damage as possible: HK-Taskmaster is hitting quite hard at this time and MT should be running down on mind. Once he falls, your first trial is over.

Trial 2: AK Prime (lvl 85 boss 165k health), 4 HK-77 Assault Droids (lvl 82 elite 45k health)

AK Prime was a very interesting idea, but is a stumbling block for most groups. He launches a missile volley into the air that will do 3000+dmg in a 30m area, a 30m area fire spray that causes a 999dmg fire tick, and a 65m cone fire spray that hits does 9000+dmg. There is good news and bad news. AK Prime does not deathblow and there is not 3incap in this trial. The bad news is that the HK-77 Assault Droids will. It is only through trickery that you will beat this boss.

-The key to this trial is to stay within 0m of AK Prime because he will not use the missiles or fire spray on himself. You will know you are doing it right if the entire group is slowly walking in circles around the spawn area. Ignore the HK-77 Assault Droids if you can: if the MT spins a couple times to start the ML should be fine to heal him, however if he cannot it would be best to have the Backup Tank grab the agro of the HK-77 Assault Droids and stay healed. If everyone stays at 0m virtually no damage should be done. 'Caution: While running up to AK Prime your entire group could become incapacitated, but it’s not a big deal. If anyone needs to be healed it is the MT and MH; they are critical for this trial. Many groups try to cloak the HK-77 Assault Droids and end up with a bigger problem when the cloaked jedi runs far enough to lose agro: the HK-77 Assault Droid spawn doubles. If you are using a cloaking jedi make sure that he is aware of this.'

Trial 3: Forward Commander Mk II (lvl 85 boss 185k health), 15 HK-77 Assault Droids (lvl 82 elite 45k health), 15 Risen Commanders (lvl 82 elite 55k health) 

This trial looks quite intimidating when you see a 5x3 formation of HK-77 Assault Droids with one Forward Commander Mk II standing behind them. It is not bad at all, as long as your group can keep up with the damage.

-The droids activate one at a time in 30 second intervals and do not stop until the last one comes online. The group should direct their damage to each of the droids as they spawn. This has been very effective when I have seen it done; they die in 20-30 seconds.

-Once the last droid goes active tell your group to stop attacking, and run 100m away from the spawn. He will follow you, of course. The MT should hold agro and let the rest of the group regain action and/or force for the next battle (half force is fine even for force armor). Once everyone is ready kill the final droid and Forward Commander Mk II should come to you.

-As you fight Forward Commander Mk II the HK-77 Assault Droids should begin to revive as Risen Commanders; slowly at first but in larger waves at the end until all 15 are back up. If you have dragged Forward Commander Mk II away from the spawn you should be fine. Kill Forward Commander Mk II and use the SL or someone who can pull single/small groups of droids and kill them patiently.

-Once the last droid falls you will be ready for the next trial.

Trial 4: CYD-M

This Trial is quite interesting. It involves yet another droid jedi, CYD-M, but with an interesting twist. Not only does this droid have force powers such as force lightning, choke, and drain force, but he casts a spell that causes poison/disease and drains 5% of everyone’s force (there may be an exact amount, but 5% is close for a full template jedi). He does this often enough to cause a problem. He also spawns 30 lvl 80 elite kubaza beetles that explode when they die. Forgive the constant reference to jedi in this section; it is required.

-Be glad that you took the time to kill those droid from the last spawn, because you are dragging again. Have one person pull and have everyone in your group stand in the middle of the last boss spawn. The puller can use any number of things to pull (ranged shot, lunge, dominate mind, force choke) as long as he can keep his hate up on CYD-M. Let him be pulled all the way to you, even if the puller has to run behind the group. Only a few beetles should follow the puller and if the puller keeps running he can lose their agro without difficulty.

-If the MT is not a master defender or does not have force shield he will need a lot of healing because lightning is electrical damage and goes through layered armor and force armor. Every jedi except the MT can channel to maintain their force bar: you will assuredly reach zero force without channeling during the fight. Make sure your MT knows that it is okay to ask for force or heals if he needs them.

-Taunting the Boss becomes more critical with each trial. CYD-M can do all kinds of nasty things to someone who catches his stray agro. One taunt per minute should do nicely; MT doing self heals will help even more. If MT has it, Force Feedback is very nice against CYD-M: when using his high damage force attacks the damage will be reflected back at CYD-M, causing him damage. You can leave the beetles that spawned while you were killing CYD-M alone. One person can pull their desert skiff and transport the group across the lava in-between the last two bosses. Stay clear of the boss spawns as it would be bad for everyone to die in lava.

Trial 5: GK Oppressor

Whoever came up with this trial is a very evil man. GK is a droid with force powers and some CM skills like:

Force Stasis (root and freeze) that cannot be broken, -200 accuracy, 90% movement reduction, Speed reduction, Roots, Strong armor break, Action/Mind regeneration reduction, De-buffs food, spice, force armor, force speed, aura/cob, burst run, force run, AND FORCE CLOAK, and more.

GK does all of these attacks (except stasis, which he only uses on the highest damage person) to everyone regardless of how far away they are. -If you have not run into trouble you should have well over an hour to finish the dungeon. If everyone dies and you can do it again, try. Just because you fail once does not mean you cannot do it. This is the first Trial where even the best groups consistently fail, so do not be discouraged.

-MT should pull this time, due to the fact that he will be snared and may be rooted on his long, slow walk to the group. Everyone, even the SLs and docs should stand together because if GK switches agro he can run fast while you cannot (65m is more like 650m). Once GK is in range of melee damage you should open the floodgates. MT should taunt often and the SL should spam called shot often. While GK does not do much damage and his regeneration is not exceptional, his de-buffs make him godlike. Depending on the strength of your individual members you might want to switch off tanks or use Toughen on your tank. Faster damage is better in most cases, but if your MT is dying it doesn’t matter much.

-Whilst fighting GK he will spawn a group of 4 Droid Defenders and later a group of 4 Droid Sentinels. It is a waste of time to try to fight them; instead the best thing to do is to send one person in front of the group to agro all the newly spawned droids and die. The droids will run back to their spawn and not agro again. This person must die out of range of the rest of the group or the support droids will automatically agro the nearest person.

-Just under half health GK will drop agro and run back to his spawn. As soon as everyone loses their snare/root one person (preferably not the MT) should once again attempt to pull GK back to the group. It will be harder this time due to the additional droids spawned around GK. The puller may need to eat pikatta, vayerbok, and chew exo-protein wafers to stay alive. GK should still be at half health once he reaches the group again. It may be necessary for MT to die and drop the agro of the support droids, but only after the Backup Tank (or anyone who can assume this role) has taken GK’s agro off of him. The MT can be immediately revived and continue fighting. After this point it is a very straightforward fight: just kill and stay alive. When you are done you can leave the remaining droids alone. There is no escape. Caution: There is a current bug that the last person to agro and die to the support droids will be constantly debuffed for the rest of the instance (food, force powers, buff bar abilities). For this reason you should not use your MT to pull and die.

Trial 6: HK-47

HK-47 has all the skills of the all the previous bosses. While some of them are less severe, many are the same. Healing droids, Fire, force draining, beetles, poison and disease, de-buffs, and guardian droids.

-Before you get to HK you will have to fight through 2 squads of droids. the MT or anyone can pull one squad at a time (do not get close to HK) and bring them back to the group. You will be fighting in the same spot as before. Everyone should focus their damage on the Squad Leader of each droid group first. Once it is dead the other droids will have a low morale buff and make them very easy to kill with spin attacks. Repeat this with the next group.

-Now you get to fight HK. For all jedi at this point there is a time limit. He takes a very long time (8-15min) to kill and drains a lot of force in that time. You should have no problem pulling HK back to the group, but his regeneration will become incredibly high due to the spawning support droids. If your group meets the damage requirements that I listed in the above section (it is an estimate) you can simply have one person drag HK as far away from his spawn as possible (200m) and do as much damage as possible. The SL can switch to High Yield on someone and spam called shot once again. If HK continues to regenerate his health while you are all doing your damage you should switch to the strategy below.

'**Low DPS group Strategy: You must split up your group: MT and your backup tank will stay on HK and your two highest damage people will move forward to kill the support droids once the first support droid spawns. The other 4 group members should migrate as needed but stay between these two groups. Fast damage is not required on HK until only a couple support droids remain. The group killing the support droids should do its best not to agro or waste time on the kubaza beetles or the defender droids (one person dying to them is faster than fighting). It will be easy at first because some of the support droids catch onto your plan and run to help HK, but towards the end they will just sit in the back and heal HK from a distance. Kill as many as you can until you cannot kill anymore and have everyone go back to HK and do all out damage. HK should not last more than 4 minutes.'

Loot your kill and enter the YT-2400. Speak to the Droid on the Bridge and he will let you leave. Enjoy!