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.
Good luck, and as I run this instance a few more times, I'll update the guide with waypoints and more particular information!
The Axkva Min Heroic Encounter is divided into five phases and is perhaps the most difficult of the three initial Heroics to complete. All of the main bosses are over CL90, and have various abilities and powers that make them even more dangerous than their CL might indicate.
However, with practice, and knowing the technique for each phase, it's possible to complete this instance in under twenty minutes without a single death.
A solid group makeup would include two Jedi, two Medics, and a mix of four DPS and support classes. Commandos and Bounty Hunters are especially helpful in the remaining four slots, but we have completed it with both Officers and Smugglers in the group, with greater numbers of Jedi or Medics, and overall lesser firepower than a max DPS group.
Two important tips for surviving and defeating this encounter:
1) Make sure each DPS class is equipped with a weapon of each elemental type (even if it's a cross-expertise weapon, such as a Bounty Hunter with an acid pistol).
2) Under your Options panel, check the box that turns all object names on.
The Chamber of Banishment
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).
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 citizen
The quest start in aurilia , there is a NPC for each faction : Imperial and neutral NPC are in the guildhall , Rebel NPC is outside of the guildhall on the right side of it .
Rebel :
/wp dathomir 5204 -4148
Talk to the NPC on the right side of the guildhall in aurilia , then travel to Yavin 4 Research Outpost (closest SP)
Go to the Ticket Collector , radial on it and ask him for the escape pod logs
Travel to the location he gave you , once you arrive you'll find a broken terminal (looks like a BH mission terminal) Click on it and you'll obtain a
I'll be completing this part , I need some information I don't have atm
Instance Guide :
How to get in ?
Launch your ship in space , hyperspace to Ord Mantel . Go to the Imperial Star Destroyer , target the docking bay and go near them , once you're there type /comm and ask the NPC to get in. You can get your group there with a POB , if you get into the Imperial Star Destroyer with a POB you'll have a bonus : 250 constitution , action reduction and dmg increased
We're in , now what to do ?
There are 7 phase in this instance and this is how I work with my group :
1rst Phase :
There are 2 ways to complete this phase :
1rst way to complete this phase is the easiest but it'll make you lose your entertainer buff , the idea is to kill krix as fast as you can , this will open the locked doors , once you killed krix if some of you are still alive you can either try to run or try to kill stormtroopers
2nd way to complete this phase is harder but if you manage to do it you'll be able to keep your entertainer buff : You'll have to tell your group how to proceed , start killing the stormtroopers in order . For this one you'll need a very good power of fire (note : the more stormtroopers you kill the more grenades they'll spam , so you have to kill them very faslty)
2nd Phase :
If you used the 1rst way to complete the phase one you can run throught the hanger stormtroopers grenadiers won't attack you , continue to your left , you'll meet an officier , regroup everyone to you and ask him to remove the walls . (Note : If you go to the right way you'll find an office with a statue for collection)
Once you asked him to remove the walls this will spawn dark troopers , start killing them but keep your group together , they use officiers melee specials to root and snare , they'll also use BH ranged specials which reduce healing efficiency by 50% so make sure your medics aren't tanking . You'll have to kill them as fast as you can , the respawn rate is very fast if you're camping where the officier was do not let any of the dark troopers escape or they'll come back with more dark troopers that spawned in the hangar and you'll have to fight twice more troopers .
After a moment a stormtrooper squadleader will spawn , if you see him kill him! This will stop the respawning and open the wall
3rd Phase :
Once you killed the Stormtrooper squadleader it open the wall and you can go to the next phase there is a stormtrooper walking around , kill him to start the dark trooper spawning .
Now that you killed the stormtrooper , dark troopers are spawning by 3 , there is nothing specials to do in this phase just stay grouped and kill them as fast as you can . They'll stop spawning once you killed (?) of them
You finished this phase , you can head to your right or if you didn't collect the statue take the elevator on your left and you'll see a statue on the left side of the room.
4th Phase :
Head to your right and continue until you find the officier you saw in phase 2 again . you'll meet 2 stormtroopers walking around , kill them there is nothing special
Once you talked to the officier and asked him to remove the walls again , he'll open a path on your left . in this path there is alot of stormtroopers grenadier (but they aren't as dangerous as 1rst phase troopers) . Ask a member of your group to pull them to the big room , once they are in the room kill them as fast as you can . repeat it again until you arrive to Prat.
Prat is with 2 droids applying desease to your group , if you don't have at least 2 medics ask a jedi to pull the droids 1 by 1 and kill them . If you have 2 medics and a good group you can rush prat and the droids .
Now that the way is clear you can talk to the head technicien and ask him to repair the elevator
5th Phase :
This phase is hard , as hard as the first one , you'll have to fight many black sun boarders with 500k of life and heavy specials. Head to the elevator in the big room . Use it and stay where you arrived .
Medics must stay back and everyone with a ranged weapon should do the same . Ask a jedi to pull the blacksun boarders one by one to you . once blacksun boarder are in the room kill them fastly. there is (?) blacksun boarder before you can move to the next room.
You can move the next room where you'll meet 3 engineers . kill them and wait in this room . ask again the jedi to pull the blacksun boarder to your room and kill him .
There is an engineer walking around in the next room , once you kill it it'll start spawning blacksun boarder (3?) , there are 2 ways to complete this . either you stay in the room with the consoles and ask your jedi to pull the blacksun boarders to you , or you go in the next big room (if you have a good group) and kill the blacksun boarders faslty
If you aren't in the big room yet go in . Ask again the jedi to pull the boarder and kill him . next blacksun is an engineer , move to the last room and start killing either the bottom or top boarder (but not the 2 at the same time!)
Once everything is done the head technicien will come to fix something . head back to the elevator
6th Phase :
The head technicien will open the next wall , make sure all your group is in the next part to start fighting the boss
Nothing special for this part , this boss have heavy grenade so make sure your medics are permanantly area healing
There's a statue in the 2nd left room
7th Phase :
kill the 3 stormtroopers walking around and start fighting the last boss
This last boss isn't doing any damages , so you don't have to worry you can rush him
Congratulations ! You completed Imperial Star Destroyer Heroic Instance and got a blacksun token of heroism!
Note : the 4th statue for the collection is in Ord Mantel , it is in Orion Nova station cantina , type /tar faya once you are in
to start the black sun collection, you kill a tier 1 black sun fighter, pob, or GS. You then progress through the tiers, killing the required number of each type of ship. In the end, you will end up killing 400 ships for each tier, for a total of 2000 for the entire collection. Tier 5 includes killing 25 tier 5 warlord cruisers, in addition to the normal quota you'll see with tier's 1-4.
this will get you a one use schem for the gunboat. Shipwrights have an additional collection of crafting 20 gunboats, netting them a 3 use gunboat schem.
The Prototype IG-88 is a mostly life-size statue of a everyday IG-88 droid, The parts for this can be obtained mainly from "Frosch Guards" on the outskirts of Kor Vella located at -3679 3402, It has been said that the pieces also loot from inside the bunker. The torso has also been looted from the stormtrooper NPC's in Restuss.
The Pieces
Prototype IG-88 Head
Prototype IG-88 Left Arm
Prototype IG-88 Right Arm
Prototype IG-88 Left Leg
Prototype IG-88 Right Leg
Prototype IG-88 Torso
Prototype IG-88 Stand
To craft this you also need "a wooden support dowel" also looted from the Frosch guards but there a two types, One for the Stormtrooper collection, One for the IG-88 collection you can tell the difference by the description of where it will say "You notice it has a stamp on the bottom that says IG-88"
Prototype Stormtrooper
The Prototype Stormtrooper is a mostly life-size [smaller] statue of a stormtrooper suit, The parts for this can be obtained mainly from "Frosch Guards" on the outskirts of Kor Vella located at -3679 3402, It has been said that the pieces also loot from inside the bunker. To craft this you also need "a wooden support dowel" also looted from the Frosch guards but there a two types, One for the Stormtrooper collection, One for the IG-88 collection you can tell the difference by the description of where it will say "You notice it has a stamp on the bottom that says Stormtrooper"