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The Complete Guide To Death Watch Bunker - By Wengel *MOVIES ADDED!*   [ Edited ]
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Wengel
Jedi
Posts: 2921
Registered: 01-04-2004


Wengel
PA: SarDuKar
Server: Chimaera

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Death Watch Bunker  - The Complete Guide – By Wengel

The death watch bunker itself is the newest added dungeon to SWG. Thought by many to be “impossible” due to the amount of super battle droids and such. The bunker itself is a huge complex on Endor, aprox. 5 km away from the smugglers outpost. I’m writing this guide because after a month of dedicated work, my guild and I have finally conquered the bunker. SarDuKar on Chimaera has now crafted a Jetpack and a Mandalorian Armor Helmet. After reading several guides on this forum, I got annoyed by how much false info many of these had. And different guides often contradict each other on crucial key points.

Anyway, let’s get to it.

Preparations:

This place is not the Geonosian Cave. Here you need to prepare yourself and your team. Select a team that are willing to work towards the end goal of the bunker – crafting an item. Make sure the team understands that it will take time, work and dedication to conquer this dungeon. Many hours will be spent within the bunker. And you need a leader and a co-leader that are willing to spend a lot of time on preprations, and to lead the group inside the bunker.

Let’s start with the professions your team should be based on. Despite what many people think, this dungeon does NOT require a 20 man group.

Core Group:

Tanks:    This means Melee chars and defense stackers. TKM’s with Fencer skills and so on. These guys will be the players who will take a lot of hits.

Combat Medic(s):  A Combat medic with Area stimpacks and Mindheal ability is essential for the success of the group. There’s no way even the best doctor can keep up with a skilled combat medic using area stimpacks, and basically plays the role of the CM as it’s supposed to be played.

Jedi:  Yes, despite their lack of armor and protection, Jedi will be the players that will do the main potion of the damage in the bunker. Knights are preferable, due to their ability to wield high damage sabers, and they won’t care about the XP loss upon death. And death for a Jedi in the bunker is a very real possibility.

Add-ons to the Core group:

Riflemen:  Their ability to damage both droids and humanoids with T21 and DXR6b Disrupter rifles will without a doubt speed up the trip thru the bunker. And they are one of the only professions that can actually do decent damage to a SBD.

Pikemen:  SBD’s have quite low electricity resist, and that’s where the Pikeman enters the scene. The Vibrolance and PolearmHit3 will do decent damage to these droids.

Bounty Hunters:  Either equipped with a Scatter Pistol (Acid) or a Light Lightning Cannon (Electrictity) will also help speed up the process of the SBD-killing within the bunker.

Professions Required for the actual crafting of a Jetpack/Mandalorian Armor Part:

Master Droid Engineer:  The MDE is responsible for opening the door to the Droid Engineer’s Crafting Room. MDE is required to craft the following Mandalorian Armor Parts: Helmet and Bracers.

Master Armorsmith: The MAS is responsible for opening the door to the Armorsmith’s Crafting Room. MA is required to craft the following Mandalorian Armor Parts: Chestplate, Biceps and Boots.

Master Tailor:  The MT is responsible for opening the door to the Tailors Crafting Room. MT is required to craft the following Mandalorian Armor Parts: Leggings, Gloves and Belt.

Master Artisan: The M-Art is only required for the crafting of the Jetpack.

What to bring:

Armor:   At least 80% kinetic/energy armor for everyone. Tanks should further more bring an extra set of armor. AT LEAST a spare chestplate.

Foods:  Brandy, Ahrisa, Canape, Vercupti, Synthsteak/Exo-Protein, Citros Snow Cake/Crispic, Air-Cake/Pikatta Pie, Vegeparsine and so on. Spiced Tea can also be usefull for emergencies.

Spices:  Moun Gold and Neutron Pixie can be very handy for emergencies. But watch for the downers.

Stimpacks:  Everyone with medic/doc skills should bring a fair amount of these. The CM should bring A LOT of area heals. They will be needed!

Buffs:  Of course everyone will bring a buff, but duration is the key here. 3:30 duration buffs will be needed on several occations. Musician and Dancer buffs is required. And use the ability to “store” a dancer or music buff as well. You will spend more than 2 hours at a time in the bunker.

 

Items needed for crafting:  

This is the part that many other guides have been quite unclear about. In the actual crafting process, these items are needed:

Jetpack:  Jetpack Base, Ducted Fan, Fuel Dispersal Unit, Injector Tank, Jetpack Stabilizer and Alum Minerals (6 items)

Mandalorian Armor: Binary Liquid, Protective Liquid Coating, Alum Minerals and a part of the Bounty Hunter Armor (For helmet crafting, you bring a helmet and so on) (4 items)

Further more, if you plan on crafting a Jetpack, you need to gain access to the Droid Engineer’s Crafting Room. Even though you use a Master Artisan to craft the Jetpack, you cannot enter the crafting room. You need to bring along a Master Droid Engineer to unlock the door to the crafting room.

The MDE need to have 2 items in his inventory before he can unlock the door: Alum Minerals Bounty Hunter Helmet or Bracer

Without these items in the inventory of the MDE, you cannot unlock the door.

Rules of Engagement

In order for your group to even stand a chance of survival, there’s a few rules that must be followed without questions asked.

1) Follow the leader.

2) Do as you are told – Don’t do anything unless it’s verified with the leader.

3) Whatever happens, do NOT use Area or Cone attacks. None what so ever.

4) Don’t touch anything. That means don’t touch/target terminals, coal bins, containers - Nothing!

5) Assign one person to do ALL looting. Make sure it’s a leader/co-leader of the group.

6) NO emotes, NO spatial chat – as this will make extra SBD’s spawn on top of you.

 

The Group and their jobs

Before you start, you have to make sure that everyone in the group knows their job. Check your group and find out its strengths and weaknesses. Assign a HAM-bar to hit. If you got Jedi and Riflemen/Pistol BH’s, make sure everyone hits mind. If you got Jedi and Pikmen/LLC-BH’s, assign Action as the target. Of course not everyone have the ability to target the assigned HAM-bar, so the rest will have to make random HAM-bar hits. Again, NO area/cone attacks what so ever.

Tanks: The job of the Tanks is to use /taunt on ALL mobs that attacks the group. Tanks need to make sure that no mob attacks anyone else in the group. And as a tank you often have to /taunt several mobs at a time. You’re there to take the damage, not to do damage. Remember that. Once the tanks get a bit familiar with the Bunker, and the placement of the mobs, try to keep the mobs 6-7 meters ahead of the rest of the group.

Combat Medic: This job is also very demanding. You need to make sure that everyone is at good health. Don’t hesitate to throw an extra area stimpack. Unpack a lot of area stimpacks, and throw them like you were throwing candy at kids in a kindergarden. Always be ready to mindheal a team member if they take a mindhit. Stay in the center of the group, and stay clear of attacking anything. You’re not doing the fighting, but making sure the group can.

Jedi: The job of the Jedi is to do the main damage. Lightsabers will inflict 10 times the damage of any rifleman. Bring the saber that fits the HAM-bar that’s been assigned as the target. Polearm for Action, 1-hand for Mind and so on. Jedi is a double-edged sword. You can deal TONS of damage, but you’re as fragile as a glass. Make sure you ALWAYS have Brandy, Exo-Protein and Pikatta Pie in your stomach. These foods will save your neck. Despite what you are used to, do NOT heal yourself when you get hit. Use your self-healing abilities as a last resort only. The main issue you will have is your Forcebar. If you heal yourself, you’ll be out of force so fast. Remember, that you will need force to attack. And you will be attacking almost constantly for hours. If a Jedi has the ability to heal Mindwounds, this will also be of great help to your CM. Since Mindhealing will give your CM serious Mindwounds.

Channel Force is your best friend. Channel almost constantly. When fighting a SBD, channel once or twice. As those does not have area attacks. But don’t use it excessively – getting below 1500 mind is not adviceable. Be a bit more careful when around Humanoids and normal Battle Droids. These guys have area attacks, and they can hit VERY hard. Yes, they can kill you in 1 hit. I tried that on one occasion. So, don’t heal yourself. Let the CM do that. After all, that’s his/her job. Try to stay 6-7 meters away from the mob you are fighting, as all area attacks by enemies have a 6 meter range.

Riflemen/Pikemen/Bh/The remaining group: Stick to the group. Even if you are Rifleman, act like you were melee. That means up close and personal. Never go more than 10m away from the leader, unless you are specifically told to. Acid/Electricity damage vs Droids Energy vs Humanoids

The Group:

This is about Teamwork. If anyone goes rogue, it may very well kill the entire group. Use a Voice-Com program (i.e. Teamspeak). You will need to coordinate a group of 6-20 people and you need to react fast if/when something happens. Text based chat simply won’t do. Make the tanks assign targets. Coordination between the Tanks is a must. So they can plan ahead about who will /taunt which mob and so on. The co-leader should control the Tanks and be the guy who will do the looting. Since the guy that does the looting, will also loot the keys needed to unlock Locked door no. 2, 3 and 4. So it has to be someone who knows the map and the bunker. Knowledge of where the mobs are and what mobs you will be facing next will speed up the trip thru the bunker. The leader should be the guy that NOBODY goes more than 10m away from. Everyone goes where the leader goes. Unless told differently by the co-leader who controls the “frontline”. Again, good teamwork between the leader and the co-leader is a must.

CONTINUES IN NEXT REPLY:

Message Edited by Wengel on 12-13-2004 01:05 PM

==================================
Epae - Dark Jedi Enforcer (3) - Imperial Pilot Ace
All Accounts Cancelled per 24/4-05
Omi - Master Chef (12 pts) - Master Artisan (14 pts)
"*edited by admin*"

Death Watch Bunker - The Complete Guide - By Wengel
12-10-2004 12:48 PM  

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Re: The Complete Guide To Death Watch Bunker - By Wengel   [ Edited ]
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Wengel
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Posts: 2921
Registered: 01-04-2004


Wengel
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Server: Chimaera

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The start
 
The leader(s) needs a map. Leemeg from FanStar has made an excellent map, which I have modified a bit.
Death Watch Bunker Map
 
 
Use this as your guidance. It will be needed until the leader(s) can coordinate everything within the bunker by memory. Remember one important thing – EVERYTHING inside the bunker has 4 minutes respawn time!
 
I’ll be using this map in order to explain how to get thru the bunker in this guide, with references to the Mappoints, displayed with numbers. These are the numbers I will be using.
So, now you have your team, and everyone has what they need.
In order to even enter the Bunker Complex itself, 1 member of the group has to unlock the door found at Mappoint 2. In order to unlock this door, 1 person has to take the Death Watch Bunker mission from Boba Fett. Boba Fett is found inside the Throne Room of Jabba’s Palace at Tatooine (-5856,-6183). This should be done by the leader(s). Once you have talked to Boba Fett, you are now ready for the bunker itself.
 
 
Go to Endor Smugglers Outpost, and bike to the bunker (-4680, 4330).
 
Now Finally, the Death Watch Bunker. Move your way down to Mappoint 2, and get the leader to unlock the door from the terminal. (If anyone without the mission from Boba Fett tries to use the terminal, the alarm will go and mobs will spawn on top of you) Stick close, and move your way down to Mappoint 4. Note that there’s a loot-bin at Mappoint 3, but just touching it, will spawn a SBD. But you may be lucky and loot a Jetpack component from the loot-bin. Once you get to Mappoint 4, the co-leader/looter goes to the terminal, and alerts Security.
 
Rageon Vart This guy will spawn inside the room close to Mappoint 4 with a few mobs. He is the one carrying the key needed to unlock the door at Mappoint 4. Once you kill him, the co-leader/looter has to loot him to gain the key. Once you have the key, hurry to the terminal, unlock the door and move out of the room.
But be careful.
Straight forward thru the door, there’s a SBD. This can however easily be avoided. Make sure your group WALKS. Then turn left just before the SBD. Once the group gets familiar with it, you can avoid that SBD every time. Continue now towards Mappoint 7, using the shortest route possible. Once you get to Mappoint 7 you can choose 2 ways. Either you continue straight ahead thru the room from the way you came from, or you take the door in the Upper Right Corner inside that room (Eastern Corner on the map).
You need to get to Mappoint 9. But everyone believes that they have to go thru Mappoint 8. This is however not needed. If you take the door at the Upper Right Corner at Mappoint 7, and continue ahead until you get to Mappoint 11, you can access the Control Terminal (Mappoint 9) from the back. This saves precious time and effort, as you can avoid fighting 2-3 SBD’s.
At Mappoint 11, there’s a coalbin. Just touching it will spawn a SBD. But again, you may get lucky and loot a jetpack component from the coalbin.
Co-leader alerts security at Mappoint 9, and then a tank draws the mobs that spawns between Mappoint 8 and 9 into the room where everyone is standing (Mappoint 11).
 
Klin Nif This is the guy that holds the key for the second locked door. (Mappoint 12). He will spawn at Mappoint 8, but a Tank can easily taunt him to your group, and avoid the SBD’s right next to him. Kill him, loot him, and unlock the door using the key on the terminal at Mappoint 9.
 
Move fast thru the door, and kill the mobs at the top-level inside the next room. Move down the stairs, kill the few mobs there as well, and continue down the long stairs to the bottom of the room. Get everyone in behind the “Fence” at the bottom of the stairs, and kill the mobs there.
(As a side-note, if you are aiming for killing the Overlord at Mappoint 28, you should send one guy into Mappoint 17, and tell him to STAY there. Will explain this later) Move towards Mappoint 22, and you’ll meet the last locked door. Move backwards thru Mappoint 23, towards Mappoint 24. Alert security at Mappoint 24, and move back towards Mappoint 23. If you’re careful, you can access the security terminal, without aggroing the SBD just next to it.
 
This is the hardest of the Key-spawns. Security will consist of 2 SBD’s, 4 Death Watch Wraiths and Fenri Dalso.
 
Fenri Dalso Kill him and the mobs with him, loot him for the key and then move back towards Mappoint 24, unlock the door, then proceed towards Mappoint 22.
Mappoint 22 is the point where you enter The Mines.
As soon as you enter The Mines, you will get a message about “The poisonous Alum fumes burns your lungs, leaving you gulping for air”. This is because you haven’t done the Re-breather quest. But since the Alum Fumes doesn’t affect buffed players what so ever, I won’t get into the re-breather quest. Just ignore the message. J
This was basically how to get thru all the locked doors in order to enter The Mines.
Now I’ll split up the guide, as you can now do 3 different things.
 
 
1) The Death Watch Overlord The Overlord is the only mob within the bunker that can drop the Jetpack Stabilizer. It’s a 100% dropchance, and we have even looted 2 on the same kill. He can also drop a Blood Vial (explanation will come later), If you are after killing the Overlord, you don’t need to enter the mines at all. Because of that you don’t need to alert security at Mappoint 24 either. Move towards Mappoint 25.
As I mentioned earlier, you should have 1 person from your group waiting at Mappoint 17. Once the group gets to Mappoint 25, you will see a cute little droid. You can also see your group mate standing at Mappoint 17.
That guy you left is standing in front of a Voice Control Terminal. This terminal controls the little cute droid. The guy now has to direct the droid using voice-commands (spatial chat) to control it. He has to be right in front of the terminal. It’s pretty simple, and just examine the terminal for the list of commands.
Get him to move the droid to Mappoint 26. There’s some Debris there, which prevents you from getting thru the door at Mappoint 28. When the droid is in front of the debris, get him to detonate it. Now you can enter the room.
Inside that room is a Clearance Terminal to prevent the debris from re-spawning. Quickly activate that terminal, and get your tanks to draw the Overlord and the other mobs inside the room out into the big room. It will be easier to control the situation that way.
Kill him and loot him for the Jetpack Stabilizer.
There’s also an Overlord at Mappoint 31, but he is much harder to kill, due to the sheer number of SBD’s and various other mobs protecting him.
 
 
2) The Foreman’s Quest (Miners Quest) This quest is without any doubt the hardest and most difficult quest within SWG. Don’t attempt this quest unless you got an experienced team.
 
Once you have entered The Mines, move towards Mappoint 30 and talk to the Foreman to begin the quest. Make sure that only the co-leader/looter talks to the miner. Only 1 person can “represent” the group in the quest anyway.
When talking to the Foreman, he will tell you to locate Haldo.
Haldo is a Crazed Miner, and can be found at several places. He is found at Mappoint 32. Note that I have added an extra Mappoint 32, because that was where our group found him. The most secure way is to do /Target Haldo once in a while to locate his exact position. Locate Haldo, and get the co-leader/looter (the guy with the mission) to attack him. DO NOT DIZZY/KD HIM! It can bug the mission. When you attack Haldo he becomes “white” and you can now talk to him.
Now you need to pickup an Alum Sickness Cure for Haldo. The cure is found at Mappoint 6.
Remember, that this part of the quest has a timer. You need to talk to the Medical Droid at Mappoint 6, and return with the cure to Haldo within 1 hour! Don’t fall down the chair yet. You have already unlocked all the doors, so you just need to move to Mappoint 6, using the shortest way possible and back again. Of course you have to kill the mobs that you meet on the way.
Once you return to Haldo with the cure he gives you a Dirty Battery in return.
Return the Dirty Battery to The Foreman at Mappoint 30.
He will then tell you to clean it. Move to Mappoint 5, and talk to the Workshop Droid. The droid will then replace the Dirty Battery with a clean one. Deliver the Clean Battery to the Foreman at Mappoint 30.
 
He will then tell you to go and set the Water Pumps. The Water Pumps are located at Mappoint 13, 14, 15 and 16. Move your group to the Pumps, and you will see 4 terminals. Switch all 4 terminals so they are all glowing GREEN. Then move back to the Foreman at Mappoint 30 to complete the quest.
 
Upon completion of the Foreman’s Quest you will receive the Alum Minerals. The Foreman will also tell you that he might be able to get more of those Alum Minerals.
The guy, who completed the quest, can from now on get a FREE Alum Mineral every 3.rd day. All you have to do is go and talk to the Foreman and you get it placed in your inventory.
 
 
3) Crafting a Jetpack/Mandalorian Armor Part If you already have all the components needed to craft either a Jetpack or a part of the Mandalorian armor, you can skip The Foreman and move directly towards the Crafting Rooms (Mappoint 33, 34 and 35). Remember you need the Alum Minerals in order to gain access to any the Crafting Rooms. If your group has already finished the quest, you can of course stop by The Foreman and pickup a free one.
 
I’m going to describe how to craft a Mandalorian Armor Helmet, and how to craft a Jetpack.
If you want to craft another armor part, it’s the same procedure.
If you want to craft a Chestplate, you need an Armorsmith, and you need to access the Armorsmith’s Crafting Room. And you then need a Bounty Hunter Chestplate, instead of a Helmet. It’s basically the same concept for all the parts.
 
Let’s start with the Jetpack. Move your team towards Mappoint 34. Make sure that your Master Droid Engineer has all the parts needed to open the door (as described in “Items needed for Crafting”). Also make sure that your Master Artisan has all the items needed for the Jetpack. (Also described in “Items needed for Crafting”).
 
Upon arrival at the door to the Droid Engineer’s Crafting Room get your MDE to unlock the door using the Terminal next to it. As soon as he unlocks the door, your group has 5 MINUTES INSIDE THE ROOM before everyone will get booted out to the entrance of the bunker!
 
Move inside the room and go up the stairs to the 1.st floor. The map I’m using has an error, as there is actually a 2.nd floor within the Droid Engineer’s Crafting Room as well.
Once everyone is at the 1.st floor, tell your Master Artisan to move towards the Jetpack Crafting Droid/Mandalorian Forge on that floor. As soon as everyone is ready, tell him to start putting the items into the Jetpack Crafting droid (This is simply drag ‘n’ drop). As soon as he drops in the first item into the droid, mobs will spawn. But only the ones on your floor will actually attack you. Make sure to quickly taunt every mob and MAKE SURE YOUR CRAFTER IS NOT ATTACKED!
 
Once the Artisan has dropped all items into the Droid, he needs to move fast. Use the Mandalorian Forge next to the droid (looks like a Bounty Hunter Terminal). After dropping the last item into the droid, the Artisan has 30 seconds to activate the first of two processes from the terminal. It’s quite simple, just activate it and select Continue on the menu that pops up. You now again has 30 seconds to start the second process. Access the terminal once more, and select “Continue” once more. (Note you cannot select “Cancel” in these popups).
After a few seconds, the process should be done, and you got yourself a deed for a brand new Jetpack in your inventory.
 
Upon completion of the crafting process, the ENTIRE group will be booted outside the bunker.
So you save a long trip to get out, but you can only craft 1 item at a time.
 
The Jetpack is in fact a fancy bike. So it has the same rules as a bike. It goes into your datapad as a vehicle deed. You cannot shoot from it. It decays at around the same speed as a normal Speederbike. It is targetable! But it’s very cool to fly. And quite fast actually. Once you call it, you will automatically mount it. If you dismount, it will also store instantly.
 
Now for the Mandalorian Armor Helmet Again, move your group towards the Droid Engineer’s Crafting Room (Mappoint 34). Make sure you MDE have the items needed to craft the Helmet (as described earlier). Since the items needed to unlock the door are also needed in the crafting process, it should be quite simple.
Unlock the door, and move the entire group up the stairs to the 2.nd floor.
Remember, that once the door is unlocked, YOU HAVE 5 MINUTES INSIDE THE ROOM! Get the MDE to go to the crafting droid on the 2.nd floor, but get your entire team ready before the MDE puts any items into the droid. As a side-note, don’t crowd the droid, as it can be difficult to target for the drag ‘n’ drop then. Once the first item is dropped into the droid, mobs will spawn. Yet again, MAKE SURE YOUR CRAFTER IS NOT ATTACKED!
 
Once all the items are in the droid the MDE has 30 seconds to start the first of two processes from the Mandalorian Forge next to the droid. Access the terminal, and select Continue when you get a popup message. Then you again got 30 seconds to activate the next process. Access the terminal and select Continue once more.
After a few seconds, the crafting is complete, and the item is placed in your inventory.
You cannot select the color of the armor. It WILL be random.
 
 
NOTE! Only the crafter will be booted out after crafting a piece of Mandalorian Armor. The rest of the group will be left inside the crafting room. But take it easy. As I mentioned earlier, you will only be allowed 5 minutes inside the crafting room. Once those 5 minutes has passed, the ENTIRE group will be booted out to the bunker entrance. So you don’t have to fight your way out. J Enjoy your new armor part!
 
CONTINUES IN THE NEXT REPLY:

Message Edited by Wengel on 12-10-2004 10:19 PM

Message Edited by Wengel on 12-10-2004 10:21 PM

==================================
Epae - Dark Jedi Enforcer (3) - Imperial Pilot Ace
All Accounts Cancelled per 24/4-05
Omi - Master Chef (12 pts) - Master Artisan (14 pts)
"*edited by admin*"

Death Watch Bunker - The Complete Guide - By Wengel
12-10-2004 12:49 PM  

Report Abuse to a Moderator
 
Re: The Complete Guide To Death Watch Bunker - By Wengel   [ Edited ]
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Wengel
Jedi
Posts: 2921
Registered: 01-04-2004


Wengel
PA: SarDuKar
Server: Chimaera

Reply 3 of 417

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Important Additional Info
 
Inside the bunker you will quickly notice that Filling is bugged. You stomach filling is decaying VERY slowly. So you really need to plan ahead. Get or make some Brandy with VERY long duration. Since my alt is a Chef, I made some with 57:00 duration, 370 power and 50% filling. Even with that high duration, the filling still doesn’t decay fast enough to be able to doublestack when the first 2 runs out. So be sure you have some food or are able to keep your mind up using only 1 brandy.
 
Factional Quests
 
Both Rebel and Imperials has Factional quests inside the bunker. Since I am Imperial, I have no clue where to start the Rebel quest, but I know that the person you need to talk to inside the bunker to complete it, is at Mappoint 29. For Imperials, you can obtain a mission to get a blood sample from the Mandalorians, to make some improved Stormtroopers. This blood sample is the Blood Vial I mentioned in the Overlord section.
The mission is started by talking to Commander D’krn at Bestine (-1158,-3526). The reward for returning the Blood Vial to him is just 500 faction points. So not really worth the trouble. No badge or anything.
 
Where to get the items needed for the Jetpack/Armor
 
  1. Jetpack Stabilizer:    Death Watch Overlord ONLY! – 100% dropchance.
  2. Ducted Fan:             Random loot. Also obtainable from Coal-bins/containers.
  3. Fuel Dispersal Unit: Random loot. Also obtainable from Coal-bins/containers.
  4. Injector Tank:           Random loot. Also obtainable from Coal-bins/containers.
  5. Jetpack Base:          Randomly spawned Black Suns - loot. ONLY OUTSIDE the Bunker!
  6. Alum Minerals:         Quest reward from The Foreman’s Quest.

 

  1. Binary Liquid:                       Random loot. Only lootable from Ghosts and Wraiths – 1% dropchance.
  2. Protective Liquid Coating:    Random loot. Only lootable from Ghosts and Wraiths – 1% dropchance.
  3. Bounty Hunter Armor:          Randomly spawned Black Suns - loot. ONLY OUTSIDE the Bunker!
  4. Alum Minerals:                      Quest reward from The Foreman’s Quest.

 

Mobs met within the Bunker
 
  • Black Sun Thug:                   15k HAM – Light Armor – Low resists.
  • Black Sun Henchman:         15k HAM – Light Armor – Low resists
  • Black Sun Guard:                 22k HAM – Light Armor – Low resists.
  • Black Sun Assassin:             40k HAM – Medium Armor – Medium resists.
  • Death Watch Bloodguard:   50k HAM – Medium Armor – Low resists.
  • Death Watch Wraith:         120k HAM – Medium Armor – High resists.
  • Death Watch Ghost:          110k HAM – Medium Armor – High resists.
  • Death Watch Overlord:      350k HAM – Heavy Armor – High resists.
  • Battle Droid:                         65k HAM – Medium Armor – High resists.
  • Super Battle Droid:            230k HAM – Heavy Armor – High resists.
  • Mine Rat:                             30k HAM – Medium Armor – Low resists.
  • Rageon Vart: (keyguy 1)   175k HAM – Medium Armor – Medium resists.
  • Klin Nif: (keyguy 2)            200k HAM – Medium Armor – Medium resists.
  • Fenri Dalso: (keyguy 3)     200k HAM – Medium Armor – Heavy resists.

 

Remember - The Death Watch Bunker can be a very fun place for high-end PVE. I’ve never had so much fun with my Jedi Knight in months when talking about PVE.
This is about having fun. The more you try this, the more experienced you and your group get. And then the fun begins.
 
I would like to thank the entire SarDuKar guild for making this possible. Only 1 month after we started to take interest in the Death Watch Bunker, we have crafted both a Jetpack and a Mandalorian Armor Helmet. Both items were made within 4 days of each other.
We have made some videos of the trips to the bunker.  
 
 
Video 1: SDK doing the Foreman’s Quest. Movie1  
300 MB file – DivX format. (16 minutes)
 
Video 2: SDK makes a Jetpack. Movie2 
200 MB file – DivX format. (13 minutes)
 
Video 3: SDK makes a Mandalorian Armor Helmet. Movie3 
270 MB file – DivX format. (17 minutes)
 
Yes, I know the movies are a bit big. It’s good quality, and with very nice music that really displays the mood we were all in. It also displays how well a small group can work together to conquer the bunker. Our team that went to craft the Helmet only consisted of 9 people. And we were out with a Helmet in our inventory within 1 hour. Download them. They’re quite nice.
 
For the record, SDK is the first guild on Chimaera-Europe to craft both a Jetpack and a piece of Mandalorian Armor. This is the 2.nd Mandalorian Armor part, and the 4.th Jetpack made on the Chimaera Server.
Hope more guilds will attempt to try out the Death Watch Bunker with the help from this guide. If you have any info that I have missed/gotten wrong, please let me know.
Suggestions are of course welcome. Enjoy the fun – Hope this guide will help.
 
 
Epae Woewig Europe-Chimaera

Message Edited by Wengel on 12-10-2004 10:15 PM

Message Edited by Wengel on 12-13-2004 01:04 PM

Message Edited by Wengel on 12-13-2004 01:08 PM

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Death Watch Bunker - The Complete Guide - By Wengel
12-10-2004 12:50 PM  

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UbifaA
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of all the guides that explain this dungeon, this one is the best ive seen
 
5 Stars for you.
12-10-2004 01:24 PM  

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RenKesson
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Great stuff!  Thank you!
 
One question:  What is this Entertainer "buff storing" you speak of?

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12-10-2004 01:26 PM  

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Fifer2
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Nice guide. I have some corrections to make to the core group, as the group I am in makes it in the entire way fine with no Combat Medics, and usually no Jedi. Two docs and basic medic skills on our Swordsman tanks make it a quick run-through.


Liasi Ronia / Culiel Ronia
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12-10-2004 01:27 PM  

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Wengel
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Fifer2 wrote:
Nice guide. I have some corrections to make to the core group, as the group I am in makes it in the entire way fine with no Combat Medics, and usually no Jedi. Two docs and basic medic skills on our Swordsman tanks make it a quick run-through.


 

Have you tried doing the entire Foreman's Quest in one go without a combat medic and no jedi?

It's correct, that the crafting runs themself, CAN be done without them. Don't recommend it though.

Once i've found the webspace to host the videos we have made, you'll see what i mean. CM's and Jedi WILL make the trip a lot easier.

==================================
Epae - Dark Jedi Enforcer (3) - Imperial Pilot Ace
All Accounts Cancelled per 24/4-05
Omi - Master Chef (12 pts) - Master Artisan (14 pts)
"*edited by admin*"

Death Watch Bunker - The Complete Guide - By Wengel
12-10-2004 01:29 PM  

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Fifer2
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Never tried the entire Miners quest in one run, as we have groups for 10-15 people max. Im sure if you have a couple Jedi then it would be possible. I fail to see though how combat medics make a big difference. Most of the people going in the DWB are hardcored PvErs or PvPers, and therfore have medic skills.


Liasi Ronia / Culiel Ronia
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12-10-2004 01:32 PM  

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Wengel
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You'll see what i mean when i'm able to put the movies up. It clearly shows how effective a CM is.
And btw, this bunker is not onlyfor the "uber hardcore pvp/pve'ers"... We had casual players with us as well.
Our group was basically failsave due to the CM. So i'd advice people to bring one, as it will help.

==================================
Epae - Dark Jedi Enforcer (3) - Imperial Pilot Ace
All Accounts Cancelled per 24/4-05
Omi - Master Chef (12 pts) - Master Artisan (14 pts)
"*edited by admin*"

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12-10-2004 01:36 PM  

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Fifer2
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I totally understand how they would help, I just don't believe they are necessary.


Liasi Ronia / Culiel Ronia
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12-10-2004 01:40 PM  

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Gullefjun
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very nice, sticky!

____________
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Issali Othmo - 12pt Master Chef

Loldo Iwai - Dark Jedi Enforcer
SarDuKar
Always a Keeper of the DarkSide
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12-10-2004 01:41 PM  

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Fifer2 wrote:
I totally understand how they would help, I just don't believe they are necessary.


But i do..
Once i'll get the webspace for our movies, you'll see what i mean.
Btw, how many medics can heal Mind?

Message Edited by Wengel on 12-10-2004 11:28 PM

==================================
Epae - Dark Jedi Enforcer (3) - Imperial Pilot Ace
All Accounts Cancelled per 24/4-05
Omi - Master Chef (12 pts) - Master Artisan (14 pts)
"*edited by admin*"

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12-10-2004 01:43 PM  

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very very very nice
 
/vote STICKY!!!!!

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12-10-2004 01:58 PM  

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Wow!!!  This is really REALLY good!  Thanks a bunch for the tremendous effort I know you put into the document   5 stars for sure

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12-10-2004 02:04 PM  

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RenKesson wrote:
Great stuff!  Thank you!
 
One question:  What is this Entertainer "buff storing" you speak of?



yea QFE here.  As a Master in all of the entertainer professions, what is buff storing?  I have never heard of it before.

 

Great guide too!

12-10-2004 02:10 PM  

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