Aces High

We Are Here To Help Our Jedi Allies

Phase I: Procuring Proclivity...

Jedi Unlock, Phase I-A

A Unlock: The A Unlock is basically a score system based on content completion. Important to note: Your character needs to be at least 30 days old to get your A unlock. This is easiest to see by the badges that you have on your character. Let's do a rundown of what we have proven to have unlocked A.

  1. All your planet exploration badges are referenced here: https://swg.fandom.com/wiki/Exploration_badges for the complete list of locations and waypoints.
  2. All of the secret Jedi altar badges. Please note that you cannot see these badges when you earn them, so be sure to keep records of which ones you have completed. Here is a list of all the waypoints.
    Dantooine /way Dantooine 1930 -4745 Ancient Ruins of What Appear to be a Jedi Temple.
    Corellia /way Corellia -2482 7644 On top of the hill, in northwest area of the map
    Tatooine /way Tatooine -7588 -4453 In the hills, not too far from Jabbas Palace
    Naboo /way Naboo 2730 -803 In the mountain region near Dee'ja Peak
    Lok /way Lok -2030 7568 In the northwest area, near the starport
    Rori /way Rori 6123 48 On small hill near a big tree in the east region of the map
    Talus /way Talus 4288 864 In the crater behind Lost Village of Durbin POI
    Dathomir /way Dathomir 88 6559 On the skew side of the shore
    Endor /way Endor -3295 7484 On top of the hill, in the northwest region of the map
    Yavin 4 /way Yavin4 -7500 6867 In the shallow water in the northwest region of the map
    Kashyyyk /way Kachirho 876 507 Underneath a waterfall at the dead end
    Mustafar /way Mustafar -3383 -119 Underneath a lava waterfall on the West side of the planet
  3. Hero of Tatooine: This has been completed for both of my characters that have gotten A and many others as well.
  4. 2 Theme Parks: Jabba's theme park and another one of your choosing. This can also be the Warren or the Corellian Corvette.
  5. A racing badge: Obtain at least 1 planet racing badge. This is not the race that is part of the Legacy Quest line. Reference here: https://swg.fandom.com/wiki/Swoop_race_tracks
  6. Slayer Badges: We recommend the Ancient Krayt Dragon, the Gorax and the Ackley.
  7. Profession Badges: You need to master a profession and a 2nd-tier profession, either Ace Pilot or Master Chronicler.
  8. Other random badges to get you over 100 badges, such as the Witches of Dathomir Theme Park, some Mustafar content, some Kashyyyk content, or maybe some Quarantine Zone content. Be sure to get yourself to the 100-110 badge count. Once you have completed this list and think that you have gotten A, it takes a loading incident to trigger it, so log out and back in or travel to a different planet or city.
Jedi Unlock, Phase I-B

This is the kick in the balls when it comes to the Jedi unlock system, and I am going to quote the developers on this one to make it easier for you to understand.

"The Inciting Incident system was created to address the challenge of balancing the immersion of the original Star Wars timeline with the desire to incorporate Jedi as a significant aspect of the game. In the timeline of the game, there weren't any Jedi around searching out younglings, and anyone knowledgeable enough to recognize it in you early on was being silenced by the Empire. Our solution was to develop a system that aligns with the lore while also allowing us to regulate how frequently players can access Jedi.

We don't view Jedi as an entitlement that any player can achieve to ensure that it maintains its unique and significant place in the game. We have seen that the system has been successful in making the Force experience on Restoration unique and thrilling, and we're very excited about what's coming next in the Jedi unlock process.

A new insight on inciting: We've previously shared that faction plays a role in unlocking, but many have questioned how that works if you aren't a declared faction. We thought of that! In that case, the game aligns you with whatever faction you are in better standing with (or randomly, if you're truly neutral). How this plays into your story is for you to find out. Does the heart of an underdog beat within your chest, or does the thrill of power and dominion fuel your spirit?"

-ornj (Developer)

Note: Your character needs to be at least 10 days old to have a chance at getting B. This is a totally random aspect of the Jedi unlock. Players have gotten B from clicking on a ticket collecting droid, riding their favorite vehicle, or getting a buff from another player. There are many random things that a player can do to have an inciting incident. For me, I was in a group doing terminal missions. I was driving my STAP speeder from one mission to another, and a pop-up came up on the screen telling me that I had incitated. This can happen on day 10 or day 300, who knows?

This is the hardest part of the Jedi Unlock: WAITING AND HOPING FOR B. Many people just say, don't worry about it and just play the game. While this is true, it can be frustrating. I would tend to agree with the statement because I incited on the character I didn't really want to incite on. Make your 2 characters and work on getting your 3rd. Play the 3 as if B is not a thing, and one of them will get it. That's how the force works sometimes. The character that you don't want to be a Jedi ends up being your Jedi.

Jedi Unlock, Phase I-C

This one is the easiest of the 3 in Phase 1 of the Jedi unlock system. Easy, but not so easy at the same time. I say easy because it is straight-forward as to what you have to do. You just have to finish the Jedi Artifact Collection - Meditative Discipline.

Jedi Holos

In order to get the Jedi Meditative Discipline, you will need to find all these Holocrons:

Strange Jedi Holocron 1/5 (Meditative Discipline)
Strange Jedi Holocron 2/5 (Meditative Discipline)
Strange Jedi Holocron 3/5 (Meditative Discipline)
Strange Jedi Holocron 4/5 (Meditative Discipline)
Strange Jedi Holocron 5/5 (Meditative Discipline)
Strange Sith Holocron 1/5 (Meditative Discipline)
Strange Sith Holocron 2/5 (Meditative Discipline)
Strange Sith Holocron 3/5 (Meditative Discipline)
Strange Sith Holocron 4/5 (Meditative Discipline)
Strange Sith Holocron 5/5 (Meditative Discipline)
Reward: Meditate (Ability)

All of these Holocrons are mostly looted from any non-aggressive Force Sensitive on Dantooine, including those in the Force Crystal Hunter's Cave. They are also looted while on a Buried Treasure hunt. The Sith Holocrons are also looted on Dathomir from various Nightsisters, Singing Mountain Clan and Spiderclan. Despite many people believe SMC and SC do not drop them, that is a disproved myth. As said, they all drop them, as well as the aggressive Force Sensitive NPCs in the Northeast corner of Dantooine which are in the same area as the non-aggressive Force Sensitives.

Spiderclan Web Dancers are among those of the Spiderclan who are known to drop Jedi Holocrons. On November 14, 2010 someone looted two Jedi 4/5 meditation Holocrons from these Spiderclan members within 30 minutes of each other, as shown in the picture.

The following are non to drop Jedi Holocrons.

Phase II: Mending Mindfulness...

Jedi Unlock, Phase II-1

The Bartender:

Once you have finished Phase 1, there is nothing telling you what to do. So this is where this information will come in handy. Once you have finished Phase I you are assigned a bartender. Not just any bartender, YOUR bartender. You need to seek out your bartender for information.

You will travel to non-player cities and visit the cantina. You will be looking for a bartender who is behind the bar. You will then talk to the bartender. If it is not your bartender, there will be 3 options to choose from. If it is your bartender, there will be 4 options to choose from. The 4th option is the one you are looking for. This will allow you to have a different conversation with the bartender than with all the others you have tried to talk to.

But there is always a kicker, right? If the city is Imperial controlled, that means the city alignment score is 49% Rebel and 51% Imperial. The bartender will not finish his conversation with you and give you the information that allows you to continue. He will tell you to come back when the Imperials are not around, or something to that effect. This has effectively been patched, and you are now able to talk to the bartender if ALL imperial NPCs in the area are killed. This can be a daunting task that requires a group if the city is Imperial-Controlled.

When you have successfully talked to your bartender, you will be able to move onto Phase II-2.

Jedi Unlock, Phase II-2

The Waypoints:

This part is really simple. Once you have spoken to your bartender, you will get a popup on the screen with this shady character that talks to you. He is basically giving you some tests to make sure you are who you say you are. In this phase, it's basically just going to 3 waypoints and meditating on the waypoint. That's it. Go to the waypoint and meditate there, and you will complete that task. So what are the waypoints?  Let's list them below, shall we?

The 1st one is on Mustafar, /way 1180 2173

The 2nd one is outside Theed on Naboo, /way -5486 4866

The 3rd one is the Sarlacc Pit on Tatooine, /way -6176 -3372 Just go near the pit and meditate.

Once you have done those 3 locations you will be ready for Phase II-3.

Jedi Unlock, Phase II-3

The Shrines:

This part is really simple, but not so simple at the same time. Once you finish Phase II-2 you will have to find YOUR Jedi Shrine. Not just any Jedi shrine, but your Jedi shrine. You will need to visit every Jedi shrine on every planet until you find the one that is yours. Some have gotten lucky and found it in a short amount of time, while others have had to visit every shrine, and the last one they visited was theirs.

So what's the hard part? The hard part is this. When you go there to visit the shrine, you must meditate near it to find out if it's yours. If it's yours, it will tell you so, and all is well. If it is not yours, it will kind of explode with lightning bolts, and something will happen or not happen as a result.

When nothing happens, well, that's fine for the next person who comes by to see if it's their shrine. If something happens, that leaves trouble for the next person who needs to test the shrine. That trouble can be in the form of a few things. 2-3 force crystal hunters, which should be no problem for the next person, 1 Jedi Adept, 1 Jedi Knight, and 1 Dark Jedi Master spawn, or some other combination of those I just listed.

You have two options: you can run and leave them for the next person, or you can kill them off.

So here is where the not-so-easy part is. The person who came before you ran off and left the NPC's for you to deal with. That means when you go to test a shrine, you don't know what's going to be there. Nothing or a handful of NPC's to kill with a possible Dark Jedi Master.

Once you have found your shrine, you will know it for sure because you will have finished Phase II and be rewarded with the option of choosing a Meditation Chamber Deed. A Jedi one or a Sith one.

Now you are ready for Phase III-1.

Here is the list of shrines.

Corellia

/way -7391 -3938 Tyrena 2900m;
/way 6300 6687 Doaba Guerfel 3146m;
/way -2384 6393 Kor Vella 3602m;
/way -6907 4527 Kor Vella 4099m;
/way 6092 -5578 Coronet 6215m;

Dantooine

/way -1814 -6202 Dantooine Pirate Outpost 3387m;
/way -6999 -5269 Dantooine Imperial Outpost 4029m;
/way 2638 -1541 Dantooine Pirate Outpost 4997m;
/way -6173 4120 Dantooine Mining Outpost 5764m;
/way 2163 7548 Dantooine Mining Outpost 5768m;

Dathomir

/way 3087 4887 Dathomir Trade Outpost 3047m;
/way 1654 -5765 Dathomir Science Outpost 4515m;
/way -4961 -3493 Dathomir Science Outpost 5269m;
/way -4148 5926 Dathomir Trade Outpost 5546m;
/way 5570 -1514 Dathomir Science Outpost 5620m;

Endor

/way 670 5548 Endor Smuggler Outpost 4313m;
/way -5055 -1703 Endor Smuggler Outpost 5239m;
/way -5627 4813 Endor Smuggler Outpost 5705m;
/way 5116 1923 Endor Research Outpost 5748m;
/way -3870 -4467 Endor Smuggler Outpost 6689m;

Lok

/way -2132 5938 Nym's Stronghold 2648m;
/way 5455 3805 Nym's Stronghold 5257m;
/way -5806 1977 Nym's Stronghold 7213m;
/way 4978 -5674 Nym's Stronghold 12054m;
/way -3641 -6030 Nym's Stronghold 12255m;

Naboo

/way 2377 -473 Dee'ja Peak 2900m;
/way 7182 -234 Moenia 5075m;
/way -6859 -1937 Theed 6413m;
/way -2582 -6184 Moenia 7469m;

Rori

/way -4496 -7531 Narmle 5414m;
/way 307 -978 Narmle 5805m;
/way 6854 -1221 Rori Rebel Outpost 6066m;
/way -926 6046 Restuss 6274m;
/way -6375 6403 Narmle 8648m;

Talus

/way -5785 4478 Talus Imperial Outpost 4160m;
/way 318 5842 Nashal 4166m;
/way -5494 -3241 Dearic 5700m;
/way 5760 -5208 Dearic 5900m;

Tatooine

/way 5958 -5685 Mos Eisley 2522m;
/way -3622 5280 Mos Espa 3272m;
/way 5264 113 Mos Entha 4972m;
/way -6505 -3667 Bestine 5148m;
/way 5632 6015 Mos Entha 5267m;

Yavin IV

/way 2389 -4934 Yavin Imperial Base 2092m;
/way -4585 -3761 Yavin Labor Outpost 3053m;
/way -3362 6914 Yavin Mining Outpost 3697m;
/way 6455 6423 Yavin Mining Outpost 6890m;

Jedi Unlock Phase III-1,The Librarian

Ok, now that you have finished Phase II you are left wondering: What should I do now? To start Phase III of the Jedi Unlock, you will speak to the Librarian on Naboo. The Librarian is located in the palace building (/way -5535 4682) in Theed on Naboo.

This part of Phase III is pretty easy. She will give you a waypoint to attend a rally on Tatooine. When you arrive there, speak with the NPC on your right before entering the rally room. Once in the room, you will have to wait for the rally to begin and conclude, and your quest will update, sending you to the Dathomir Science outpost. Once you get there, you will get a waypoint to the village. Once you reach the village, go slow and enjoy the cool stuff that takes place while entering the village through the fog.

That concludes Phase III-1, The Librarian. You are now ready for Phase III-2, The Village.

Jedi Unlock Phase III-2,The Village

Ok, so you finished Phase III-1 and you find yourself in the village. What now? The important thing to do now is to plan out how you want to build your skills in the village phase. The village is always in a 4 phase cycle. Depending on when you arrive, it will depend on what part of the cycle you are in. It will take you a minimum of 6 weeks to leave the village because each phase of the village lasts 1 week, and you need to complete 6 rows of skills in order to exit the village. More on that to come.

NOTE: You can only do 1 quest per village phase, so that means 1 quest a week. Since you need 6 rows of skills that means 6 weeks min. in the village.

Ok, let's say you arrive in phase I and you can only do 1 quest per phase. You have to decide which quest you want to complete. This 1 quest will unlock 1 row of skills in a skill try.

For example, during Phase I, you decide to do a quest for Capt. Sarguillo (5313, -4161). Completing that quest will unlock the Ranged Accuracy Line.

Now that you have unlocked that line of skills, you can use the correct FS XP (force-sensitive XP) to purchase that whole line of skills. That's 1 line of the 6 you need to exit the village. I hope this makes sense.

Now if instead you did your 1 quest for Whip (5283, -4226) during Phase I you would unlock the Survival line of Enhanced Reflexes. You can use the correct FS XP (force-sensitive XP) to purchase that whole line of skills. That's 1 line of the 6 you need to exit the village.

Depending on your profession and what you are trying to unlock, it will depend on which quest you pick per phase. Planning this out ahead of time will surely be helpful.

Do you have to surrender skill points to purchase these lines? Yes and No. Before exiting the village, you will have to, but not before. Just because you have unlocked the skill lines does not mean you have to use your FS XP right away to fill them in. I suggest you wait until you are ready to exit the village before surrendering your skill points to purchase these new skills. So for example, I will be leaving the village with all of the ER skills and 2 lines of the CP skills, the Melee Accuracy line and the Melee Speed line. I entered the village during Phase I, so for me to unlock the lines I want, I will need to be in the village for 7 weeks. My Example:

Phase I quest, Whip ER Survival

Phase II quest, Whip ER Vehicle Control

Phase III quest, Dageerin ER Ranged Defense

Phase IV quest, Capt. Sarguillo ER Melee Defense

Phase I quest, Capt Sarguillo CP Ranged Accuracy, which I don't want, so I need an extra week.

Phase II quest, Dageerin CP Melee Speed

Phase III quest, Capt Sarguillo  CP Melee Accuracy

As you can see, I had to do Phases I,II and III twice to get the skills I wanted. This completes my 6 lines of skills. Now I surrender skill points and purchase the news skills so I can exit the village. I will be banking 4,950,000 ER FS XP and 2,500,00 CP FS XP before surrendering my 24 skill points needed to fill the 6 lines of skills I need to exit the village.

How do you get FS XP? You turn in or convert normal XP for FS XP at a specific ratio. Each type of normal XP has a different conversion ratio. For example: Weapon XP has a conversion ratio of 30:1 So a maxed-out 1,200,000 weapon XP is worth 40,000 FS XP. Combat XP has a conversion ratio of 3:1 so 300,000 combat XP is worth 100,000 FS XP.

So let's look at an example of filling in a line of skills. Let's say I want to fill the ER survival line. I need 50,000 ER FS XP for the Novice box, 175,000  ER FS XP for Survival I, 250,000 ER FS XP for Survival II, 350,000 ER FS XP for Survival III and 450,000 ER FS XP for Survival IV. That's a total of 1,275,000 FS XP for the 1st line and if you are filling more ER lines like Vehicle Control, each additional line will be 1,250,000 FS XP. The Master box is 0 FS XP so the whole ER tree will cost 4,950,000 FS XP.

Notice I typed ER FS XP and not just FS XP. Each tree has its own FS XP, so when turning in your normal XP for FS XP, make sure you are converting it for the right type of FS XP. Combat Prowess would be Combat XP, Reflexes would be Reflex XP and so on. For short, I would say ER for Enhanced Reflex and CP for Combat Prowess.

[CP] = Combat Prowess 1) R Accuracy 2) M Speed 3) M Accuracy 4) R Speed
[ER] = Enhanced Reflexes 1) Survival 2) Vehicular Control 3) R Defense 4) M Defense
[HS] = Heightened Senses 1) Persuasion 2) Survey 3) Luck 4) Healing
[CM] = Crafting Mastery 1) Assembly 2) Technique 3) Experimentation 4) Repair

Now I will list the quests. This information was gathered from other websites, so it may not be completely accurate, but I am sure it is spot-on or very close.

The Quests Phase 1

CP - R.Accuracy - Capt. Sarguillo (5313, -4161) - Aurilian Banner

10 patrols for the unlock; each patrol consists of 8 waypoints. Avoid groups of more than 3 Sith (do not engage); kill groups of 3 or less. 10 additional patrols for the banner. As you complete patrols, the wps get farther apart (for the last patrol, 2k between wps is not unusual)

ER - Survival - Whip (5283, -4226) - Aurilian Sculpture 3/4

Go to the waypoint Whip gives you; when you reach it, you get directed to a Sith encampment (~250m away), where you must kill a Sith pirate and thug, then converse with the "captured villager.". He will follow you (you must take him the entire way back to the base, or you will fail the rescue). 5 rescues must be completed in total.

HS - Persuasion - Silvarra (5391, -4075)
**Must have Master Medic**

Treat 5 villagers for the unlock, 5 additional for the necklace, and 5 more for the plant. To treat a patient, you just talk to a droid (and when you complete a patient, the droid resets, so you never need to talk to more than one droid). Each patient has about 7 things wrong with them; treat the last one first and work your way up. A medicine can cure up to 2 different things and cause a 3rd new problem. You can experiment with the primary cure, secondary cure, or residual (exp-ing on the residual removes the added problem). The following is a chart as to which % experimentation maps to which cured disease:

fever = 0-8% experimentation
vomiting = 8-16% experimentation
open sores == 17-25% experimentation
puss filled lesions = 25-33% experimentation
erratic heart rate = 33-41% experimentation
respiratory failure = 42-50% experimentation
lost vision = 50-58% experimentation
partial paralysis = 58-66% experimentation
violent spasms = 67-75% experimentation
bloody cough = 75-83% experimentation
swelling = 83-91% experimentation
internal bleeding = 92-100% experimentation
It is best to bring high-end resources (5 flora and 10 metals per med) for most medicines and some extremely low-end resources (it's OQ 66% PE 33%) for fever/vomiting, otherwise, your assembly % will start too high to get them. If you have a friendly doc who is currently doing the quest, then they can create schematics for the medicine and run them in a factory. Beware,  however, as they do not stack in crates. And they must be currently working on the quest; when you finish, you lose the base schem and can't create any new meds. With just Novice Doc I was able to experiment up to partial paralysis with high-end resources, but to get the top 4 you need some or all of the doc crafting chain.

Current information on the plant: It grows through the stages of Small Aurilian Plant, Medium Aurilian Plant and Aurilian Plant, after it reaches the largest stage, it'll produce a fruit that is a 1k H/A/M heal (food filling 10). Each plant is unique, so you must find the best settings for your plant yourself. Here is a good guide that explains how it works.

CM - Assembly - Quharek (5373, -4181) - Aurilian Sculpture 4/4

Go to the sensor array (5417, -4119), access the terminal, and retrieve all 4 components ("retrieve" radial option). Head to the "Chief Engineer's Hut" (5377, -4116), use the "Recursive Analyzer" to turn the broken components into schematics (be sure to have 4 spaces in your datapad). No experimentation occurs and quality doesn't matter; you can use a generic or W/D/G tool, and the schematics only have a single use (and making schematics out of them won't help since you can only do the next step on items you've crafted); crit fails do nothing (you keep the schem and the resources). You must calibrate each item after crafting. If you screw up the puzzle, the component's integrity will go down; if it hits 0% you must 'unbreak' it into a schematic and recraft it. Once all 4 have been calibrated, put them back in the sensor array. All of the puzzles require some guessing as changes aren't updated in real-time.

Solid State Array: 100 Extrusive Ore, 10 Nabooian Water, 20 Polymer, 10 Copper Line up the horizontal holes with the vertical line
Signal Amplifier: 70 Copper, 20 Carb Ore, 25 Tal Fiberplast, 20 Aluminum Match the two graphs
Gyroscopic Receiver: 50 Yavinian Wind, 20 Lub Oil, 45 Steel, 20 Copper Match the two patterns
Configuration Processor: 50 Rori Fiberplast, 30 Copper, 40 Aluminum, 15 Copper Match the patterns (pressing one button will affect the other two)

The Quests Phase 2

CP - M.Speed - Dageerin (5238, -4189) 

Track down and destroy 8 enemy bases. You are given a tool in your datapad to track the bases; it gives you a "threat level," and when it's high, you're moving towards your target. When you get to a base, wait for your quest journal to update, and then kill the Sith there. Return to Dageerin after each mission.

ER - Vehicular Control - Whip (5283, -4226) - Gleaming Ring (+35 Defense General and +45 Opportune Chance)

You will be given a WP on Endor; when you get there, a crashed ship will be within about 500m (it spawns on the overhead map as a structure) with Sith guards; when you get near the camp, the supplies will appear in your inventory with a system message; return to Whip (just get close to him and they transfer over, but you must talk to him to get the next wp). Repeat five times. If you're having problems, make sure you're at the right camp (sometimes they spawn quite close to one another). Some additional information: missions are ~3k away from the starport, 7 sith at each (2 thugs, 5 pirates). It has also been suggested that you can just drive up to your camp and get the crate without fighting the Sith. If you have problems with your mission, you can now reset the mission with Whip.

HS - Survey - Eozlin (5200, -4141) - Some resources and An Inorganic Survey Tool (Chemical, Gas, Mineral, Water)
**Must have Novice Artisan**

Find 50%+ concentrations of different resources (Aluminum, Gemstone, Energy [Wind/Solar], Ore, Copper, Steel, Iron, Gas), your Force Crystal will tell you what you have to do next. All you have to do is survey them and be standing on a spot that is above 50%, you do not have to sample. You get a Sith resource loot item for each successful survey. You do not have to return when you're done; you do not have to stay on Dath.

CM - Technique - Quharek (5247, -4032) 
**Must have Novice Artisan**
Note: this quest is capped; only the first X people may take it.

Contribute 10 items (Reinforced Wall Module, Small Turret and Refined X count as items) to the village crafting project. To contribute, get a schematic, or check the status, talk to the binary load lifter droid QT-QC [located at (5193, -4196)]. This is where those unstackable resource loots from Sith are used. It seems the bare minimum will be 200 resources. These resources are found from looting Sith (so talk to people doing combat missions); additionally, anyone who did the Eozlin Survey quest this phase should have gotten 7 of them as well (one per successful survey).

Reinforced Wall Module: 10 Similar Endrine Ore, 10 Similar Rudic Ore, [optional] 1 Reinforced Wall Module
Small Turret: 1 Turret Hardware, 1 Turret Electronics
Turret Electronics: 5 Similar Rudic Ore, 10 Similar Ardanium II Energy, [optional] 1 Turret Electronics
Turret Hardware: 5 Similar Endrine Ore
Refined Ardanium II: 20 Similar Ardanium II Energy
Refined Endrine: 20 Similar Endrine Ore
Refined Rudic: 20 Similar Rudic Ore
Village Defenses: 1 Refined Endrine, 1 Refined Rudic, 1 Refined Ardanium II, 1 Reinforced Wall Module, 1 Small Turret[Note: this item is uncraftable.]
The reward seems to have 20 uses if you won a category (most quality or quantity overall, most quality or quantity on a single item) and 5 uses if you didn't. According to what I've read, a critical success is above amazing and may allow you to go over hard caps, may only affect one line, may affect all of them, and is still waiting to hear back from people actually using them.

The Quests Phase 3

CP - M.Accuracy - Capt. Sarguillo (5313, -4161) Belt of the Force Sensitive

Capture the commander of an enemy base. Each base has a strong shield, turrets, and Sith. You must first disable the shields to get into the base. Waypoints to the bases, along with the codes (Remote Frequency Codes) to disable the shields, are found on the NPCs around the bases. Each base has a different code for unlocking the shields. The Captain gives you a device (Shield Generator Remote) to turn off the shield of a particular base when you give him the appropriate frequency code (you must also hand him waypoints, unsure as to why yet). After disabling the shields, you must kill 5 Sith to have the Commander spawn. He has a capture option from the radial menu; use it (you only have a limited amount of time to get him before the shields come back up). He will then follow you (you must take him back to the village); do not leave him behind, or you will fail. You only have an hour to get him back to the village, and Sith will attack you to try to get him back (if he tries to escape, you have a short time to recapture him)

You can do this mission with another player in order to get the bonus reward (Power Crystal), The captain will offer you the ability to do this partnership at the beginning; in this case, one person lowers the shield and the other captures the commander. Both people are doing the mission; both will unlock and get rewards; neither can take other missions.

The base WP's are the same locations on every server, but which base is server-dependent? Check out this for your server specifics. The following is a list of base WPs. :

The following are confirmed by at least 2 people:
-2932, 738
-1977, 2234
-1680, 1703
4027, -1402
-1721, -4684
1311, 1219
-1000, 2300
-410, 2506
5315, -1145
2960, 45
-1092, 2343
-390, -1966
-1017, -2873
The following are confirmed by only 1 person:
700, 750
3053, 37
3076, 2174
-1000, 2300
1073, 1860
ER - R.Defense - Dageerin (5238, -4189) - No Reward

Track down and destroy 8 enemy bases. You are given a tool in your datapad to track the bases; it gives you a "threat level," and when it's high, you're moving towards your target. When you get to a base, wait for your quest journal to update, and then kill the Sith there. Return to Dageerin after each mission.

HS - Luck - Eozlin (5200, -4141) - Inorganic Survey Tool [Same as Phase 2]
**Must have Novice Artisan**

Find 50%+ concentrations of different resources (Iron, Gas, Energy, Aluminum, Ore, Gemstone, Steel, Copper). All you have to do is survey them and be standing on a spot that is above 50%, you do not have to sample. You get a Sith resource loot item for each successful survey.

CM - Experimentation - Quharek (5292, -4108) 
**Must have Novice Artisan**
Note: this quest is capped; only the first X people may take it.

Contribute 20 items to the village crafting project. To contribute, get a schematic, or check the status, talk to the binary load lifter droid QT-QC [located at (5193, -4196)]. This is where those unstackable resource loots from Sith are used. It seems the bare minimum will be 200 resources. These resources are found from looting Sith (so talk to people doing combat missions); additionally, anyone who did the Eozlin Survey/Luck Quest this phase should have gotten 7 of them as well (one per successful survey). We believe that rewards will be handed out at phase shift; if you win a category (Quantity/Quality) your reward will have more uses. Using a component back in itself improves its quality but does not cause the component to count as 2 items (I have had some reports of this not working with unit computers).

Power Supply: 2 Similar Ostrine Ore, 3 Similar Endrine Ore, 5 Similar Wind Crystal Energy, [optional] 1 Power Supply
Primary Computer: 4 Similar Rudic Ore, 3 Similar Ardanium II Energy, 3 Similar Wind Crystal Energy, [optional] 1 Primary Computer
Regulator: 5 Similar Rudic Ore, 5 Similar Ostrine Ore, [optional] 1 Regulator
Shield Connections: 10 Similar Ostrine Ore
Shield Housing: 5 Similar Endrine Ore, 4 Similar Rudic Ore
Unit Computer: 4 Similar Rudic Ore, 6 Similar Ardanium II Energy, [optional] 1 Unit Computer
Endrost Alloy: 8 Similar Endrine Ore, 1 Ostrine Ore, 1 Wind Crystal Energy
Village Shields:1 Endrost Alloy, 1 Shield Housing, 1 Power Supply, 1 Unit Computer, 1 Regulator, 1 Shield Connections, 1 Primary Computer[Note: this item is uncraftable.]

The Quests Phase 4

CP - R.Speed - Capt Sarguillo (5313, -4161) - Aurilian Sculpture 1/4 (?)

Enemies will attack the village every 2 hours; you must kill 50 Sith Outlaws and 25 Sith Pirates. To get credit for a kill, all you must do is register a hit (at which point they will appear on radar and the overhead map as red instead of yellow, which is very useful for knowing who you haven't hit yet). Upon completion of the mission, you unlock either CP - R.Speed or ER - M.Defense , whichever you picked when starting.

ER - M.Defense - Capt Sarguillo (5313, -4161) Beaming Ring

See CP - R.Speed above, it gives the option to unlock this branch. Note that this branch doesn't give you the reward while Ranged Speed does; this is intended and a little silly.

HS - Healing - Silvarra (5391, -4075) 

You must heal 50 other players during the Sith attacks (there are raids once every 2 hours); you can only get credit for a heal once per person, and you must be grouped with them; however, to get credit, the player you heal has to be in combat with a Sith Outlaw/Pirate (See the CP mission this phase). [Heal an additional 50 for the reward.]

CM - Repair - Chief Engineer of Aurilia (5390, -4122) - Aurilian Sculpture 2/4

Step 1: Go to Keren, Coronet, or Mos Entha to speak with a "Gadget Specialist" (you can get wp's to any of these from Alpoka). You must purchase a "Satellite Tracking Device Assembly Kit" for 530 credits.
Step 2: Complete the kit (Requires, Tracking Device Assembly Bracket First, Second and Third Segment; Tracking Device Case First, Second and Third Section). You also need 4 Master Artisan crafted items.
Step 3: Go to any Starport ticket droid and use the "Purchasing Satellite Tracking Data" radial option; this costs 1100 credits. Once the droid finds the satellite, you retrieve the info with the "Obtain Satellite Data" radial option.
Step 4: Use your tracking device to locate the satellite and retrieve the computer core
Step 5: Use the "Reconfigure Interface" radial option on the computer core. You must get the four indicators to light up. To do this, you must connect four wires in the proper order. There are red, yellow, and blue wires, and each can be connected to a different power source. You set it up and then test it to see if you're right. For each wire connected to the correct contact, one of the indicators will light up; if the right type of wire is used but to the wrong contact, the indicator will flicker. Each failed test damages the core and causes the "Circuit Integrity" to drop, which is the % chance the core is still viable. On average, a core can survive 6 or 7 attempts before it's fried (unclear right now what happens if you fry the core—do you fail or do you have to retrieve it again).
Step 6: Return the completed configured core back to "Chief Engineer" [Name keeps changing]
WARNING: If you complete step 3 before doing step 2 you will get screwed

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