Game Guides Archive

Thread: Death Watch Bunker Foreman's quest question

Wengel
Wed Dec 15, 2004 2:07 am
#1

The message about the didn't return the battery to the foreman was given to our group as well when we did the foreman's quest.

The thing about haldo... you do know, that you got 1 hour from you talk to him, until you have to return to him with the cure.

The trick about haldo is that he can be in several different places... do the /target Haldo to locate him usually.


The thing about the droid to clean the battery sounds strange. Have you tried to exit the bunker (resetting it basically), and then go back down and talk to the droid? As that is the point in the quest where it's possible to "split" it up. As long as you have the dirty battery, you should be able to continue the quest by talking to the Workshop droid again.


We did the quest in 1 go with our group.. and the only thing that got us worried was that "battery quest" message that arrived shortly after we talked to Haldo the first time.



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Death Watch Bunker - The Complete Guide - By Wengel

Gwig13
Wed Dec 15, 2004 2:44 am
#2






Wengel wrote:

The message about the didn't return the battery to the foreman was given to our group as well when we did the foreman's quest.

K glad this happened to someone else, I had a feeling it was just a bug and it really didnt affect anything, other than the fact that we had to retalk to the foreman to get the Haldo quest again. Of course this set us back about 45 min because we went back to the original Haldo location, he wasn't there, and we had to go back to the foreman, then back to Haldo.



As that is the point in the quest where it's possible to "split" it up. As long as you have the dirty battery, you should be able to continue the quest by talking to the Workshop droid again.

I've now reviewed this with several ppl in the group, and I think what happened was we didnt go back to the foreman after getting the dirty battery. This would explain why the droid recognized that we had the battery but would not allow us to clean it. I just hope you are right and we can bring the dirty battery to the foreman and pick up from there instead of starting at the beginning. You say that this is a spot which it is possible to split up the quest. How do you know this? It seems that your group did it in one try. Do you know other people that got the dirty battery, stopped there, then went back and picked the quest back up again? Thx for the info so far though. Iused your guide extensively Wengel








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Wengel
Wed Dec 15, 2004 4:12 am
#3


yes, you need to talk to the foreman, before going to the droid to clean it. else it won't work.

We're the only group on Chimaera, who did the foreman's quest in 1 go. But there's been crafted 3 jetpacks and 1 helmet on the server prior to us doing it.

As long as you have an item that the "quest" can reconize, you should be able to split it up and come back to finish it at a later stage.


about the guide... that's what it's there for..


btw... try bringing a cm along. if you have sen the movies in my guide, you'd see how effective 1 cm is in a dwb group. especially when you bring along a bunch of jedi.

Message Edited by Wengel on 12-15-2004 12:14 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

Micky_Bulvaar
Wed Dec 15, 2004 4:20 am
#4

Let me save you some trouble.

Over on the Wanderhome server, we have been taking groups down to the DWB for the last 4 weeks.
Every Friday night we go down, and some Saturday nights.

We've has tremendous, skilled groups, tanks, jedis, swordsmen, CMs, Docs....loaded for bear.

Everytime weve tried to complete the foremans quest, its bugged.

Every....single...time.

We've had Haldo despawn, twice now we've restarted the quest, gotten the battery from haldo, talked to the foreman, who prompts us to clean the battery, we go back to the droid, and get the message, "you do not have authorization to use this droid".

We've filed I'm stuck tickets, bug reports, talked to CSRs in live chat, Ive personally sent IMs to THUNDERHEART, TIGGS, and GARVA on this and been ignored.

I know that those 3 arent coders and cant fix the bug.....frankly I was hoping one of them could try to intervene amd have someone take the dirty batteries (we have 3 now, from 3 bugged quests) and give us clean batteries so we can continue on with the quest, since the droid is bugged.....bus as I said, Ive been completely IGNORED.

Sorry to be the bearer of bad news.

I suspect that they may get around to fixing this in publish 20-3....just hang in there, its coming!

Message Edited by Micky_Bulvaar on 12-15-2004 03:22 AM



RIP-Micky Bulvaar - Account Cancelled 04.29.05
Rebel Colonel :: Master TKM :: Master Pistoleer :: Rogue :: Jedi Wannabe
General: Mesric Militia :: Mesric, Tattooine
Night4554
Wed Dec 15, 2004 5:35 am
#5

This bug is a situational bug - meaning it doesn't always happen this way - you just got unlucky. My advice is just keep trying... I know it's rough, but I never encountered the "cannot acces droid" message, I got the clean battery, first try.



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Tremk_Stryder
Wed Dec 15, 2004 6:31 am
#6

so after you got the battery from haldo... did you talk to the miner once more?


if u havent done that...then the droid is NOT supposed to work... its a step in the quest that u skipped probably...not sure..


also..there are 2 droids... so u make sure u got the right one


ive done it in 4 runs with no bugs



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Wengel
Wed Dec 15, 2004 7:26 am
#7

Can't say anything but read the guide i've made. I've explained in details how the Foreman's Quest is done.

We did it 2 weeks ago. Without anything but the "battery quest failed" text popping up on our screen. Which had absolutely no impact on the quest.



==================================
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

Micky_Bulvaar
Wed Dec 15, 2004 7:50 am
#8



Night4554 wrote:
This bug is a situational bug - meaning it doesn't always happen this way - you just got unlucky. My advice is just keep trying... I know it's rough, but I never encountered the "cannot acces droid" message, I got the clean battery, first try.




Thanks for the encouragement.
In truth though, this is happening repeatedly to us.
No idea if this was an issue before, our experiences are all confined to within these last few weeks of doing the DWB.

But so far the bug is hitting us at 100% rate.



RIP-Micky Bulvaar - Account Cancelled 04.29.05
Rebel Colonel :: Master TKM :: Master Pistoleer :: Rogue :: Jedi Wannabe
General: Mesric Militia :: Mesric, Tattooine
Micky_Bulvaar
Wed Dec 15, 2004 7:52 am
#9



Tremk_Stryder wrote:
so after you got the battery from haldo... did you talk to the miner once more?
if u havent done that...then the droid is NOT supposed to work... its a step in the quest that u skipped probably...not sure..
also..there are 2 droids... so u make sure u got the right one
ive done it in 4 runs with no bugs





To be honest, the very first time we did the quest, no, we had forgotten to back to the mining supervisor first....so no doubt that contributed...but we ran back down and did talk to the foreman, then went back to the droid, and had the same result.

The following week, we did it clean, talked to the foreman first, then went to the droid, same problem.

*shrug*
We're gonna try again this Friday night, let you know how it goes.



RIP-Micky Bulvaar - Account Cancelled 04.29.05
Rebel Colonel :: Master TKM :: Master Pistoleer :: Rogue :: Jedi Wannabe
General: Mesric Militia :: Mesric, Tattooine
Micky_Bulvaar
Wed Dec 15, 2004 7:54 am
#10



Wengel wrote:
Can't say anything but read the guide i've made. I've explained in details how the Foreman's Quest is done.
We did it 2 weeks ago. Without anything but the "battery quest failed" text popping up on our screen. Which had absolutely no impact on the quest.





We did read your guide and its very very well done.
Very helpful.

Having said that, this appears to be bugged now.
Not sure if you've tried the the quest again in the last few weeks ( I cant see why you would, once youve done it, you get the Alum Minerals every few days w/o doing the quest again) but it seems to have some issues with it.

As I said above, we're going back out this Friday night, I'll let you know how it goes.



RIP-Micky Bulvaar - Account Cancelled 04.29.05
Rebel Colonel :: Master TKM :: Master Pistoleer :: Rogue :: Jedi Wannabe
General: Mesric Militia :: Mesric, Tattooine
Wengel
Wed Dec 15, 2004 8:21 am
#11

We did the Foreman's Quest 2 weeks ago... isn't that within the last few weeks?



==================================
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

Micky_Bulvaar
Wed Dec 15, 2004 9:23 am
#12

Ok didnt see where you mentioned that before. My bad.

Thanks for not being a smartas$ or anything about it.



RIP-Micky Bulvaar - Account Cancelled 04.29.05
Rebel Colonel :: Master TKM :: Master Pistoleer :: Rogue :: Jedi Wannabe
General: Mesric Militia :: Mesric, Tattooine
Veustuh
Wed Dec 15, 2004 9:49 am
#13


After obtaining the first two door entry keys and gaining access to the mines, you'll proceed to the Foreman and chat with him. Anybody in your group can speak with the Foreman as it's not dependant upon the group leader to do so. Also, if you plan on crafting more than one item per server restart it's essential that you have several members of your team do this set of quests in order to obtain multiple packs of alumin gel packets (forgot the correct name). Here's a quick run down of what you have to do to complete this task:



  • After getting the cure quest from the Foreman head back to the Medical Center located up on the second floor of the DWB. This is after you've gone past the second door entry point and made it down to the same level as the Droid Operation Room (where you can control a droid that will blow up debris in a separate room). The Medical Center is on the far right (past the ramp heading down to the mines) and you'll find a droid that will let you loot the cure. Everybody who has this mission will need to pull the cure though the quest can only be done once per entry into the DWB (the locks on doors 1 and 2 along with the mine have to be reset for your group).

    In addition you don't have a time limit on this quest if you don't speak with Haldo first. If this is your first few times inside the DWB odds are by time you're at the Foreman half of your crew has lost their buffs and/or others have chose to clone instead of sticking inside the bunker. No matter as you can pull the cure the next time you're near the Medical Center. In theory you could disban the group, everybody speak with the Foreman (obtain the mission), then group back up and exit the building and/or retrieve the cure.


  • Once you've retrieved the cure you'll proceed back to the mines and find Waldo (haldo) and do the one attack move. Whoever has the cure will need to hit Haldo in order to wake him from his daze and prompt the next part of the quest. You'll give him the cure (he'll usually take it automatically) then give you the battery which is needed for the mine elevators and assorted doors.

    Now that you're done with Haldo take the battery back to the Foreman as he needs to tell you that the batter is corroded will need to be cleaned but it's located on an upper floor to which you must get to.Once again you must go back to the top of the DWB and find the cleaning droid which is located on the first floor. There is no time limit on this mission either as you can do the cleaning at your convenience. Odds are if your group hasn't figured out a few tricks in power running the DWB you'll need the break to regroup and rebuff.


  • With the battery in hand and cleaned you'll go back down to the Foreman and give him what he desires. He will then approve of your work but tell you that in order for the shafts to work you'll need to turn on some hydromatic fluid pumps which are known to be flawed and will require you to figure out the right start up procedure in order to start the shafts. Again you'll head back up out of the mines and back to the top level of the Second door key area (top platform leading down to the Droid Operation Room) there's a room in the back that has 2 additional rooms to which one is a loot room and the other will be the Pump Operations Room (on the right as you enter).

    Once inside the Pump Operations Room there will be 4 switches that you can turn on and will light up 4 different lights based upon which combination that you choose. It's not confirmed if it's the same sequence each time though it can be done in two switch uses if you're lucky. If nothing more you'll have to fiddle around with the switches until you get the right combination. Once this is done you'll head back down to the mines and speak with the Foreman.


  • After all this work is done (the cure, the battery and the pumps) you'll go meet with the Foreman for the final part of the quest. You'll notice now that the shafts are running and lights are glowing on them if nobody else has done the this part (we were the first group on Scylla to do this). Speak with the Foreman and he'll congratulate you on your work and tell you that he can "slip out" some minerals for you since you've helped him and his crew. He'll make the mention that you can only get a limited amount as he doesn't want to raise any suspicion as to what he's doing (basically you can only get one mineral per completed quest per server restart). Once in possession of the mineral you can now craft your part. From this point on the person who has completed the quest will only have to speak with the Foreman each time they want another packet; no need to repeat the quest.


Pretty straight forward and simple on forums but it's a ton of work to which it's nearly impossible to complete in one setting. We took well over 2 months of running the DWB to map it out, do the quests and find out the tricks of the trade so to speak so that a small crew can go down there and craft in 45 minutes. Most runs were Friday, Saturday and Sunday with our best being 8 runs in one weekend (3 on Friday, 3 on Saturday and 2 on Sunday) to which we also learned something else out that I'll post here just for information if nothing else.


After doing all thequest into the DWB and now set to craft item we spent much time trying to figure out why we could get the minerals but not craft. This was done during our mass run weekend (3/3/2) to which3 attempts were done in vein so to speak. On the first run we found out that in order to craft a Jetpack the crafter must be a Master Artisan and Master DE. The Master Artisan is needed because Jetpack is classified as a vehicle and not an armor piece or backpack. The second attempt ended in failure as we found out that not only do you need the MA/MDE but you also need a piece ofBH armor in order to enter the room. It will tell you that you don't possess all the parts needed to enter the room (this is also where you craft part of the mando suit so SOE was lazy and didn't vary the code to check and see if you were just making a jetpack) and that you'll need the items in order to enter and craft.


Our third attempted lead us down there standing at the door again with the parts and the MA/MDE yet we still couldn't enter the room as it claimed that we didn't have all the parts. Well in a way we didn't as you needed all of the ingredients to craft Mando in order to enter the room. Being that we only wanted to craft a Jetpack this threw us for a curve until one of our group members did some quick research while we huddled at the door for the crafting room. We also chatted with the CSRs and sent in numerous bug reports to which we were told on the bug report that it's a known issue (needing mando parts just to craft a jetpack) but there wasn't anything they could do. Well after all this time spent dealing with the CSRs the researching group member pointed out that we needed to have the Binary Liquid gel in order to enter the room. The gel is used for the hardening process (completion) of Mando armor of course nearly extinct as pretty much everybody destroyed these items thinking they were like several of the useless Geonosian items we'd looted in the Geo Caves.


After contacting a few other known Black Sun hunters we'd found one person who happened to have a gel pack and was willing to give it to us if we'd help him make a jetpack as well. After obtaining the key part we were able to craft the first jetpack on our server along with 4 others for guild members, 1 for the previous owner of the gel and helped with two other guilds each getting a pack crafted.


Overall this has been the most challenging feature in SW:G and really proved to help bond our guild members closer together. From these runs we'd found something to concentrate on instead of all the bugs and other assorted issues along with find out that pretty much everything else in SW:G is cake compared to the bunker. Those who didn't fully understand how to use their professions to the fullest received a quick lesson through these runs as you have to stay focused on your role while inside the bunker. If done right a group of 12 can run the bunker in 45 minutes to an hour and not lose one person.


Items highly recommended to complete this are:



  • 4 - 6 stackers who know how to tank and willing to pull multiple agros on top of themselves in order to help with the group success. Tanks will be your front line defense as well as offense as these guys and gals will be the ones to save the Ranged, Jedi, Healers and crafter.


  • At minimum 2 CMs and Doctors for resurrecting and area heals. Poisons can be used but only singles as you don't want to agro more than you can handle. Most importantly these CMs and Docs must live and always be tended too instantly so that you retain proper coverage while inside the bunker.


  • Multiple Jedi are handy as they are the only ones who can cut through the resists of the agros though are highly vulnerable while inside the bunker. It's not uncommon for one BD to do an area attack and kill a fully buffed Jedi so these guys are fragile yet almost necessary to have inside the bunker.


  • High end kinetic and energy resist armor and full suits at that since publish 11.0. There is no ignoring the fact that high end armor is the only protection between you and 1.5k damage per second while inside the DWB. Keep extra parts such as chest plates and leggings on hand in case somebody needs them as tanks will wear out a suit in a run or two.


  • Absolutely at no time should a person in your group perform an area attack. There are limited areas to which TKs and Jedi can area attack and be effective without agroing more than what can be handled by the group. This is essential as it will make or break your time inside the bunker. Jedi can Dervish 1 and 2 in limited areas as well as TKs can spin attack 2 but must be 20m+ away from other agros and this includes through walls. BH's can cone too with the LLC but it's highly recommended that they don't just for the pure fact that they could cone in unwanted areas. Rifleman should never at any point use any 2nd level attack (Strafe 2, Flushing 2, or Flurry 2) as they will pass through walls and floors. Most melee could theoretically cone in limited spots as well though you run a high risk of bugging a spawn and/or causing more items to agro you. The use of area attacks is something for an experienced group to try and use as you've become familiar with the layout and how the agros work inside of there.


  • Until your group has become experienced at running the bunker and able to craft on a consistant basis it's highly recommended that you get buffed outside the DWB. Dancers and Musicians can buff outside the bunker in camps and will give you the full use of the buffs that will be needed in order to survive the bunker.


  • Foods and Force costs drain and regen at slower rates than outside as this is a known issue with caves in SW:G. This is also due to the constant battling and lack of down time between engagements. It's easy for a Jedi to drain their force pools in a matter of moments while inside the bunker so they will need to use sabers of low force costs and at times rely on default attacks while regenning. Foods empty out at a decelerated rate and will usually fall before the stomach filling is empty. There are several rest areas in the DWB to which force and stomachs operate at normal rates. At times the bunker behaves normally and will allow your stomach and force to adjust as if you were not inside the cave. For foods look for stuff that is long lasting and low filling; a brandy of +388 with 49 filling and 48 minutes is much better than one of +465 / 49 / 36 minutes.


  • In addition to all of this it's highly recommended that you have all group members on a TS/Ventrillio server in order to keep up to date with everybody and insure that you're able to adjust players position as needed. Without this communication during battle inside the bunker can be near impossible. You don't have to speak on TS/Vent but just listen and insure that you have one leader who's guiding the group through the bunker. It also helps to revoke speaking rights to those who aren't Healers, Crafter or Jedi and main tanks as these guys and gals will need instant help when they ask for it. Yes it sounds mean to revoke voice rights but it's of high importance that the group stays focused while inside there. One wrong move and you could end up with more than what the group can handle (i.e. 4 BDs, 2 SBDs, and 6 Black Sun).

Alright I'm done spewing out all of this and I've either completely overloaded your minds and/or bored you to death. If nothing more just skim over the suggestions as they'll be of more help than what you'd think and aside from that pretty much everything else in the bunker is optional. You can do the faction kill mission to obtain more stabilizers and are able to loot everything except the base for the jetpack while inside the bunker. BH armor doesn't drop off of these guys and neither does the elusive binary liquid gel. The Executioner Hack and DE-10 schematic along with barrels drop from the agros within the first 3 rooms of the DWB.



**Also be careful if you're going to run the bunker and somebody has bugged the front room. Anywhere in the neighborhood of 40 agros can be in the first 3 rooms and will later cause massive lag while inside the bunker that could result in connection loss and even group death due to lag.




Veustuh - Rifleman/Carbineer
Geno - Old School MD/MCM
Hunter'a - Dark Force Wielder
Kardo - Smuggler Extrodinare - Retired

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