(It's one of the few places where I'm not too bothered if the rest of the group wants to skip the two bonus quests.) Getting to fight HK-47 and Revan is kinda cool. Overall the Foundry is another fun romp, if maybe filled with a bit much trash. The flashpoint ends with the Empire taking control of the Foundry, a super powerful installation that is sure to win it the war, just to never be heard of again. So you kill first his droid and then the man himself. In other words, Revan has turned into a genocidal maniac and needs to be stopped. Later you run into a holographic projection of HK-47 who explains that his master has devised a plan to eradicate something like 98% of the Imperial population because they all have some traces of Sith blood in them and the galaxy needs to be cleansed of that. He contacts you on the holo shortly after you kill the first boss, offering to not treat you badly as his prisoners if you give yourself up peacefully. I guess I kind of already spoiled it in the paragraph above, but it just so happens that the mysterious Jedi Master in charge of the Foundry turns out to be Revan. His body mysteriously disappears at the end, leaving the door open for a possible return of the character, which Bioware eventually made a reality in 3.0. In practice however, there's simply a lot of dodging out of circles and not much else. The fight is quite impressive visually, with Revan drawing from a mix of Jedi and Sith abilities while going on about how he uses the power of the Force in balance. Revan! Sadly he's not nearly as cool in terms of mechanics as he could have been. I guess we're willing to forgive that because he's HK - being a bit of an unpredictable killer is in character.Īnd of course at the end we have. However I've also seen HK stand in the core's spot with no actual core visible, while simply being immune to all damage, and people getting one-shotted when they tried to attack him.
Apart from add summons, the key mechanic is that HK will disappear into a giant machine core every so often to power up, which you have to interrupt by clicking on four panels on its outside. HK-47 is a fairly interesting fight in terms of mechanics, though to this day I'm not entirely sure how much of it is intended and how much of it is simply due to bugs.
What makes this flashpoint interesting however are two fights: HK-47 and.
#Swtor flashpoint order imperial plus
Interspersed are a couple of Jedi, plus in that bit where you exit the main installation for a while there are those moon slug things, one of which is the bonus boss.Īside from said bonus boss, there are two fairly unremarkable droid bosses, plus that one Jedi where I'm never even sure whether he's supposed to be a boss or not, but he does drop some crystals as far as I recall. The Foundry is basically a giant droid factory, so it's no surprise that most of the enemies you fight in it are droids too (and there are a lot of them). In the previous flashpoint you stole a Republic ship to approach said installation more stealthily, while this instance is about the main event of invading it. The story that you've been told in the quest Call to Arms up to this point is that the Emperor supposedly allowed a powerful Jedi Master to escape from captivity so he would lead the Empire to an even more powerful, hidden installation called the Foundry. Since 4.0 they are all tacticals accessible from level 15 onwards and also have a solo mode in order to enable people to just see the story.
It's the last part of a story arc that spans four levelling flashpoints in total, with the first two taking place on Republic side and the Imperial part of the story starting with Boarding Party. The Foundry is an Imperial-only flashpoint that has been in game since launch and was originally designed for levels 35-42.