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The Foundry is the only Imperial flashpoint that has a prerequisite for entry. You must complete the quest chain “Call to Arms” which can be picked up from an NPC in the North of the White Nova Command Deck. The quest sends you into Boarding Party, on either normal or hard mode, then you talk to the Moff Phenir who will send you along to The Foundry next.

 

Holonet Entry

Following an intense battle, a Republic cruiser carrying supplies to a hidden space station is now in Imperial hands. As the ship is readied for the assault, the Empire learns the location of the station, as well as its true value. Built deep inside an asteroid, the complex has the power to create a nearly endless army of Battle Droids that answer solely to the station’s master. The Empire knows that control of this station can sway the war, and put together a plan to take it from the Republic.

But it won’t be easy. The station is in the hands of a mad Jedi who wants to purge the galaxy of Sith, and the complex itself is surrounded by a Republic fleet. To take the station, the Empire sends a small group of its most powerful champions to the asteroid surface to storm the base, fight their way through the army of droids and defeat the crazed Jedi once and for all. The Foundry is available to Imperial players.

Game Tips & Useful Information

Location

At any point after completing Boarding Party, proceed to the Missions Departure Elevator (West Wing of the Main Fleet) and select the last option”Interfleet Transport”. On reaching the shuttle bay, run to the Imperial Fleet Transport droid and select “White Nova  Shuttle”. On arrival, run to the elevator and select the only other option available: ” White Nova Command Deck.” On reaching the command deck, locate Moff Phennir (he is inside a group instanced room which will have a green eligible screen) and talk to him. When you have completed the flashpoint once, you can just talk to Sergeant Lodani near the entrance to pick up the quest. There is also a quick travel point to the White Nova Command Deck that will port you there from the Main Fleet.

Pre-requisite Quest Line (Removed in Patch 1.3)

Prior to Patch 1.3 players had to complete the quest line Call To Arms to gain access to The Foundry on both normal and hard mode. If you completed it whilst levelling, you can simply pick up the hard mode option at the entrance. If not, you had to pick up the quest on White Nova, complete Boarding Party on either Story or Hard Mode, hand in the quest afterwards and then you will be eligible for The Foundry. This requirement was removed in Patch 1.3 and players can now simply walk into The Foundry Hard Mode, like all the other flashpoints.

Loot Tables

Loot drops in many endgame Flashpoints have been changed by Patch 1.3. “Affected bosses drop items directly instead of dropping tradable tokens. Every boss now has at least one valid item per gear role. Many bosses now drop a variety of items (instead of items for a single slot). Commendation and ingredient drops have also received minor updates. Hard Mode endgame Flashpoint loot has been upgraded to contain higher-quality Artifact items, including Tionese pieces with set bonuses and Columi pieces. Hard Mode final bosses are largely unaffected.”  The final boss still drops the Columi Boots.

Exiting flashpoints

On finishing the flashpoint, a button will appear on the top right of your mini-map and on mouse-over will say “Exit Area”. Click on it to leave the instance at the end.

Boss Encounters

Foundry Guardian * HK47 * Burrower Matriarch * Revan *

 

There are three standard boss encounters, a mini-boss and a bonus boss, the Burrower Matriarch in the Foundry.

Foundry Guardian

Standard tank-and-spank. The Guardian does a short-range fire AoE attack ‘Molten Burst’ that affect melee players in particular with its 15m range. It’s channeled for a few seconds and has a 30-second cooldown, run away from it if your group is undergeared, if not, just make sure all ranged players are out of the 15 m radius.

Accessibility

Visual: There are no particularly bright or flashy visual effects.

Audio: Audio cues are not vital. Important warnings appear as text and/or visual effects as well as audio warnings.

Physical: Very little precision is required for the encounter and there are no damage that has to be avoided quickly. Place yourself in a good spot and follow your standard rotation and your group should do fine.

Cognitive: It is an easy and straight forward tank-and-spank encounter and should not present any problems.

HK47

Please note that the video embedded below does contain some flash and bright lightning effects.

HK47 is much easier on hard mode than it was on mid-level on normal. None of his abilities can be interrupted. At the start of the encounter, the tank should face HK-47 away from other players as he does a cone damage attack with a flamethrower that places a DoT on each player it hits. Waves of adds spawn, the tank should pick them up and DPS should switch targets and burn them down. The tank can either pick up both adds or one can be CC’ed if necessary. Soon after the first adds appear HK-47 will do a knockback effect and then port to a far corner of the room from where he will throw grenades and snipe at random party members with each snipe removing 3k health off the target. The tank should taunt him back as soon as he appears on the floor again.  At some point HK-47 will stop and focus and encase himself in the central housing from which he originally spawns. It’s vital to break him out as quickly as possible so that he doesn’t gain additional strength. The above sequence will keep repeating until HK-47 is defeated, just keep repeating the strategy outlined above.

Accessibility

Visual: There are some bright and flashy effects as the area next to the combat area contains lightning charges that periodically go off throughout the encounter.

Audio: Audio cues are not vital. Important warnings appear as text and/or visual effects as well as audio warnings.

Physical: It’s quite a mobile encounter and players have to be able to move and fight simultaneously. There is no particular hazard for anyone with slower reflexes, all actions that are time sensitive, such as breaking the boss out, can be done by other players.

Cognitive: It is an easy and straight forward tank-and-spank encounter and should not present any problems. The hardest part of the encounter is to retain enough situational awareness to notice the adds immediately and to switch targets appropriately, particularly as one of the things that bugs the boss is when you DPS the boss and the adds at the same time.

Burrower Matriarch

This is the bonus boss that unlocks by completing the bonus objective in the flashpoint. A standard tank-and-spank encounter with a slight twist. The boss have an acid spit ability that creats small, dark pools of acid on the ground. It’s very easy to spot. Move out of it immediately as it does huge amounts of damage very quickly. She also has a frontal knockback effect which can knock players into the spit, so the tank should face her away from other players. She hits the tank hard, so the healer should be prepared to focus healing on the target and as long as everyone stays out of the acid pools, they should require very little healing.

Accessibility

Visual: There are no intense or flashy visual effects during this encounter. The acid pools on the floor is dark purple on a sandy background and not difficult to notice.

Audio: Audio cues are not vital. Important warnings appear as text and/or visual effects as well as audio warnings.

Physical: You have to be able to move out of environmental hazards quickly.

Cognitive: It is an easy and straight forward tank-and-spank encounter and should not present any problems.

N4-10 Exterminator (mini-boss)

A mini-boss encounter before reaching the final boss and another easy tank-and-spank encounter very similar to the Burrower. Avoid the blue circles he casts on the floor and the tank should face him away from other players to avoid his conal abilities hitting them as well.

Accessibility

Visual: There are no intense or flashy visual effects during this encounter. The blue circles are easily spotted and there is no reliance on colour.

Audio: Audio cues are not vital. Important warnings appear as text and/or visual effects as well as audio warnings.

Physical: You have to be able to move out of environmental hazards quickly.

Cognitive: It is an easy and straight forward tank-and-spank encounter and should not present any problems.

The Mysterious Jedi: Revan

Revan is more challenging on hard mode than he was on normal. It’s vital to stay in the middle of the platform as he does a knock-back effect that can knock you over the edge to an early death. He will periodically force choke a random member of the party, be aware that if it happens to be the tank, he will turn around and start hitting another player. He also employs force push, usually on the tank, pushing them back to the opposite side of the platform combined with an aggro reset. It’s important for the tank to run back as quick as they can and get the aggro back.

Starting at 50% health, he will use force storm, pulling all players into the centre of the room and it slows as well as damages, so walk out of it straight away.

At 20% he will start pulling down rocks form the ceiling. There will be an AoE purple circle on the ground warning you where the stones will hit, make sure you move out of these before the rocks start falling. Be aware that he can be buggy during Force Storm. Stop all damage once he pulls you in and just walk away for the duration without doing anything else or he might become immune to attacks and you will have to reset the encounter by wiping the party. As soon as Revan bubbles at 5%, stop attacking him.

Accessibility

Visual: There are some bright effects during the encounter, similar to a Sith Sorcerer’s abilities.

Audio: Audio cues are not vital. Important warnings appear as text and/or visual effects as well as audio warnings.

Physical: You have to be able to move out of environmental hazards quickly.

Cognitive: It is an easy and straight forward encounter: attack the boss, stay in the middle of the platform and move out of environmental hazards.