All this has been spread out in multiple places and in different threads, so I thought it would be worthwhile to collect everything in one thread. It's much easier to see (and search for) a compilation of info on Page 1 of a thread with an appropriate subject line rather than having to read 17 pages scattered across 5 threads to get 90% of the information.
Staging Point: Mamool Ja Training Grounds Staging Point
Assault Zone Name: Mamool Ja Training Grounds
Assault Mission Name: Imperial Agent Rescue
Assault Mission Description: Find the NPC in one of the walled off rooms
Walkthrough:
When you start off look at your map. You're by a big fat area, with a bunch of halls and tunnels on the other side of the map. Everyone sneak/invis up and haul ass to the tunnel area. Head towards one of the 3 doors marked on the map.
Send 1 person (puller) out to find an enemy. If you see an enemy with a staff (mage type) or an Axe (BST type) pull those before you pull ones without any weapon of any kind. Make sure all melees unequip their Subtle Blow gear, as you WANT the enemies doing their TP moves. When the mob gets back to camp have the tank stand directly with his back against the blocked door and hold hate at all costs. Do not do any heavy nukes or hate spikes, as the enemy must stay faced towards the door or else you will fail. When you see the enemy use any of the moves: Stave Toss, Axe Throw, or Firespit, the tank should unlock cursor and run to the side. If you're lucky, the enemy's special move should break down the door.
Finally, finish off the enemy as fast as you can and check the Pot Hatch. If the NPC is inside you're done. At that point, run to (J-8) in the middle of the tunnel corridors and claim your prize. If the NPC is not inside, find another door and repeat this process until you are successful.
Last note - There aren't a whole lot of mobs in the back room area, and it takes a noticeable amount of time to walk from the area at the front to the area at the back. So if you run out of mobs in the back and still haven't found your NPC, make sure 1 person is ALWAYS camping the fat area waiting to pull on the leader's command. Time will be a big issue otherwise.
Staging Point: Azouph Isle Staging Point
Assault Zone Name: Leujaoam Sanctum
Assault Mission Name: Leujoam Cleansing
Assault Mission Description:
Walkthrough:
Perhaps the easiest assault. You're on a map with 14 worms. Kill them all and you win. You'll start off at (G-9). Proceed to follow the black arrows on the map, dropping into the hole when you reach it. Then follow the blue arrows killing all worms in sight.
When you reach the room at (I-9) / (I-10) there will be groups of 3 worms together. This shouldn't pose too much of a problem, just keep the ones not being currently fought slept and silenced. The worms have low HP and go down fast.
Staging Point: Ilrusi Atoll Staging Point
Assault Zone Name: Ilrusi Atoll
Assault Mission Name: Golden Savage
Assault Mission Description:
Walkthrough:
Staging Point: Dvucca Isle Staging Point
Assault Zone Name: Periqia
Assault Mission Name: Seagull Grounded
Assault Mission Description: Escort the retarded NPC to the end
Walkthrough:
It's hard to give a specific walkthrough for this one, because no matter what you do you'll probably have a lot of headache over it. Many strategies have been suggested, but what it really boils down to is that you need to figure out how to control the NPC. What makes him tick and do the retarded things he does? Sometimes he doesn't move. Sometimes he runs back to the start. Sometimes he runs around in circles like a retarded idiot. The following should describe the NPCs behavior fairly well:
a) If somebody is too close in front of him, he will stop.
b) If nobody is within a certain radius of him, he will run back to the start.
c) If somebody stands near him while he's stopped, he will stay stopped.
d) If he gets too close to an enemy, he will run away.
When you first start out, There are 6 rooms along the way, labelled A B and C on the map. One of the A rooms has enemies, one of the B rooms has enemies, and one of the C rooms has enemies. Along the way the NPC will go in one of the A rooms, one of the B rooms, and one of the C rooms. It's unclear if he always chooses the room without enemies, but he did for us. Just to be safe though, have the people who aren't controlling the NPC go in the room with enemies and start fighting. Let the NPC inch forward. If he heads toward the enemy room, immediately stop him whiel the rest of the ppl clear out the room. If he heads toward the non enemy room, inform the ppl in the enemy room to not clear out the rest of the mobs in the room. In the meantime while they are finishing the one they started work on getting him to go to the dead end and getting him to turn around and leave the room and continue on. Have him stop at the point marked "Stopping Point" on the map. You'll repeat this process until he is at the final stopping point on the map.
Once at the final stopping point, the NPC will choose to go either left or right. Have the person controlling the NPC put him in GO mode juuuust enough to see which direction he is gonna go. You have to be quick here, if he goes right you have a bit of time to stop him before he sees an enemy, but if he goes left he doesn't have much time. So be quick in case he goes left. Whichever way he goes, have the ppl go ahead and clear out all the stuff on that path. Each time they clear a group of mobs, inch forward a little. He has a tendency to get a little confused at the point marked D, so be patient with him. try not to let him turn around and go the wrong direction here. If you've made it this far, you've already won :)
Staging Point: Halvung Staging Point
Assault Zone Name: Lebros Cavern
Assault Mission Name: Excavation Duty
Assault Mission Description: Destroy the 5 walls
Walkthrough:
You start at (G-10). Immediately invis up and take the first right. Ignore the bomb and continue on to the wall. Have a BRD cast double March on your melees and have them go to work on the wall. Zerg it to death, it will take a while, but pound away. It is very very hard to hit more than 1-2 damage, so instead the best thing to do is focus on haste. Don't wear Hecatomb gear or other Slow gear, instead equip as much Haste as you possibly can and settle for 1s and 2s, using TP the second you get it (Skillchains are worthless). Immediately invis up after the wall is dead, and press forth.
Your objective from this point on consists of exactly one thing: Kill all the Qiqirn and steal their landmines! They drop landmines that will instantly destroy walls. There are a few things to keep in mind:
1) Landmines go straight into a person's inventory, there will be no casting lots on it.
2) You cannot obtain a mine if someone already has one. Therefore, if you have a link for example and are fighting a second mob while someone is going to lay the first mine, don't kill it until the person who got the mine reports that the wall is down.
3) The mine will do absolutely nothing unless someone is engaged to the wall, and the wall is red.
The remaining wall positions in their suggested order of destruction, are (H-9), (I-7), (H-6), and (G-6).
Once (G-6) is the only wall remaining, you will need only 1 more Qiqirn Mine to finish it off. Therefore, the second you see the Qiqirn mine go into someone's inventory, someone with Flee (if possible) should begin heading back to (F-10). The person with the mine won't need any help destroying it with his bomb, but time can be short so it is imperative you begin heading to (F-10) as soon as possible. On the other hand, it's not a good idea for a designated person to be waiting at (F-10) already, because it's possible that person will end up with the Qiqirn Mine and have to run all the way across the map. Just have everyone stay fighting the Qiqirn until you see who gets the drop, then have everyone else run towards (F-10) for the Rune of Release.
(I'll fill in the rest of these later when I get home from work)