This is a detailed guide for the STF “Khitomer Accord”. My first piece of advice is that if you are thinking about taking it on, make sure you have enough time set aside to finish it. It can easily take 2.5 hours or more for a regular PUG that is not completely specced out specifically for this mission. Unlike other STFs if someone leaves and you have to go add someone new to the group it can set you back an hour or more due to the way the different sections are broken up. If you just have a time for a quick run, stick to Infected.
Temporal Gate Defense (space - about 25 minutes)
Pro tip - For a link to a good video on how this section should be done, please see post #24 in this thread by the_silencer.
When you warp in with your team you will see (in addition to a really stunning background) 3 gates. To your left is a transwarp gate similar to the one at the beginning of “Infected” but without the 3 transmitters around it (this is referred to as the “Left Gate”). To your right is a duplicate transwarp gate (“Right Gate”). In the center is a temporal gate (“Center Gate”).
To start with there are some trash mobs including a couple spheres and probes, one borg cube and one tactical cube. I recommend flying around to the left side of the mobs and clearing the probes and spheres first. Then focus fire on the regular cube and finally take on the tactical cube. Once you have engaged the tactical cube drag it over to the Right Gate and fight it there.
When the tactical cube is destroyed the shield around both Left and Right Gates will drop and a group of 4 probes and 4 spheres will spawn at each of the Left and Right Gates. If you destroy the tactical cube close to the gate (preferably on the side of the Right Gate that is nearest the Center Gate) its explosion will damage the Right Gate and may even wipe out the first right side spawn of probes and spheres. With the tactical cube down a cycle begins…
The shield on each of the Left Gate and Right Gate drops and the Probe/Sphere spawn warps in. The shield stays down for 15 seconds. The probes with their sphere escort make a run for the Center Gate. Important note: if 6 total probes reach the Center Gate you fail the mission and get a 15 minute reset timer for your group before you can start again. The shield stays up on the Left and Right Gates for 2 minutes and 45 seconds. At this point it drops again and the cycle repeats.
*Side rant* The 15 minute failure lockout is one of the most annoying things I can imagine being added to a video game. I really do not understand how this was seen as a good idea. Was this supposed to be their take on a death penalty? Let me be clear, I LOVE the idea that you can fail the mission. That is a cool twist. But it is so hard to find a group that has completed The Cure and can even do this mission. If we fail we want to try it again, RIGHT AWAY! Pro tip - If you fail the mission due to the probes getting through, have everyone go out into sector space. Break up the group and then reinvite everyone. When you go back in it will be reset with no timer. :p *End side rant*
How you want to handle this can vary depending on the makeup of your group. This is an example of how it worked for me. We had 2 escorts and 3 cruisers so it can be done without all escorts. We had our whole group except for one escort on the Right Gate. When the shield drops, all 4 of us DPS the gate hard. As soon as its shield goes up we hunt the four right side probes (ignoring the spheres). Once the four probes from the right side are down we pop Evasive Maneuvers and book it to the left side. The solo escort on the Left Gate tries to get any probes down he can then we swoop in to clean them up before they can reach the Center Gate. After all 8 probes are down, focus fire on the spheres to get as many down as you can. Pro tip - It seems that every once in a while a Sphere will enter the Center Gate and it will count against your 6 allowed. However, if you shoot each sphere at least once they will turn and attack you and break off their run for the Center Gate. (This will not work for the Probes, they ignore you and just do a striaght run.) Once the gate shield has been up for 2:15 start getting back into position for the next shield drop. Keep in mind, positioning is important here. You want to be close to the Right Gate to increase DPS but still on the path between the Right Gate and the Center Gate so you don’t have to chase the probes too far. Also mines may be useful here if laid in advance of the spawn.
Once you get the Right Gate down its spawn will also be destroyed, so no needed cleanup on that side (this may have been changed in a recent patch, if the spawn is still there you will have to take it out). However you will get an additional 2 borg cubes from the remaining Left Gate. Now all 5 captains can group up on the left gate and focus on DPSing the Left Gate when the shield drops, taking out the probes before they reach the Center Gate, cleaning up the Spheres and Cubes. A tip here, if the cubes are still up, new cubes will NOT spawn. But they are regular cubes and not too tough to deal with so I suggest positioning them near the Left Gate and timing their explosion to do extra gate damage and damage to the next spawn if possible. If you have gotten the Right Gate down you are on your way to beating this portion of the mission. After the Left Gate is down enter the Temporal Gate to advance to the next section. Pro tip - There is no loot at the end of this section so there is no need to cleanup the remaining stragglers after both gates are down. Just have someone hurry to the Temporal Gate and advance the mission.
Cube Clean Up (space - about 10 minutes)
There are six regular cubes in orbit with a couple of probes and spheres for escort. There is no big secret here. Just mop them up. Tips include: 1. Save your Evasive Maneuvers and Brace for Impact. When a cube is about to blow pop both and get out of there, the explosions are massive. 2. If you can group the cubes together that massive explosion will help you take down the next cube. That’s it for here. Beam down to the planet.
Raiding the Underground Bunker (ground - about 35 minutes)
Turn around to your right and go scan the shiny rocks. Then enter the bunker.
You will find yourself in an underground facility. There are about a dozen groups that you have to work your way through. There is nothing you haven't seen before in Infected or The Cure. Pull agro on the group, have someone run in and take out the node, focus fire and DPS down each drone. Start with the Infected Drones (don't let them get too close) and work up from there.
Proceed down the ramp to the T junction. There is a group of borg at the T slightly off to the right. The node for this group is also to the right, up against the wall. Go down the right ramp and a second group of borg will beam in without a node. At the bottom of the ramp is a group of borg in an alcove. The node for this group is inside the next room up to the right on a ramp. There is a second node in this room that is linked to the group of borg outside the room (on the left side ramp). This group can be avoided.
After you pass through the room and proceed down the ramp another group spawns at the T junction with a node in the middle of the group. Again, proceed down the right ramp. As you make the turn a spawn will beam in with a node tucked up in the curve of the hallway. The next group is down the ramp and its node is on the ramp in plain sight. There is one more group at the entrance to a large room with multiple ramps. The node for this group is opposite the entrance.
In the large room with the ramps there are 4 groups of Borg that you will have to deal with. The first two nodes are on top of boxes to your left in plain sight. The third group beams in at the bootom of the last ramp. And the fourth group has a node that is behind one of the support pillars near the exit of the room. After you have cleared this room, proceed down the long hallway, deal with the remaining patrols and enter the shield room.
You will eventually reach a large room with 3 different levels and a shield generator puzzle. You need to clear the room of borg first. Important note - If you die outside of this big room and respawn you will be back at the beginning of the level and have a LONG run back. However if you die inside the room you will respawn right outside it.
The way I recommend you tackle this room is to enter and immediately turn left and jump over the railing to the bottom floor. This will allow you to start at the bottom and work your way up to the top of the room hopefully taking each group on 1 at a time. A word of caution - the agro in this room is kind of squirrly. If you use any big AOE abilities (Orbital Bombardment for example) it may bring the whole room running to you. So starting on the bottom floor go to the left corner. At the back left corner near a shield generator is the first group. The node off to the right of the group, behind a pillar, near the center of the level.
If you are standing at the first shield generator on the bottom floor, turn until you see the second generator on this floor. There is a group of borg around that second generator with the node located to the right of the group, again behind a pillar. After the bottom floor has been cleared make your way up to the second floor and clear the groups there as well. There is one group at each of the two shield generators and a third in the center of the room. The nodes are located close by and can't be missed. Then finish off the remaining groups on the third floor (check for nodes on the ramps).
After the room has been cleared send one person (your lowest DPS preferably) to use the center console near the entrance to the room. It will transport him to a different room. The four remaining captains should group up around the shield generator on the top floor, left side. This is where the puzzle begins. The person in the separate room has to hit the right buttons to drop the shield around the generator near the team. You should be at "Alpha 2". Listen to the female borg voice, she will tell you which node you have just approached. The person in the room should hit the first button (alpha) and then the second button (2). Feel free to experiment with this. It isn't too hard and there is no penalty for the wrong shield being dropped.
Once the shield drops the team of 4 will have only a couple seconds to destroy the generator. This is actually pretty tough. You need your best burst damage kits on. Try to expose the generator and exploit it once or twice. The reason you are at generator Alpha 1 is because there will not be any spawns with it when the shield goes down (this is not true for the other generators). So DPS the generator down and if you fail just try again. Once it is destroyed the solo person in the small room will be able to activate a console in there that will "Extend Shield Time". Update - The "Extend Shield Time may have been removed. I didn't see it after the latest patch and my group didn't need it. The solo person may also have to deal with a borg spawn, so the group may have to go beam in and help him.
Repeat this process for the five remaining generators. Each destroyed generator will give you a little extra time (as long as the solo person deactivates the consoles). But when each of the other shields goes down it will spawn a small group of borg with it. You have to ignore them and burn down the generator. If you destroy it you can then take out the group. If you do not get the generator down in time the group despawns and you can try again. Once all 6 generators have been destroyed the entire room respawns (Not sure if this is a bug or intended, but either way it is really annoying).
Work your way up to the top floor to a large gateway device. If you jump into the device it will kill you and give you an Accolade. This Accolade will allow you to collect the Borg Science BO from Battle Group Omega. Destroy the gateway using the console next to it and then exit the room the way you came in. Straight ahead there is a second gateway device. Take out the group guarding it and then destroy the device. Work your way down the hall (which has a few simple spawns) until you reach the room at the end with the ground boss in it 6 of 10.
Bunker Boss Confrontation (ground - about 10 minutes)
This is a pretty straight forward fight. 6 of 10 is in a small room at the end of a long hall. It is standing on a platform in the center of the room and there is a bank of alcoves on both side walls of the room. When the fight starts the borg in the alcoves start activating and coming to attack you along with 6 of 10.
The only real trick to this fight are the two Interlink Nodes that are hidden in the back of the room just out of line of sight from the front of the room. One good strategy is to have someone pull 6 of 10 and whatever agro they can and then duck just out of the room to break line of sight. There is a great choke point at the entrance to the room that is very narrow. A force field dome will work wonders here. Once agro is pulled have a couple runners (preferably with root and snare resistance) run to the back of the room and take out both nodes. Then focus fire and take out the minions and finally 6 of 10.
Pro tip - If you destroy the nodes but the group dies while fighting the boss, the nodes stay destroyed and your second try will be much easier as you can just focus on holding the doorway and doing damage to 6 of 10 and the minions.
Hide and Seek - Final Boss (space - about 40 minutes)
Beam back to your ship and prepare for a long fight. You will meet the boss in space who proceeds to call in a wave of probes. Dispatch them and warp after your prey.
This fight is a long one, mostly due to the fact that the boss Battle Cloaks very often, but it isn't particularly hard. Pro tip - Be sure to fire torpedos any time you have a chance, because there is a good chance they will hit while she is cloaked and deal extra damage. The major attacks in the boss's arsenal include a Charge Up Super Shot and a Large Torpedo Spread. The Charge Up Shot is usually done after she comes out of cloak. There is a 5 second or so charge up time with a glowing green cone that indicates the targeted area. You do not want to get caught in this attack. If you can't avoid the attack, pop whatever defense buffs you have and you can survive it, but it will hurt. The Torpedo Spread is really devestating. The boss launches about a dozen torpedos in a rapid fire spread. I was one shotted (in an escort) by this attack quite a few times.
As the boss pops in and out of cloak she also drops probes and has standard energy (beams and cannons) attacks. Once you get her down to about 70% the boss warps in a group of cubes and spheres. Deal with them and then focus on the boss again. When you get her down to about 30% she calls in about 4 small groups of probes. Clean them up and finish off the boss. Collect your loot and Congrats! You have completed the mission and preserved the time line!
Nice guide. Here's what worked for my 4sci 1 tact pug yesterday (in space part 1):
We broke up into 3 and 2. On my side I'd sensor scan the hub for extra dmg, and we'd attack it until shields were up, at which point we'd switch to the probes. My partner would Scramble sensors so that the spheres would help us (though really we could do without it) and sensor scan the probes to make our life easy. Blow up the probes, then we focus fire each sphere.
Not sure what the other side did but eventually they killed their hub (while ours was at 60%). The 3 of them also let 2 probes through(whereas we had a clean side)!!! Anyways, them killing the node caused 2 cubes to appear on our side, which caused my partner and I to poop our pants in surprise. Once we dealt with the probes and some of the spheres the other side had finished cleaning up and joined us. We killed everything, attacked the node, killed everything, this spawn has 2 more cubes as we killed both our prior, and the hub died.
Not sure why people keep saying this part is difficult...
Edit: changed to reflect our side of 2 not letting any probes through.
Our battle plan was : All 5 of us stand by Gate A and blast it with everything we've got for the few seconds the shields are down (using my Sensor Scan / Attack Pattern : Beta). When the shields go back up, we would blast Probes then Spheres, starting with the ones in the front so their warp core explosions would damage the following probe(s)/sphere(s).
When the wave was almost over (1-2 spheres left with low hull), 4 of us would use Evasive Maneuvers + full power to engines to intercept the group of spheres/probes that came out of Gate B, while our teammate at Gate A would finish off the leftover spheres. Evasive Maneuvers was ready again by the time we had to run back to Gate A to DPS it.
Rince and repeat until Gate A blows up. Then, the timer becomes 3min, but cubes come out every other waves at Gate B. This part is the easiest, and we even had a couple of death by cube's warp core breach and made it successfully.
As far as the ground part goes, we crawled though it pretty quickly, until we got to the puzzle room. We got stuck in there for ~20 minutes before two of us had to go, so we called it a night and will attempt again today.
Can anyone give us hints on how the puzzle is solved? We felt like 1 person had to take down the shields, while the other 4 tried to do as much damage as possible to it (in order to kill it), but that didn't seem very easy seeing as turrets / drones / security teams would fire on the spawned borgs instead of the node.
I felt we were missing something on the puzzle part, maybe an order or something else to do for the person inside the panel room?
Here's the formula we used to finish the first space part of Khitomer Accords.
We had three escorts on the left gate and two cruisers on the right gate after we blew the tactical cube up on the left gate and cleaned house on all the first spawned mobs.
The sphere's apparently won't aggro at all unless you tag them with any weapons or abilities (including sensor scramble). When we figured this out we just head hunted the probes until they were all dead without making the spheres mad. Then we killed the spheres. The 3 escorts would finish their probes and spheres first and come help the two cruiser which would have only 2 spheres left at this point. When the side with two cruisers had only one sphere left, the 3 escorts would fly back to their gate to pound on it while the 2 cruisers finished off the last sphere. The two cruisers never attempted to fire on the gate as we found that the 10 - 15 second time the gate is open was more valuable for killing the probes and a sphere and guarenteeing that the 3 escorts didn't waste too much time helping the two cruisers. (rinse and repeat till gate is down)
We also noticed that if you never tag the spheres they will enter the middle gate and count against you so no luck on just not dealing with them.
After a gate was down the 3 escorts finished off those probes and spheres while the two cruisers did everything they could to kill as many probes as possible before getting wiped out by the two cubes and remaining spheres. We stopped hitting the remaining gate for several gate shield drops in order to clean up the mess the cubes brought with them. Whenever we saw probes we head hunted them, tried to keep spheres confused with scramble sensors and we told the escorts to try and focus fire off of one of the cruisers. Eventually we cleaned up the whole mess and found out that the 2 cubes will respawn with every other spawn of probes and spheres. The second time the 2 cubes came gave us problems so we took down one cube and one of the cruisers pulled the other cube away from the fight. With one of the cubes still alive, the other cube never respawned again. The other four ships took down the gate and we started the next part.
The ground part is a little rough, but very doable. Just be careful about pulls and keep a close eye on whether or not the drones are dying. We chose to attack the weak drones first to find out if they were dying. If not then we ran past the fight to find the nodes. Of course we wiped a multitude of times but made steady progress. Eventually you run into a neat room where you need to destroy a bunch of nodes by redirecting their power away from the shields that protect them. Don't panic, these are not the same interlink nodes that keep drones alive. They are very different. Once those special nodes were down we had a boss fight with a couple of nodes hiding behind her. Honestly, the fight wasn't too bad once we got the nodes down.
The final space part is easy .... enjoy the storyline parts of this STF and the borg talking in the background.
I would think that this STF is doable in about 3-4 hours once more people get the hang of it.
On the first space part we took out the left gate first, but I've been told that if you take out the right gate first you may not have to worry about the two cubes that spawn.
I recommend scramble sensors (confuse the spheres), tractor beam (in case a probe gets too close to the middle gate), polarize hull (for tractor beam breaks from the spheres), and reverse shield polarity (for mega survivability), then tons of dps for extra time. However, I noticed the survivability of escorts is low. About half of the time during the first space part, one of our three escorts were dead, so I don't know if extremely high dps is worth it when loss of survivabilty will kill that great dps anyway.
I can honestly see how any combination of ships would work well.
we got to the puzzle room last night when our tac was beamed in stuck inside a rail. he couldnt move at all. so he decided to beam out to his ship and try to come back...but he couldnt. the game said he had to start all the way over from scratch
we one shot both space parts with 3 engineers, 1 sci 1 tac in a 2 escort, 2 cruiser 1 sci ship setup. the leftmost gate is 10km closer to the middle part than the rightmost gate so me being the sci in the middl egenerally had to help with a few probes. i used tykens rift III after flipping to full aux to stop them dead in their tracks (-82 energy)
it was howerver just like every other tf - throw bodies at the borg over and over. no way to do it without a death or multiple deaths or sending in your bodies waves after wave.
we used to do azuregos like this when wow first launched. so glad that's not how we raid on that game now. it's really poor design to expect the team to be wiped out repeatedly, even an organized team on vent as ours was. the tanks in this game dont have the rght tools to tank properly and the healers/debuffers in this game dont have the right tools to play that role. only the dps class role is done right.
we got it down. took 4 hours, most if it on the parts after the generator puzzle room beause it all respawns and it just takes forever to kill 'em all again, and on the last space art because we ignored the last wave of cubes and kept killing donatra not reallizing we had to kill all of them before she could actually go down
The reason you are at generator Alpha 2 is because there will not be any spawns with it when the shield goes down (this is not true for the other generators).
The last time we did it, we did it in the order of A1, A2, remaining.
At A1, we had no borg spawning - but on A2, we had.
And Power Cells help a lot! The borg that spawn are not that much of a threat that you should have your hypos / shield charges ready.
Originally Posted by JDiesel17
*Side rant 2 - The group I was with recently actually defeated 6 of 10 and all of her minions and we never got an update to progress to the final space part. We checked the room and one of the borg was still sitting in its alcove. I am not sure if this is what caused the mission to bug or not.
*Side rant 2 - The group I was with recently actually defeated 6 of 10 and all of her minions and we never got an update to progress to the final space part. We checked the room and one of the borg was still sitting in its alcove. I am not sure if this is what caused the mission to bug or not. Regardless the team was done at that point., After submitting a GM ticket and waiting around for 20 minutes we beamed out to try and reset it. Of course we wound up back in the second space part and all 3 hours of our progress had been wiped out with no loot, no reward, no mission completion. The bug, which is annoying in its own right, is bad enough... but having us reset all the way back to space is just poor design. - End side rant 2*
We had this same thing happen to us. Just to be on the safe side, we went through the ENTIRE place and killed any of the trash mobs we had attempted to skip and now I am in 6 of 10's room and I can say for sure the only thing left in the instance is that 1 Romulan Drone that can't be targeted and will not attack. This is HIGHLY frustrating considering it took us over 3 hours to do this. My group has submitted tickets but we are not hopeful as to the outcome
Side note: 6 of 10 for us was a Klingon male. I noticed people here said it was a "she" is it a different drone each time you run it?