SWTOR Makeb Reputation and Daily Area Guide

The Makeb dailies are a set of missions picked up at either the Orbital Station, or the Gravity Hook (Imperial)/Avesta’s Plantation (Republic) that you can repeat to earn Reputation and Rewards. Makeb is the central planet of the Rise of the Hutt Cartel Expansion, and thus sits right between Section X and CZ-198, in order of daily area chronology.

Thank you player Zahk for all your help on this guide to make it easier for other players to find the quest objectives!

How to Start

Chronological Start: Some of Makeb’s dailies naturally fall into the story and are simply repeated afterwards, while others happen directly after the events of the story. It’s then suggested you do them all right after the Rise of the Hutt Cartel purple mission-line concludes.

Early on Other Characters: You can run Makeb even if you are not caught up on the story, as long as you have it unlocked and are level 55. The planet’s level-down-sync is also 55. NOTE: not all missions will be available to a legacy that hasn’t done the story, though some are. If you find yourself out of missions to do and unable to complete the [WEEKLY] mission because of this, that may be why.

How to Get There: You can head to Makeb via either travelling directly in your ship, or by Accepting the Daily Area: Makeb weekly mission from the Solo Tab of the activities finder (icon of ‘three little people’ near your minimap).

Reputation

Reputation is a way of gaining favor with different groups by completing missions for them. As you level up your reputation rank, more rewards for that reputation track become available. Reputation is shared by all your characters on your server, so it’s legacy-wide.

By using multiple characters, you won’t be limited to how many Makeb missions you run, but you will still be gated by how many reputation points you can earn – you can only earn a hard limit of 12,000 reputation points per week.

There is one unified Reputation track for Makeb named differently per faction, called Citizens of Makeb on Republic side and Makeb Imperial Forces on the Empire side. Progress gained on Republic Side won’t need to be redone on Imperial side.

You also get a TON of Makeb reputation just by running the expansion itself – so if you are looking to earn Reputation on Makeb, feel free to also simply run the expansion on other characters in your legacy!

Ranks

As you run Makeb Dailies, you’ll rank up your reputation, and each rank unlocks new rewards from the Makeb Reputation vendor back up on your faction’s Orbital Station.

  • None – 0 Reputation
  • Outsider – 0/2,500 Reputation (2,500 total points needed)
  • Newcomer – 0/5,000 Reputation (7,500 total points needed)
  • Friend – 0/7,500 Reputation (15,000 total points needed)
  • Hero – 0/10,000  Reputation (25,000 total points needed)
  • Champion – 0/15,000 Reputation (40,000 total points needed)
  • Legend – 0/30,000 Reputation (70,000 total points needed)

Tokens

Each type of token from Makeb gives you a different amount of Reputation, and it also changes based on what various boosts you have and whether you are subscribed or not:

  • Makeb HoloSouvenir: 180 Reputation (270 as a subscriber)
  • Talaos City Medallion: 420 Reputation (630 as a subscriber)
  • Makeb Statue Fragment: 960 Reputation (1440 as a subscriber)

Other Rewards

Depending on your level when completing a Makeb mission, there are also some additional rewards tied to some; exactly what per mission is on a table down below!

  • Conquest Commendations (at max-level, [DAILY] missions give 3 each, [WEEKLY] gives 50):  Conquest Commendations will be awarded for most Planetary Repeatables. It’s used to upgrade virtually every track of gear upgrade, in varying amounts.
  • Tech Fragments (at max-level, [DAILY] missions give 30 each): Tech Fragments are an endgame currency used to buy Legendary Implants, Tacticals, materials for the best Augments in the game, and some older/cosmetic armors.
  • Conquest Gear Piece: at max-level, the Weekly mission will award a Conquest Gear Box in addition. These have a minimum item level of 324, and are green quality.

Earning Reputation

  • The Weekly “Daily Area” mission asks you to complete 6 dailies and gives you the purple reputation token. Each Heroic will also reward a purple.
  • Each Daily mission completed will award a green reputation token.

Missions – Republic

You can pick up the basic missions for the Weekly Daily Area near where you load in to Makeb in the Orbital Station, or down in the Plantation near the Taxi.

NOTE: Dailies in Makeb are uniquely “[STAGED]” in their descriptions, meaning that when you pick up all of the dailies off the board, you may notice it still has a symbol as if there is more to do – there technically is, but not for today. Before, doing one would open up access to the next, though at some point the system has changed and now you have exactly 6 dailies per day for your weekly, and which 6 are available simply rotates. If you were looking to do a specific one and it isn’t there, check back on reset.

[WEEKLY] Daily Area: Makeb

Complete 6 daily missions on Makeb.

Your options could be:

  • Among the Rubble
  • Door to Door
  • Hostage Rescue
  • Into the Fire
  • Operation: Overwatch
  • Reverse Engineering
  • Signal Intelligence
  • Stone and Steel
  • Taking Back Talaos
  • Too Close to Home

Among the Rubble

Tips:

  • Among the Rubble takes place over in Perekta Mesa, so take a taxi down to that location and interact with the two glowing boxes of scanning equipment beside your shuttle when you land.
  • After carefully making sure you didn’t run off and interrupt the looting animation, your objective should switch to scanning nearby Quake Shelters. The first is directly east of you so head that way around a group of Pterathkis in front of a house. Note that the houses are NOT the shelters you’re looking for, but the large flat doors built into the cliff walls like in the image above.
  • Use the tracked mission item as you get up against this door at the dead end and it should detect a few lifesigns and dispatch a rescue party. Follow the road south through packs of subteroths and phobium squad teams to the next two shelters.
  • On your way to the third shelter furthest south, beware of the Underwalker Horror that runs up and down the path. Without being able to stealth you’ll have to fight this, and it tries spamming a pretty strong “Combustible Slam” attack that you’d do well to keep interrupted.
  • After all three shelters are visited, your objective will update to setting up the detection grid. The nearest objective from the third shelter will be to your east again. This shattered city grid spot is high up and will require you to drive past it initially to climb the shattered ramps upward. With some clever speeder piloting you can jump a gap early and get to the cliff edge without any combat.
  • To set up the grid, just stand directly on the map marker and the tracked mission item should light up and be deployable. Then hop back down and head backwards towards the old shelters for the next two.
  • For the middle marker, again this is located on an elevated position. The start of the ramp is southeast of the actual marker on your map.
  • After the final marker (which is mercifully just on the ground next to the path) call Jace Malcom with the tracked mission item that appears next to the objective to complete your mission.

Door to Door

Tips:

  • Door to Door takes place over in Frinn Mesa, so take a taxi down to that location and follow the road northeast.
  • You’ll notice this mission step tracks two locations for you, a solid green marker at a crossroads, and a search radius objective to the northwest of it. Your first stop needs to be the search radius as that’s where the speeder needed is – the solid objective is simply where you drop it off. There’s an entrance into the Junkyard from the drop-off point though, so you can head there to orient yourself and head in if jumping around the mesas cliffs and sneaking around aren’t your style.
  • There’s a bonus objective in this Junkyard to defeat 40 regulators – if you’re planning to do this, try and target groups of regulators on the road as once you have your speeder you will have to ride it out, and combat will destroy the speeder instantly in most cases. There will be many speeders you need to steal one at a time, so you won’t have to get them all the first visit.
  • To that end, once you’ve spliced a speeder and are riding it, it becomes a tricky objective to get it back to the dropoff point without being seen. There are some gaps in the mesa shelf to the south that can be jumped through to safety onto the nearby road, but this may require some unintended jumping. For the most part, drive the way you came in and hope you’re fast enough to beat the enemy respawn timer.
  • This objective will repeat at further east parking areas each time in the Junkyard. If you’ve been using the main canyon path in and out and the guards out front have respawned and blocked it off, drive east and drop down into the water to escape instead. Just beware of the Vrake and Cannibalistic Ginx nearby.
  • After two dropoffs, the third will move destinations further down the road, and from there you’ll need to steal bikes from a new Armory and Prison area – this area has larger gaps in between regulator groups and so should be easier to slip between on your way out with no combat.
  • Finally after about 5 speeder deliveries your objective will move to the remote village in the south. The objective here is at least simple if not clear of enemies. Each solid objective marker on your map in this place will correspond to a house or building, and there will be an interactable buzz box to call people out at each one’s front door. Stealth or fight your way to each house and let all 8 buildings clear out. Mind the gap between the first and last four objective markers, the drop is lethal.
  • Call Jace Malcom with the tracked mission item that appears next to the objective to complete your mission once all 8 are visited.

Hostage Rescue

Tips:

  • Hostage Rescue takes place over in the Westwater Settlements area, so take a taxi down to that shuttle location and directly ahead of you upon landing should be a small backpack sitting on top of one of the crates, loot this for your Repair Kit.
  • Head into the settlements to the south and you’ll see plenty of the speeders you’re meant to repair along the road. There are even speeders parked up on the patios with no ramps amusingly enough, so make sure to check the higher tiers near the houses for more speeders too. There should be about 5 just in this upper part of the settlement you’ll start in, with plenty more as you head further south into the Westwater Circle area.
  • Much of this step can be done without combat especially if you play a stealth character that can sleep the nearest organic regulator enemy, though there is a bonus mission for 25 of them.
  • After all are repaired, your next objective is in the west half of the mesa, away from the city. As soon as you can see open field you should see one or two massive, neutral Hover Tanks sitting near the paths. To destroy and scan the sensor banks, you’ll have to jump on top of the base of the tanks and attack the head. Keep Defensive Systems interrupted or you’ll be shocked and thrown off the tank.
  • Once defeated, waste no time in targeting the lootable head and use your tracked mission item on it to scan. The “corpse” of the defeated tank disappears extremely quickly and respawns entirely about a minute later – so you only have a few seconds to scan the sensor bank with your item.
  • Your last objective will update to rescuing the Avestas, located in a building jutting from the north face of this mesa’s western roundabout. A singular silver-level enemy guards the front door, and after defeating him you’ll simply have to use the buzz box to the left of the door to let the Avestas out.
  • Call Jace Malcom with the tracked mission item that appears next to the objective to complete your mission once the house has been evacuated.

Into the Fire

Tips:

  • Into the Fire takes place over in the Volcanic Mesa area, so take a taxi down to that shuttle location and follow the path south to get up onto the main area.
  • Once inside the spooky red Sweltering Caverns, exit to the northern tunnel past all the Scarab Underwalkers and Carnivores into an outdoor area filled with Regulators.
  • West of where you begin is a shaded area with lots of metal platforms guarded by assorted Regulator forces. On these metal floors are the crates filled with Detonite Charges you’ll be needing, so fight or stealth your way through to boxes like in the image above.
  • Your objective will switch to enter Stronghold One. This is located down the southwestern passage in your immediate area, the one with flat 90 degree turns on the map. Cross the giant purple bridge over the lava and head into the phased bunker.
  • In the initial room, your objective switches to defeating the turrets. This amounts to defeating the entire room – as they’re all pretty much linked together. Luckily no enemies in here are truly difficult. After all are dead, use the elevator.
  • Around a corner from some isotope-5 scientists you’ll see a big interactable door that you’ll now have to blast through. The explosion doesnt hurt so rub your face against the door and burst through. Fight your way north through this tunnel to the next elevator, a freight one that takes you downward. From the elevator landing, head forward and to the right, down multiple ramps and then left into the Citizen Tracking Database, guarded by a Regulator Base Defense Droid. This is gold-level and comes with a simple interruptable heat-beam that doesn’t do much damage anyway.
  • After it falls, interact with the database and backtrack to the elevator’s intersection and head north instead of south this time. In a familiar isotope-boss fight room, the east wall will have the self destruct controlls. Interact with it and run back to the elevator and take it up – there is a 5 minute timer for stopping the override, so start legging it after interacting with the terminal before it even updates. You have plenty of time, but best not get distracted.
  • Back up the elevator, fully backtrack through the Stronghold and take the first elevator to the entrance again. The override controls are just ahead of you – interacting with them will stop the timer and summon a gold-level Stronghold Commander. Other than popping a defensive for himself, he has no abilities and dies easily.
  • Call Jace Malcom with the tracked mission item that appears next to the objective to complete your mission once the commander is done with.

Operation: Overwatch

Tips:

  • Operation: Overwatch takes place over on the Mining Mesa, so take a taxi down to that shuttle location and on the left of you upon landing should be a small crate containing the Drill Scanner you’ll need.
  • Leave your shuttle area to the north, following every left-hand path on each fork on this road until it brings you to the western half of the mesa.
  • Your objective is to get inside of each of the large, ball-shaped drilling platforms on this west half of the map. To get inside, there are multiple hallways along the outer edge of the domes but not all lead to an open doorway for you to infiltrate through. For the northern dome as you start, the left hallway leads inside, the right hallway is a dead end. The southwestern dome is entered from the right-hand hallway, and the furthest west dome is entered from the right-hand hallway.
  • Inside, you must use the tracked mission item to scan the laser emitting from the ceiling in the image above. Your next objective will be to leave from the opposite side of this ring-room and get to the relay tower (a phased room attached to the dome) and send the data. This will always spawn a few silver-ranked enemies to stop you – the only unskippable combat in the mission.
  • There is a bonus for 30 regulator forces and 5 droids, though. Keep in mind the bulk of your enemies, the mining droids, don’t count for this.
  • Call Jace Malcom with the tracked mission item that appears next to the objective to complete your mission once the third domes data has been relayed. (you’ll fight one final group before you can safely call, most likely.)

Reverse Engineering

Tips:

  • Reverse Engineering takes place over on the Abandoned Mining Mesa, so take a taxi down to that shuttle location and head south into the Secluded Gorge.
  • Immediately on a desk to your right as you enter, you may see an interactable imperial rifle. This is part of the bonus, to find 8 instances of Imperial Activity in the Gorge, it is not required for the mission itself.
  • Your objective is to interact with and modify 5 sensor devices located on the edges of the catwalks like in the image above. Your mission tracker will have both a search radius (that shows they’re only on the catwalk) and a “next area” arrow in the catwalks ushering you to take the stairs down to the lower floors immediately – but a full clear of this top, ground-level catwalk will lead to 4/5 sensors as well, so you don’t have to go downward right away. The sensors also respawn pretty quick and backtracking may yield more sensors than enemies you have to fight.
  • Eventually, you will have to head down a level to the lower catwalks, as the objective will update to “Activate Sensor Grid”. This is located on the northeastern platform down there, and if you’re a stealther or can aim your jumps pretty reliably, you can simply leap down to this platform without aggroing anything or dying. Once healed up, clear out the Pterathki in the area and interact with the terminal in the small lean-to tent.
  • From here, move one platform west past a Scarab Underwalker, to another platform north and use the switch on the bunker door to take an elevator further down the Gorge. Down a small trail leads to yet another elevator switch, taking you to the maintenance shaft. Through the phase portal, left is a dead-end so don’t bother. Fight or stealth your way through the regulator forces to the right and continue this counterclockwise path to the main room. (If stealthing, avoid the deep probes. They will catch you.)
  • In this large open room, the terminal in the northern side will have your Drill Operations Log.
  • Call Jace Malcom with the tracked mission item that appears next to the objective to complete your mission once the log is acquired – some subteroths will spawn behind you but you’re done here, so quicktravel out.

Signal Intelligence

Tips:

  • Signal Intelligence takes place over at Solida Hesk’s Estate, so take a taxi down to that shuttle location and head east through the outskirts (past a few vrakes) until you get to the estate proper.
  • A bonus mission here is to dismantle 20 droids – though the entire mission can be done with no combat on a stealther.
  • Your first objective is to find “suspicious objects” that show signs of Imperial activity. The search radius on your map for each objective is quite small, but accurate. The object is always SOMEWHERE inside this range, but the imps have hidden them well sometimes. For example, in the image above, the “suspicious object” is a dead body underneath a hedge, away from the walkways. The object will always be glowing blue as it needs to be interacted with, so that should help.
  • Other objects you may have to find will be things like a backpack plainly left on the floor, a droid limb next to some shaded chairs, a rifle inside of a fountain, and possibly the trickiest, a datapad sitting directly on top of a garbage bin.
  • After all 5 are found, the objective will update to search for republic scouts. Head to the southeast corner of the yellow pathways on the map and get past the Khobisho enemies in this estate’s front garden to get to a phase door in an archway on the right.
  • Inside the phase, follow the estate wall around the left and up the spiraling stairs. Double back at the top level and you’ll see a dead republic scout with a bag for you to loot. This gives you a tracked mission item that’s usable once you’ve gotten onto the nearby landing pad.
  • Call Jace Malcom with the tracked mission item that appears next to the objective to complete your mission once reinforcements have arrived.

Stone and Steel

Tips:

  • Stone and Steel takes place over at Perekta Mesa, so take a taxi down to that shuttle location and head east through the chasm until you get to the green phased instance inside of a broken pipe.
  • Immediately ahead of you inside this pipe will be the first of eight anti-personnel mines, with a red aoe around them and an interactable base. Standing just outside the red circle, you can right click these mines and defuse them. Some mines will defuse with no issue, others will detonate and summon a gold-level demolitions expert to fight. They have a Missile Blast cast that you can interrupt, and a Missile Salvo channeled attack that you can simply step out of, as it attacks a point on the floor at your feet.
  • Note that upon defusal of the first mine, a 10 minute timer starts on your tracked mission objective to defuse the rest of the mines. This is PLENTY of time, and you will have no issues meeting the deadline so long as you don’t get distracted and go away from keyboard for too long in the middle of it. The next objective will not be timed.
  • Immediately through the small archway on your left from the first mine should be the 2nd mine. Continue up it’s shattered walkway for mines 3 and 4. Up at the top of the hill, mines 5, 6, and 7 should all be in plain sight between the parked shuttle and the bridge.
  • Head across the bridge where you can find the final 8th mine and stop the timer. Your objective should update to clearing the blockages around the houses nearby – the map markers are accurate and the giant interactable heaps of debris to clear are quite easy to spot anyway.
  • Call Jace Malcom with the tracked mission item that appears next to the objective to complete your mission once the third blockage has been cleared.

Taking Back Talaos

Tips:

  • Taking Back Talaos takes place over at the Talaos City Mesa, so take a taxi down to that shuttle location and head west up the path to the rest of the outpost, as the desks around the camp have the Targeting Macrobinoculars for you to pick up out of any of the crates.
  • Once they’re picked up, head left through the crack in the canyon and take this path into Talaos City proper. You’ll have three anti-air guns to target and three positions on your map that show you the angle you should stand at to see them. Unfortunately, the main strategy in most macrobinocular missions to stand in one really good spot and hit all 3 doesn’t work for this mission as the macrobinoculars stubbornly won’t work unless you’re standing in the predetermined spot.
  • For the nearest spot, jump up the crashed shuttle wreckage near the fountain and use it to hop up on the ledge needed. Face Southwest from here and the first anti air gun is plainly visible on the roof ahead.
  • From this ledge, follow the lip north past a gold-level enemy and head east to the second surveying objective. You’ll notice the objective sits on a bridge covered in debris. You do NOT have to try jumping on top of this bridge, simply stand under it and use the binoculars. The gun is a little obscured by a tree’s leaves from here, so use the image above to spot waldo if you’re having trouble. You can see it’s little gun barrels poking out from the tree in the left side of the image, and the nautolan is looking straight at it.
  • For the third, head northwest through the streets and up the stairs to the residential district where your objective spot is just north of a parked red vehicle near 3 standard enemies. Standing on this rubble, aim south and use the binoculars to spot the last gun on the rooftop to your right.
  • Call Jace Malcom with the tracked mission item that appears next to the objective to complete your mission once the third gun’s been spotted. Alternatively, you can head west on a rooftop-jumping escapade to get to a fourth gun position and complete a bonus objective. For this one, use the garden pergolas as bridges from rooftop to rooftop.

Too Close to Home

Tips:

  • Too Close to Home takes place on the same mesa as Avesta’s Plantation, so once the mission is grabbed simply follow the road south and around the plantation and exit east onto the next map. Continue along the main road in The Fingers, across bridges and enter another new map to the east.
  • Here in Aboro Mesa, continue following the main road until you can take a left turn on a northern path. This takes you to the Regulator Outpost. Once there, take the earthen ramp up on your left and head across the compound. There’s a bonus mission to clear out 30 Regulators, but with some fancy driving you can avoid combat all the way up to the laptop the Orbital Marker Schematics are on.
  • Combat can’t be avoided forever though, as the next objective requires you to salvage parts from different objects around the outpost – all the objective markers are accurate, though each object usually has a group of 3-4 protecting it.
  • Once all parts have been gathered, you’ll need to move to a table in one of the Regulator garages and build the Orbital Strike Marker. Your objective will update once again to Mark a Target for the Orbital Strike. Head south out of the Regulator Outpost and to the spot marked in the map in the image above – from this small shelf with a tree on it you can easily spot one of the targets through your tracked mission binoculars and mark it.
  • Head towards the tower and up the higher path to find the next objective, the motor pool terminal that needs slicing. The path up is littered with gold-level enemies but their attacks are interruptable and a healing companion should be enough to make it easy for anyone.
  • Call Jace Malcom with the tracked mission item that appears next to the objective to complete your mission once the terminal has been sliced and you’ve dealt with the suprise gold-level regulator that ambushes you.

Heroic Missions – Republic

The Makeb Heroic missions can only be picked up on the Makeb Orbital station. If you fly to the planet with your ship, you start on the Orbital Station, but if you use the actvitiy tab, you will need to back track to the shuttle on the planet to get to the Orbital Station and pick up the Heroic missions.

[HEROIC 2+] Counterstrike

Tips:

  • Exit the orbital station in order to use the tracked mission shuttle item and teleport to Counterstrike instantly. Shuttles cannot be used in orbital stations or spaceports, but landing on Avesta’s Plantation first is okay.
  • This drops you off at the Gravity Hook Four outpost, a mesa in which the whole thing is a heroic area. Make your way east to the objective, driving around the many gold and silver-level enemies along the path. You should be able to easily drive around most of them up until the Ghost Squad on the bridge before the objective.
  • The Ghost Squad spotters are healers and should be defeated first whenever encountered in a group – Snipers themselves have a pretty big knockback so stay away from any edges.
  • Once you interact with the terminal in the back of this Ghost Squad camp, you will be ambushed by a champion level droid as your objective updates. This droid has a long casted concussion pulse that can be and should be interrupted. For stealthers looking to go fast, this droid isn’t actually related to the objective and you’re free to simply stealth out and skip the lengthy fight.
  • Back down the bridge and following the right-hand path to a landing pad, you’ll see an interactable metal barricade to wait at being protected by fallen jedi. Clear these out and then use the barricade to summon a group of Fallen Jedi, one for each class.
  • The sage will cast hard hitting moves and heals and should be interrupted and defeated first. They are all only silver-level though, and after this the order won’t matter too much. Classes with a pull can yoink a melee jedi up ahead of the sage and probably defeat it before the sage even has line of sight of you up on the platform, too.
  • The next objective is very similar – simply rotate counterclockwise down to the western shelf of the mesa and get on yet another shuttle pad and wait for another group to ambush like the jedi. This time, it’s a Mechanic and Terminator droid, both gold-level. The mechanic heals so keep it interrupted.
  • Finally, continue along the path to the end where you will summon some mandalorians. This group is comprised of a gold-level mando with an entourage of 3 regular-level hunters. The hunters have a channeled firing attack they’ll all use at the same time, and the mando can keep you frozen for 5 seconds with a channeled ability. Defeat the 3 hunters first before you’re frozen and shot.
  • This mission will auto-complete as the golden mando goes down.

[HEROIC 2+] Deception Play

Tips:

  • Exit the orbital station in order to use the tracked mission shuttle item and teleport to Deception Play instantly. Shuttles cannot be used in orbital stations or spaceports, but landing on Avesta’s Plantation first is okay.
  • This will drop you off in The Fingers, a section west of Avestas Plantation on the same mesa. You can get to the mission objective area, the Testing Grounds, by following the road south to the other end of the Fingers.
  • Here, in camps like the image above around the map’s search radius objective, are piles of large and small scrap to loot. The small scrap will advance the missile battery objective, while the big pieces will explode when interacted with, giving you more small pieces to loot if you had run out. Most of this can be looted safely as a stealther, but for those fighting and soloing, a class with a knockback may learn that regulator enemies tend to just get rooted and wont be fully knocked away, if trying to send them over ledges. The Gold and Silver level enemies all have interruptable attacks and are stunned no problem, though, so it shouldn’t take too long.
  • Silver and Gold level regular enemies here contribute to a “Defeat Leaders” bonus objective. This can be completed both near the missile batteries and further south.
  • Heading further south, some Regulator Enemy groups will come with Weapons Droids. These silver level enemies do not count as leaders like their humanoid silver counterparts, but looting them is required for this stage of the mission, so when fighting them remember not to shove any off ledges!
  • After all parts have been looted (and the bonus is completed if you wanted it) your objective will update to a further south shuttle embedded in the ground. Use the looted parts to interact with the distress beacon, and lure a regulator commander down to fight you.
  • The Commander is champion-level, and comes with two much weaker buddies. To simplify the fight these should be quickly dispatched first so you can whittle down the commander in peace. He has no special moves to speak of, and aside from popping a defensive cooldown that makes him live much longer than any other enemy in the area, simply auto-attacks you. Players true-soloing him may find themselves in a race to defeat him before they fall to his constant auto attacks, but any player with a healing companion out should be able to leisurely take their time in defeating the boss here.
  • The mission auto completes the moment the commander falls.

[HEROIC 2+] For the Record

Tips:

  • Exit the orbital station in order to use the tracked mission shuttle item and teleport to For the Record instantly. Shuttles cannot be used in orbital stations or spaceports, but landing on Avesta’s Plantation first is okay.
  • This will drop you off infront of the phased Cultural Archives the heroic takes place in, on the Tarlam Settlements mesa. Head inside and check your map once you’re in – the mission objectives will change and you’ll see a bunch of markers for different items to recover. The only one required and current for the first objective is to grab the mining records – everything else, the original Gas Exchanger, the Thermal Generator, the First Drill, is all for a bonus objective. So mouse over carefully and see which is which if you aren’t interested in doing it all.
  • For those that aren’t able to stealth (or are getting caught by probe droids) the combat in each room tends to aggro absolutely everything, leading to big fights with lots of regular enemies and 2 or 3 silver-level ones at a time. The chiefs will use kolto and most other silver enemies have a grapple hook, so expect some loss of control before you can beat them all with area attacks.
  • Inside the Southeastern archive, you’ll see the Mining Record terminal guarded by two probe droids. Make sure to aggro and defeat them both before interacting, because once used the room will lock and begin to fill with gas! You only have seconds to make it to each corner of the room and interact with the glowing blue panels to disarm the gas trap. Jumping on the tables puts you in range of clicking each of them. If you die before all four are disabled, the heroic will FAIL and you will be sent back outside (and all the enemies inside will respawn…) so make sure you’re taking the mining records at maximum HP to have the maximum amount of time. Setting your companion to healing can extend your odds as well.
  • Once disabled, check the terminal again and your Objective will update to getting into the banking records vault. Exit the room with the mining records and go straight across this larger room with the topiaries and exit to the west. In this small hallway will be the locked but interactable bank vault – click it to slice your way in.
  • The sight that greets you will be similar to the image above – electrified holo panels along with some green “safe” panels that make up the security system. In each corner of the room are terminals needed to disable the security. Unfortunately, each terminal only stays disabled for a few seconds, so you need to quickly interact with each of the 4 as fast as possible. To do this, jump onto the tables on the sides of the room, get the two on that side done, then run through the safe green panels you’ve made and leap onto the next table to get the other two. This is much easier with two or more players, but solo is also possible, even without any speed boosts. The trickiest part when meeting the timer solo is the little lamps on top of the table blocking you from interacting with the furthest terminal. Pro jumpers may be able to hop straight onto the lamp and interact with both terminals from said position, but other people may just want to complete this in a series of smaller hops.
  • The objective will finally update to starship records once the bank records have been grabbed, so head out of this room and go left. Slice your way into the small starship records room on the east side of this library ahead, and you’ll be met with what’s functionally the exact same defense system that the bank records had, just tripwires instead of holo panels. If you mastered the table jumping in the previous room, it works just as well here. Note that if you die ontop of a tripwire here, don’t try dispatching a medical probe to revive you. You’ll die again before you get a chance to move off. Just take the medcenter revive and walk back, you won’t lose progress.
  • The mission auto completes the moment the starship records are finally grabbed! Mind the two remaining tripwires on your way out, if you don’t quicktravel. (You Should.)

[HEROIC 2+] Savage Skies

Tips:

  • Exit the orbital station in order to use the tracked mission shuttle item and teleport to Savage Skies instantly. Shuttles cannot be used in orbital stations or spaceports, but landing on Avesta’s Plantation first is okay.
  • This will drop you off in the southern area of Frinn Mesa, the Crumbling Plateau. Head through the phase wall and be met with a munitions yard stacked with “savage regulator” enemies.
  • Stealth or fight through this lower yard up to the upper platform up some short steps, where your objective will update to taking down the three manned turrets in the area. It is highly recommended that you have a healing companion with you for this fight as everything on this platform pulls together at the same time and the nature of the fight drags it out immensely.
  • Upon fighting a turret, two of the three will give themselves a bright orange dome of holo shielding that makes them completely immune to damage, meaning you have to leave them alone for now and target the third turret. Every 20% damage you deal to a turret will make them accept the shielding and become immune, swapping with a previously shielded turret for you to switch to.
  • At the same time, every immunity swap comes with a wave of three types of regulator recruit – a medic (they heal eachother), a mechanic (they heal the turrets) and a spotter (they simply do damage to you). Eliminate all of these extremely fragile enemies before moving on to the turret that is unshielded, as every 20% hp dealt, roughly 9 more of them appear. If you ignore them and simply hit turrets you will quickly be overwhelmed, as there are fifteen waves of them. The incoming damage when killing in this order is very little, and a healing companion should be able to keep you through this long fight.
  • After they are defeated, your objective will switch back to acquiring the explosives, which are in the left corner of the turret fight area. Once gathered, exit through the southern archway to a new field absolutely packed with regulator enemies of all types. To rescue the resistance fighters, you will have to locate the large cylindrical “Shipping crate” looking prisons with glowing red ray shields on them. Stealthers can usually mind-maze/sleep dart the nearest enemy and manipulate the panel to free them with no combat. In this new grassy area, one large crate is located on the west side, and four smaller ones are along the western wall.
  • After five are freed, the next field further south contains the next objective. In this southern field is a very large, very hard to miss AA-Gun that needs sabotaging, evident by the glowing yellow interaction points on it that need to be clicked. To get to this, stealthers can simply climb right up one of the legs of the gun and grab them all, and non stealthers should only have to clear out two groups of regulators to be able to do the same. You will be told to get clear from the explosion – simply dropping down and continuing to stand next to the gun is fine.
  • The objective repeats further west in this same field, where after your first attempt at sabotage a Regulator Superdroid will detect your presence. The objective is put on hold as you go deal with this champion level war droid. If you’ve been sneaking around, it spawns amidst a large group of regulators, but can safely be pulled to the rock cliff to the south to fight it alone and nothing should follow. For a champion level enemy, it really only has the HP to match – there are no abilities used and it simply auto attacks you until you win.
  • Heading back to the gun, be careful about trying to jump around the back of the gun to the last two interaction points – the close proximity to the rocky cliff makes it very likely to get you permenantly stuck in there.
  • The mission auto completes the moment the western AA-Gun explodes.

[HEROIC 2+] The Viper’s Nest

Tips:

  • Exit the orbital station in order to use the tracked mission shuttle item and teleport to The Viper’s Nest instantly. Shuttles cannot be used in orbital stations or spaceports, but landing on Avesta’s Plantation first is okay.
  • This will drop you off in the southwestern area of Telemur Mesa, so head up the road and follow it east to the first objective radial. Your first objective will be to get to the center of this regulator camp and destroy the glowing blue munitions inside the large crates. Though this can be reached without combat, once interacted with the munitions will have to be defended from a couple waves of regulators before it can detonate. These waves can spawn directly on top of nearby groups of regulators, so clear the immediate area around your chosen munitions before starting if you’re worried of being overwhelmed.
  • Next, you’ll be following the road along it’s path to the furthest eastern edge of the Mesa. This Regulator Foothold base is the proper heroic area and starts to mix some gold-level tankier enemies you may want to simply drive around. At the back of the mesa is a lone, civilian style house with the prisoner manifests you need – guarded by the Ex-Regulator First Lieutenant, a champion-level enemy that has a ton of HP and constantly casts med-scan on himself to heal. By constant, we mean he spams this skill often enough that you simply won’t be able to interrupt them all. He takes forever to kill (knockbacks and stuns don’t work on him, you can really only interrupt every 2nd or 3rd med-scan) so thankfully with some clever jumping you can come at the house from the back and loot the manifest without engaging this guy. If he does wake up, the fight isn’t difficult, just time-consuming.
  • As soon as it’s looted, you’ll get two objectives. The mission-completion one will be to head to the nearby landing pad, but you’ll also get a bonus to save some evacuees to the north. For this simply jump across the gap between the two plateaus and take out any groups of regulators near the parked speeder bikes and you should get credit for one or two evacuees saved at a time.
  • Back at the landing pad, you’ll see the sabotageable fuel pump guarded by a shotgunner and a gold pistoleer. Aside from the pistoleer being able to stun you for an absurd amount of time, they don’t do anything too special. Once defeated, interact with the fuel pump.
  • The mission auto completes the moment the landing pad fuel pump explodes, trashing an incoming shuttle with it.

Missions – Empire

You can pick up all the basics missions near where you load in to Makeb at the Gravity Hook.

NOTE: Dailies in Makeb are uniquely “[STAGED]” in their descriptions, meaning that when you pick up all of the dailies off the board, you may notice it still has a symbol as if there is more to do – there technically is, but not for today. Before, doing one would open up access to the next, though at some point the system has changed and now you have 6 dailies per day for your weekly, and which are available simply rotates. If you were looking to do a specific one and it isn’t there, check back on reset. (special for the Imperials, sometimes there’s only 5 dailies. Sad.)

[WEEKLY] Daily Area: Makeb

Complete 6 daily missions on Makeb.

Your options could be:

  • A Trace of Guilt
  • Clean Bill of Health
  • Covering Your Tracks
  • Eviction Notice
  • Inciting Incident
  • Landing Party
  • Local Trouble
  • The Dissonance Wave
  • Twisting the Truth

A Trace of Guilt

Tips:

  • A Trace of Guilt takes place at the Archon’s Estates, so take the shuttle up to the northernmost mesa and head north from this outpost towards the circular building immediately ahead.
  • Go up the circular stairs attached to the house where the quest marker is, and right-click the glowing blue box on the wider landing at the top. This contains the Hypospray.
  • Your next objective will be to collect Isotope-5. Hop off the east side of this landing you’re on and head right over to the radial marker on the map. A few rogue mercenary enemies guard the big crates of the stuff under an unadorned pergola.
  • Your next objective requires defeating a few more rogue mercenaries and looting them for both ID tags, and using a new tracked mission item to plant some Isotope-5 on the corpses. Select a body after it’s been looted and use your tracked item in the image above to get to planting evidence. To avoid fighting the large rogue mercenary gold-level droids, theres another group of human mercs directly south of the Isotope-5 you looted, and another group near some speeders northeast. Plant the evidence quick, the bodies can despawn rather fast.
  • Afterwards, you’ll have to slice a computer terminal back near the starting outpost, so quicktravel back and head to the mission marker to clear out the Cartel forces guarding a blue-interactable terminal.
  • Call Under-Moff Bensen with the tracked mission item that appears next to the objective to complete your mission once the terminal has been sliced.

Clean Bill of Health

Tips:

  • Clean Bill of Health takes place on Frinn Mesa, so take the shuttle down there and head southwest down the hill and into the water.
  • Here in the river you can defeat any of the animals nearby for Clean Biological Samples, and the tracked mission item to take a water sample.
  • Afterward, head south through the water until you hit the main road, then follow it west to the map marker objective. The map objective is actually the bonus – to erase the Regulator Database. Here on the west end of the mesa, any regulator in this base can drop the main mission cylinder. The mission text says it needs to be an officer, but I got mine off a Regulator Private, so don’t worry about pulling gold-level enemies.
  • Once you have a cylinder from this base, you’ll have to rotate up to the northern edge of the mesa for the Logistics Terminal. For those that don’t mind a repair bill, jumping off the western edge of the Mesa will revive you back at the outpost, right beside the northern objective. The terminal is just underneath the Regulator’s landing shuttle in the image above.
  • Once the shipping certification is looted from it, do a 180 from the terminal and head up the path – a glowing blue crate just across the way is interactable for the final objective.
  • Call Under-Moff Bensen with the tracked mission item that appears next to the objective to complete your mission once the crates been packed.

Covering Your Tracks

Tips:

  • Covering Your Tracks takes place at the Abandoned Drill Site, so take the shuttle down there and take the path leading east all the way up to the Mining Mesa’s deserted metal catwalks.
  • Here at the entrance to the metal platforms, surrounding a group of hostile Exoboars will be the repair tools and explosives on the glowing blue table and crate. Make sure to stand still after the cast to finish looting the items completely.
  • Once grabbed, your objective will update to loading the explosives. Head down the western catwalk to the southernmost platform on your map, and you’ll see the interactable shipping container a mile away, just past a group of pterathki and exoboars.
  • After the explosives are loaded, the computer directly next to it needs to be used. With the crane in place you’ll have to head back north and then east, all the way around to the opposite platform still on this upper level. Once again, click the crate, then click the nearby computer.
  • There exists a third crane, and your objective markers will lead you off the catwalks briefly to fight through a natural cliff shelf and then back onto the lower floor of catwalks to progress – clever players can ignore this if they trust in their ability to jump off the upper catwalks and run down the crane itself – skipping some combat.
  • Next, to “reach the catwalks midpoint” you’ll have to take some elevators. The first is directly north of the third crane, and is accessed by a blue button on the right wall. Move to “mine shaft access” and head down the earthen pathway to another elevator. This one has an identical button. After arriving at the midpoint shaft, the fourth and final container is just ahead! After playing with the crane’s computer however, a scarab undercrawler will drag itself up over the platform and attack. If this is your first one, note that it has a big knockback ability so make sure not to have your back toward any edges.
  • Your objective updates to rigging the mine shaft door. To do this, head back through the elevator you just took, and immediately turn to your left from the button you arrive at, and interact with the glowing blue door, not the button.
  • Call Under-Moff Bensen with the tracked mission item that appears next to the objective to complete your mission once the elevator door has been rigged.

Eviction Notice

Tips:

  • Eviction Notice takes place in Talaos City, so take the shuttle down there and loot any of the glowing blue crates in the small outpost you land in. This will immediately get you all the tools you need.
  • The Under-Moff will chime in and tell you to head to the gorge, so leave to the southeast towards your radial objective markers on the map.
  • Before you get near the marker, you should notice a few glowing blue walls along the path. Interacting these will slap thumpers on them, so make sure to plant these on 3 before making it to the next objectives.
  • Finally, at the marker, you should be on a large debris-made ramp that extends to the floor of the gorge. On the way down the ramp, check the corners of the wall for glowing blue sections of cliff-wall to interact with. All charges should be placeable before hitting the bottom of the gorge.
  • Once at the bottom you should only have one objective left – Planting “Ion Surge” Devices. Head north through a tunnel at the end of the gorge to get into the sewers. The Ion Surge device is placed on thin horizontal tubes sticking out of the walls. Only two are needed, and there are plenty just in the initial hall of the sewer.
  • Your objective will update to a phased area on the furthest east reaches of the sewer, to head to the end of the hall and head on in. Inside are two regular enemies and a silver-level leading them. For stealthers who haven’t fought all mission so far, these are the only required enemies. Aside from a medic healing, there’s nothing particularly interesting in their abilities. Once defeated, the computer on the north wall will be used to create a power surge.
  • Call Under-Moff Bensen with the tracked mission item that appears next to the objective to complete your mission once you’ve used the terminal and caused the power outage.

Inciting Incidence

Tips:

  • Inciting Incidence takes place in Aboro Mesa, so take the shuttle down there and head west out of the outpost and follow the dirt path, ignoring the large bridge on your left. Take the first right on this path to enter the Regulator Motorpool.
  • This is a very fast mission for stealthers, but for that classic “Makeb-length” mission experience, there is a bonus objective to defeat 40 enemies while you make your way up the side paths nearby to the top level of the hill.
  • At the top level of the base you’ll see glowing blue crates like in the image above – the smaller ones contain the range-finder you’ll need, and the large one has your hovertank missiles.
  • Once gathered, the hovertank you’ll need to arm and activate is the one you passed on the way in, down on the ground-floor. When you see it, only the “head” of the tank is interactable. Make sure you jump onto the skirt around the tank in order to get in range. The mechanic working on it can be killed or sleep-darted no problem.
  • The next objective is to Spot the Artillery Camp Bunker – hop off the back end of the tank and you’ll see a Regulator Tower Marksman using binoculars by himself. This is also the perfect spot for you to do so, so kill him and stand where he was before using the binoculars in your tracked mission objective. On your right side when using the binoculars, you’ll see a radar dish with a yellow targeting reticle. Click on this reticle and you’ll spot for the artillery.
  • Call Under-Moff Bensen with the tracked mission item that appears next to the objective to complete your mission once the radar dish gets bombed.

Landing Party

Tips:

  • Landing Party takes place in the Tarlam Settlements, so take the shuttle down there and head for the buildings on the north end of the mesa, marked on your map.
  • For this first leg of the mission, each marked entrance on your map corresponds to a green group phased door you can enter while on the mission. Stealthers can ignore all of the internal groups of enemies and head through each house, towards the shuttle pad in the back. You’ll find a large shield over the whole pad that blocks vehicles but not you, so walk through it and turn it off using the generator in the middle like in the image above. Repeat for the other two houses.
  • Once all three are clear, head back through the last house into the Tarlam Estates sort of “courtyard” in the center of the mesa where it is essentially open season on any of the enemies littering this center part of the map. Anything with “assault” in the name will count until you’ve beaten 15. For efficiency, you’ll probably go faster skipping the “gold-level plus one” groups and just clearing out the larger groups of regular enemies, as Makeb golds and champions have very high HP to chew through.
  • After 15 fall, your search radial marker on the map will shorten to a much smaller yard southeast of the houses in objective 1, the “Central Square.” Head south down the road and through the high arches to get around its walls and through the green phase wall to find a group of Republic defenders to eliminate.
  • The Medical Droid and Hired Gun are very fragile so wipe them out first as soon as you attack. The gold level jedi gets stacking armor buffs as he fights, but doesn’t do anything especially dangerous. After they fall you’ll get a mission item in your tracked objective UI letting you signal Imperial Forces.
  • Call Under-Moff Bensen with the tracked mission item that appears next to the objective to complete your mission once you’ve fired this flare-gun.

Local Trouble

Tips:

  • Local Trouble takes place in the Civilian Settlements North of the Gravity Hook base, so take the shuttle up there and head north off the landing pad to grab your Ion Surge Emitters from crates on your left. There will be an Imperial Command Uplink giving out an additional mission for this area as you leave the outpost (To Even the Odds) – this mission does not award reputation for Makeb and it doesn’t count for objectives like the B3-S1 Basilisk. Feel free to ignore it.
  • The first objective here is simple – stick to the Westwater (city) portion of the mesa and defeat 30 regulators. As always it’s more efficient to attack larger groups of weaker enemies so try to favour the larger packs. As you advance you may see interactable terminals sticking out of the ground along walkways – slicing 6 of these is your bonus objective, should you want to.
  • As you finish up 30 enemies, your objective switches to “Start a Groundquake and Evacuate Civilians”. These are actually two seperate interactables in the area and a combination of them will add up to the three you need to do.
  • To start, no doors will be successfully interacted with, telling you “there is no groundquake at this time”. To make it happen, you must run up and down the streets activating as many trash can-looking power boxes on the roads as you can. For each one, you’ll recieve a buff for 45 seconds called Ion Surge. You need to get this buff to 5 (each stack will refresh your timer) so only engage in combat if the pack you defeat leads to a new power box. If you run out, it takes quite awhile for the power boxes to be re-usable, and you’ll be fighting your way through respawned enemies each time.
  • At 5 stacks, the buff will change to a red “Groundquake” buff. This one lasts just 40 seconds and the 3 doors you need to evacuate will only be interactable in this 40 second window. Chances are, due to new Regulator enemies respawning on top of the doors that you can only reach one or two in the time limit, and will have to go find a new 5 power boxes to sabotage. If you find yourself running out of time, wait the respawns out for a full 5 minutes or so and then try sticking to a north or south half of the settlement each time, to ensure you have enough power boxes on the other side of town ready for you if you need more later.
  • Call Under-Moff Bensen with the tracked mission item that appears next to the objective to complete your mission once you’ve evacuated three homes under the Groundquake buff.

Smuggler’s Den

Tips:

  • Smuggler’s Den takes place on the Volcanic Mesa, so take the shuttle down there and follow the main road out of the outpost, through a tunnel, and then take a right and follow the right-hand wall into the sweltering caverns. From here, exit through the north tunnel to reach your search radial mission marker.
  • Starting inside this tunnel you’ll start to see the large glowing blue piles of smuggled Isotope-5 caches. Clear the enemies off of them, and channel a digging animation once interacted with to loot the canisters. Make sure not to run off as soon as the digging animation is done or you won’t have time to kneel and loot.
  • Afterwards, your objective will update to “Stop the Transport and Defeat the Transport Captain”. Head north through the tunnels to leave this subterranean section of the mesa and get onto the shuttle platform on the northern edge. Here you’ll see a floating ship already suspended in flight, hovering over the edge of the platform. Walk up to the edge and the front half of the ship should be interactable. This sabotages the vehicle and spawns the captain.
  • The captain has a few different tricks, most can be interrupted. His “Artillery” attack is completely negated by simply stepping out of the red circle he will plaster the ground with, while “Unload” is a higher damage single target attack that he can channel, and it’s recommended you interrupt that one.
  • When the captain falls, jump west off the platform onto a more natural grassy mesa cliff, and head to the glowing blue crate to pack the Isotope-5.
  • Call Under-Moff Bensen with the tracked mission item that appears next to the objective to complete your mission once the crate has been packed up and taken away by a new shuttle.

The Dissonance Wave

Tips:

  • The Dissonance Wave takes place on the Drill Site Mesa, so take the shuttle down there and follow the long meandering path through the Mesa to get to the other half, where the Primary Mining Control Center waits on the northern edge.
  • Finally arriving at the mission marker, head through the green phase wall and into the bunker. In the first room, clear out the group of extremely fragile Cartel enemies (the bonus for this one is defeating 40 anyway) and interact with the terminal on the far side. Some ground quakes will happen, and your objective will update to “Prime Drilling Laser Keeta”. This is the cluster of three map markers on the southeastern drill on your map – NOT the spinning search markers on the other two drills, that’s just the bonus objective.
  • Once at a large dome-shaped drill building, there are hallways on either side going around, but only one hall actually leads inside the dome for your objective – for the first southeastern drill, thats the right-hand hallway. For the second, it’s the right-hand hallway leading to a door on the very north side. For the third, it’s the left-hand hallway after crossing the tiny bridge.
  • Inside, all terminals must be interacted with to prime the laser. Starting the laser then requires you to get to the 2nd room, a small circular offshoot of the main dome further out, accessible from inside the phase. Here you’ll have to fight some more guards of increasing difficulty (though never really too tough, just more HP) before booting up the laser and moving onto the next. There are three total.
  • During your 2nd drill, the first time you try to use a terminal to prime the laser, a power surge will break a conduit. Head to the opposite side of the drill to clear out enemies repairing the conduit in the image above, so you can go ahead and repair it yourself (guess they were taking too long…) and then prime using the terminals like usual.
  • As the Moff may have already verbally warned you, the inside of the final drill has no terminals to prime, only a bespoke mercenary team waiting for you at the back of the final room. This final room is guarded by a gold-level droid with a knockback, so don’t fight it at an angle that will blow you off the bridge entirely. Inside is a gold-level commander, a regular technician and a regular rifleman. Like usual, clean up the minions and then focus down the big guy. He has no interruptable attacks, but likes to stun you and your companion. If your companion is a tank, he likes to stun them and switch to you, and his hits are a little harder than the previous gold-enemies on this mesa so copy him and stun him back.
  • After the commander falls, grab the blasting caps from a container on the floor and backtrack to the main drill room to prime and carry on as usual.
  • Call Under-Moff Bensen with the tracked mission item that appears next to the objective to complete your mission once the third and final drill has been activated.

Twisting the Truth

Tips:

  • Twisting the Truth takes place in Talaos City, so take the shuttle down there and head south directly into the streets of the city.
  • Your first objective is a slightly vague “find a means of accessing the Hutt Embassy” with a search radial over the whole city. As with most of these markers the objective item is looted off an enemy in range, but not just any. The privates and sharpshooters littering the streets won’t have what you need, but interestingly (despite not having the tracked objective in their tooltip) the silver-difficulty lieutenants will drop what you need right away.
  • Once obtained, head to the far east section of Talaos City. This involves heading down the ramps of debris into the Fault Line, then climbing onto some rusted I-beams to leap onto the shipping-crate-turned-makeshift-elevator to the other side of the canyon. Once you’re moving east in Uptown, you’ll see two archways with green phase doors ahead. Either works so head in.
  • Inside, your objective updates to firebombing five side-doorways like in the image above, on the north and south ends of the courtyard. If you start by going up the right-hand staircase and hug the walls as you start on the three southern doors, you can avoid almost all of the combat in this courtyard even as a non-stealther. Just one regular guard is too close to the first door to avoid.
  • Once you’ve gotten clear of the upcoming explosion, head back to the center of the courtyard and go into the embassy from the front door. From here, stealth or battle your way to the southeastern room on the map and interact with the Hutt Embassy terminal in the back to slice it.
  • Call Under-Moff Bensen with the tracked mission item that appears next to the objective to complete your mission once the terminal has been successfully sliced.

Heroic Missions – Empire

The Makeb Heroic missions can only be picked up on the Makeb Orbital station. If you fly to the planet with your ship, you start on the Orbital Station, but if you use the activity tab, you will need to back track to the shuttle on the planet to get to the Orbital Station and pick up the Heroic missions.

[HEROIC 2+] False History

Tips:

  • Exit the orbital station in order to use the tracked mission shuttle item and teleport to False History instantly. Shuttles cannot be used in orbital stations or spaceports, but landing on the Gravity Hook first is okay.
  • This will drop you off infront of the phased Cultural Archives the heroic takes place in, on the Tarlam Settlements mesa. Head inside and check your map once you’re in – the mission objectives will change and you’ll see a marker for the mining records – unlike the Republic Version, there’s no extra items to recover for a bonus objective, just defeating 40 enemies.
  • For those that aren’t able to stealth (or are getting caught by probe droids) the combat in each room tends to aggro absolutely everything, leading to big fights with lots of regular enemies and 2 or 3 silver-level ones at a time. The chiefs will use kolto and most other silver enemies have a grapple hook, so expect some loss of control before you can beat them all with area attacks.
  • Inside the Southeastern archive, you’ll see the Mining Record terminal guarded by two probe droids. Make sure to aggro and defeat them both before interacting, because once used the room will lock and begin to fill with gas! You only have seconds to make it to each corner of the room and interact with the glowing blue panels to disarm the gas trap. Jumping on the tables puts you in range of clicking each of them. If you die before all four are disabled, the heroic will FAIL and you will be sent back outside (and all the enemies inside will respawn…) so make sure you’re taking the mining records at maximum HP to have the maximum amount of time. Setting your companion to healing can extend your odds as well.
  • Once disabled, check the terminal again and your Objective will update to getting into the banking records vault. Exit the room with the mining records and go straight across this larger room with the topiaries and exit to the west. In this small hallway will be the locked but interactable bank vault – click it to slice your way in.
  • The sight that greets you will be similar to the image above – electrified holo panels along with some green “safe” panels that make up the security system. In each corner of the room are terminals needed to disable the security. Unfortunately, each terminal only stays disabled for a few seconds, so you need to quickly interact with each of the 4 as fast as possible. To do this, jump onto the tables on the sides of the room, get the two on that side done, then run through the safe green panels you’ve made and leap onto the next table to get the other two. This is much easier with two or more players, but solo is also possible, even without any speed boosts. The trickiest part when meeting the timer solo is the little lamps on top of the table blocking you from interacting with the furthest terminal. Pro jumpers may be able to hop straight onto the lamp and interact with both terminals from said position, but other people may just want to complete this in a series of smaller hops.
  • The objective will finally update to starship records once the bank records have been grabbed, so head out of this room and go left. Slice your way into the small starship records room on the east side of this library ahead, and you’ll be met with what’s functionally the exact same defense system that the bank records had, just tripwires instead of holo panels. If you mastered the table jumping in the previous room, it works just as well here. Note that if you die ontop of a tripwire here, don’t try dispatching a medical probe to revive you. You’ll die again before you get a chance to move off. Just take the medcenter revive and walk back, you won’t lose progress.
  • The mission auto completes the moment the starship records are finally grabbed! Mind the two remaining tripwires on your way out, if you don’t quicktravel. (You Should.)

[HEROIC 2+] Sharing the Blame

Tips:

  • Exit the orbital station in order to use the tracked mission shuttle item and teleport to Sharing the Blame instantly. Shuttles cannot be used in orbital stations or spaceports, but landing on the Gravity Hook first is okay.
  • This will drop you off in the Northeastern area of Telemur Mesa, so head down the road south and veer east to the first objective radial. Your first objective will be to get two items – first, a flight data recorder from a blinking crate sitting in a crater north of the crashed shuttle (pictured above), and a Data Spike, which can be looted from any of the gold-level regulator forcces in the area. The drop rate is not 100%, so be prepared to fight a few stun-happy pistoleers.
  • Next, you’ll be crossing the stone bridges to the southern half of the Mesa’s shelf. At the back of the mesa is a lone, civilian style house with the Mercenary Terminal you need – guarded by the Ex-Regulator First Lieutenant, a champion-level enemy that has a ton of HP and constantly casts med-scan on himself to heal. By constant, we mean he spams this skill often enough that you simply won’t be able to interrupt them all. He takes forever to kill (knockbacks and stuns don’t work on him, you can really only interrupt every 2nd or 3rd med-scan) so thankfully this fight is entirely optional: the terminal is not up the steps like the Republic heroic here, meaning there’s no fancy jumping required, just come at the house from the back and he’ll never see you slicing his computer. If he does wake up, the fight isn’t difficult, just time-consuming.
  • The mission auto completes the moment the terminals sliced! One of the few fast Makeb missions.

[HEROIC 2+] The Specialists

NOTE: Imperial characters that have NOT done the Makeb storyline arc yet will not be able to find this mission. As it is tied into the story, there is two pickup locations – the initial droid, D3-X9 at the Drill Observation Ring (not the Gravity Hook Loading Ring), and on the heroic mission terminal back in the orbital station with the rest. It is NOT unlocked legacy-wide and the story must be redone for all characters wishing to do this heroic.

Tips:

  • Exit the orbital station in order to use the tracked mission shuttle item and teleport to The Specialists instantly. Shuttles cannot be used in orbital stations or spaceports, but landing on the Gravity Hook first is okay.
  • This will drop you off on the Western shelf of Gravity Hook 4’s Mesa, so head down the road, take the left at the intersection, and head north to the Repair Droid Control Tower on your map.
  • When you arrive at the map marker, the interactable is an unguarded generator stuck to the north side of a pillar. Upon breaking it, though, it’ll summon a champion – Q0-99. This melee droid does nothing aside from a small knockback, so anyone with a companion out should have no trouble wearing him down.
  • Your objective updates to the east, disabling docking ring communications. Past the Ghost Squad gold-level enemies on the bridge (careful, some have knockbacks) head to be back of this northeastern cliff and interact with the blue terminal. This summons another champion, Specter-12. He likes to stun, stealth out, knockback, and even summon a helper droid. You can interrupt his snipes or summons but he’ll do them too often to catch them all – just make sure to kill any support droids right away so they don’t drag the fight out.
  • After Specter-12 falls, head back west across the bridge to the main mesa and the map markers will tell you to head south into a tunnel. As a stealther, absolutely, yes, go into the tunnel. It has an exit on the south side of the Mesa that leads right to your next objective – as a non-stealther, this area is packed with lots and lots of gold-level mobs. If you aren’t interested in fighting 50 enemies for the bonus, you may want to drive all the way around the Mesa to get to the objective with less combat. Personally, even on a non-stealth I will drive through the tunnel, let my companion draw some of the initial aggression, and keep running, dying at the south end of the tunnel, reviving with a med probe, and continuing on. Note that the radial search marker in the tunnel is just the bonus mission to fight, your real objective is back outside.
  • From the southern mouth of the tunnel, head east again, across another bridge, to a shuttle sitting on the platform here on the southern edge. It’s guarded by two golds and summons yet another champion – this one just likes to leap around and knock you back a little, so as long as you arent standing on the edge of the platform it should go down no problem.
  • The final sabotage objective leads you to the Lift Controls, which leads us back into the underground tunnel, but there’s no alternative this time. Clear out some sith and padawans in the center of the tunnel at least, to give you room to fight Tarklan, a huge missile-firing beast that has a “giant slam” attack. This slam will stun you, knock you back, and slap about 3 debuffs on you if it goes off, so just use a healer companion and keep that interrupted.
  • As soon as the beast falls, turn right around and head into the now-green phase wall and take the elevator up the gravity hook. At the top you’ll need to fight through a few gold enemies to get to the Ratcatcher: a boss that actually has a mechanic! Starting the fight you’ll see that he has a huge amount of interruptable channeled attacks – aimed shot, hail of bolts, missile salvos – you can’t have enough interrupts for them all but a healer companion should keep you up through the worst of it. At 75% hp, Ratcatcher will fly up into the air where he takes 75% less damage from your attacks, and starts to drop fire-mines directly under your feet over and over again. To resolve this mechanic, run to the edges of the room and start playing with the fire suppression terminals. You don’t need to reach them all, but you’ll be trailing fire as you go, so interact with as many as you can quickly. Eventually, you’ll see Ratcatcher overload and fall down, where he’ll have a “suit locked” debuff. He’s completely helpless and takes extra damage from your attacks for the duration, so go back to fighting him. After the debuff runs out he’ll go back to his regular channeled attacks until defeated.
  • The mission auto completes the moment Ratcatcher dies.

[HEROIC 2+] Weapons Test

Tips:

  • Exit the orbital station in order to use the tracked mission shuttle item and teleport to Weapons Test instantly. Shuttles cannot be used in orbital stations or spaceports, but landing on the Gravity Hook first is okay.
  • This will drop you off in The Fingers, a section west of Avestas Plantation on the same mesa. You can get to the mission objective area, the Testing Grounds, by following the road south to the other end of the Fingers.
  • Here, in the Regulator camps, you’ll see glowing blue databases. These are the bonus objective and can be safely skipped. What you need is loot from some different enemies throughout the camps – an isotope-5 rocket from the large silver droids, and launch codes from the gold commanders. At the very southern edge you can find the two paired together like in the image above. The drop rate isn’t 100%, sadly.
  • Chances are that you’ll get one item way before the other – Ive found that (sticking to the south half of the fingers), the eastern camps are more full of commanders for launch codes, and the western ones will have more droids for rockets.
  • Once both are acquired, your mission objective changes to simply launching a rocket at any of the giant glowing blue guns hanging out in the Regulator camps.
  • The mission auto completes the moment the missile fires.

Rewards

All the Makeb rewards require Makeb reputation and credits, so you can easily earn them by running daily and weekly quests on Makeb. The vendor Veran Gerr’oun on Republic-side and Silas Yun’weah Imperial-side  sells the reputation rewards.

Imperial: Core Miner’s Armor Set
Requires Friend Reputation Rank

  • Head 25,000 Credits
  • Chest 25,000 Credits
  • Legs 25,000 Credits
  • Boots 20,000 Credits
  • Gloves 20,000 Credits
  • Belt 10,000 Credits
  • Bracers 10,000 Credits

Imperial: Makeb Assault Armor Set
Requires Champion Reputation Rank

  • Head 25,000 Credits
  • Chest 25,000 Credits
  • Legs 25,000 Credits
  • Boots 20,000 Credits
  • Gloves 20,000 Credits
  • Belt 10,000 Credits
  • Bracers 10,000 Credits

Republic: Confiscated Mercenary Armor Set
Requires Champion Reputation Rank

  • Head 25,000 Credits
  • Chest 25,000 Credits
  • Legs 25,000 Credits
  • Boots 20,000 Credits
  • Gloves 20,000 Credits
  • Belt 10,000 Credits
  • Bracers 10,000 Credit

Republic: Republic Protector’s Armor Set
Requires Friend Reputation Rank

  • Head 25,000 Credits
  • Chest 25,000 Credits
  • Legs 25,000 Credits
  • Boots 20,000 Credits
  • Gloves 20,000 Credits
  • Belt 10,000 Credits
  • Bracers 10,000 Credit

Flag: Mercenary Veterans

Reputation: Champion Rank with Makeb, costs 1 Universal Prefab MK-3

Statue of a Noble Beast

Reputation: Legend Rank with Makeb, costs 1 Universal Prefab MK-3

Topiary Tree (Cone)

Reputation: Champion Rank with Makeb, costs 1 Universal Prefab MK-3

Schematic: Primary Deep Red Secondary Light Gray Dye Module

The Deep Red and Light Gray Dye Module can earned through the Reputation system, by reaching the Legend rank with Makeb. Once you have reached Legend, you can buy the schematic for this dye from the Makeb vendor for 100,000 Credits. The schematic, once learned, allows you to craft Deep Red and Light Gray Dye Modules with Artifice level 400. If you have not reached Legend with Makeb, or do not have the Artifice crew skill, you can buy this dye from the GTN from other players.

When you use the Deep Red and Light Gray Dye Module, it will dye the primary dye section of your armor Deep Red, and the secondary part of your armor Light Gray.

All dye modules are one-use, so once you’ve added a Deep Red and Light Gray Dye Module to your armor, you will not be able to remove it and reuse it later.

Datacron

The Makeb Datacrons have some fairly notorious jumping requirements, so make sure to read the specialized guide below for tips and directions on acquiring these!

Makeb Datacrons Guide

Achievements

There are many hidden achievements on Makeb to earn.

Exploration

  • Explorer of Makeb: Uncovered all map areas of the planet Makeb.
  • Makeb Datacron Master: Found all of the datacrons on Makeb.
  • Loremaster of Makeb: Found all lore objects on Makeb.
  • Beastmaster of Makeb: Find all the bestiary lore objects on Makeb.
  • Droid Reconnaissance: Makeb: Found all of the MCR-99 droids on Makeb.

Beasts

  • Chopping Makrin/Kindling for the Fire: Defeated 100/200 makrin on Makeb.
  • Leaping Lizards/Makeb Tonitran Stalker!: Defeated 100/200 tonitran and coppi on Makeb.
  • Frog Hunter/Makeb Ginx Wrangler: Defeated 100/250 ginx on Makeb.
  • Makeb Vrake Handler/Trapper: Defeated 100/250 vrake on Makeb.

General

  • Makeb Completionist: Completed both mission arcs and all heroics on Makeb.
  • Makeb Imperial Completionist: Completed the Imperial mission arc and all Imperial heroics on Makeb.
  • Makeb Republic Completionist: Completed the Republic mission arc and all Republic heroics on Makeb.
  • This Wasn’t in the Brochure!: Defeated 25 resort guests and service droids on Solida Hesk’s resort mesa on Makeb.
  • Kill It With Fire: Defeated 100 Makrin on Makeb while they were burning.
  • Makeb Conquest: Completed all combat achievements on Makeb.
  • Monsters of Makeb: Defeated 10 opponents of Elite or Champion difficulty on Makeb.
  • Makeb Rampage/Makeb Annihilation/Makeb Eradication: Defeated 1000/2500/5000 non-player opponents while on Makeb.

Heroic Missions

  • Imperial Hero of Makeb: Completed all Imperial heroic missions on Makeb.
  • Republic Hero of Makeb: Completed all Republic heroic missions on Makeb.

Mesas of Makeb

  • Assaulting the Abandoned Mining Mesa/Clearing Out the Abandoned Mining Mesa:: Defeated 50/150 opponents at the Abandoned Mining Mesa on Makeb.
  • Hutt Hunting/Clashing with the Hutts/Invading Hutt Turf: Defeated 50/150/300 combatants of Strong difficulty at the Hutt Strongholds mesa on Makeb.
  • Mauling the Mining Mesa/Mangling the Mining Mesa: Defeated 50/150 opponents of Standard difficulty or above on the Cartel Mining Mesa on Makeb.
  • Pounding Perekta Mesa/Punishing Perekta Mesa:: Defeated 50/150 opponents at Perekta Mesa on Makeb.
  • Opposing the Volcanic Mesa/Invading the Volcanic Mesa: Defeated 50/150 opponents at the Volcanic Mesa on Makeb.
  • Assailing Frinn Mesa/Storming Frinn Mesa: Defeated 50/150 opponents at Frinn Mesa on Makeb.

Player Vs. Player

  • Neophyte Defender of Makeb / Defender of Makeb / Advanced Defender of Makeb / Master of Makeb / Conqueror of Makeb / Archon of Makeb : Defeated 10 / 25 / 50 / 100 / 250 / 500 enemy players on Makeb.
  • Makeb: Attacking the Empire / Makeb: Sabotaging the Empire / Makeb: Pillaging the Empire: Defeated 25/50/100 Imperial guards on Makeb.
  • Makeb: Raiding the Republic / Makeb: Pillaging the Republic / Makeb: Ransacking the Republic : Defeated 25/50/100 Republic guards on Makeb.

Regions of Makeb

  • On the Hook/By Hook or by Crook: Defeated 50/150 Regulators at Gravity Hook Seven on Makeb.
  • Speared/Striking the Giant’s Spear: Defeated 50/150 opponents at the Giant’s Spear on Makeb.
  • Smashing the Sanctuary/No Sanctuary: Defeated 50/150 opponents at the Sanctuary on Makeb.
  • Defeating Talaos City/Toppling Talaos City: Defeated 50/150 opponents of Standard difficulty or above in Talaos City on Makeb.
  • Holding Westwater/Settlements Settled: Defeated 50/150 opponents at the Westwater Settlements on Makeb.
  • Taking It to Tarlam/Thrashing Tarlam: Defeated 50/150 opponents at Tarlam Settlement on Makeb.

Story Missions

  • Stealing Thunder: Completed the Imperial mission Stealing Thunder on Makeb.
  • Revenge of the Archon: Completed the Imperial mission Revenge of the Archon on Makeb.
  • Hitting the Hutts: Completed the Republic mission Hitting the Hutts on Makeb.
  • Taking on Toborro: Completed the Republic mission Taking on Toborro on Makeb.

GSI Missions

GSI missions are a special type of exploratory quests with their own Reputation track, and Makeb is one of 4 planets (Tatooine, Alderaan, Hoth and Makeb) that has them. These quests are not available on the GSI Terminal by default, as you must first start the related GSI Missions from the Fleet. You do not need to run the full Macrobinocular and Seeker Droid quests, but you do need to pick them up from the quest-givers on the Fleet and complete the first few steps to get yourself a pair of useable Macrobinoculars and Seeker Droid, which are needed for the GSI Missions.

SWTOR Seeker Droid Guide