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Galactic Republic The Esseles Galactic Republic

The Esseles


Galactic Republic Flashpoint


Location Space
Story Mode 10-14
Veteran Mode 10-14
Master Mode 50+
Group Finder Yes
Encounters Lieutenant Isric
Ironfist
ISS-7 Guardian Battle Droid
ISS-994 Power Droid (Optional)
Vokk

The Esseles is one of the first Flashpoints available in Star Wars: The Old Republic and is only available to those who are sided with the Republic.

Description[]

"When a Republic transport secretly carrying a high-profile passenger is attacked by Imperials, your team must defend the ship and eventually must decide the passenger's fate."

The Esseles is a Galactic Republic Wanderer-class transport in operation during the Cold War.

The recommended level for each character in the party venturing into The Esseles should be between 10 to 12. Esseles gives a large number of social points because of the number of cutscenes throughout.

This flashpoint is introduced right after leaving the starting planet in the docking bay of the Republic fleet. It is offered up as one of two ways to reach Coruscant.

Missions[]

  • Galactic Republic [10] [[[FLASHPOINT] The Esseles|[FLASHPOINT] The Esseles]]
  • Galactic Republic [10] [[[STORY] Flashpoint: The Esseles|[STORY] Flashpoint: The Esseles]]
  • Galactic Republic [10] [[[VETERAN] Flashpoint: The Esseles|[VETERAN] Flashpoint: The Esseles]]
  • Galactic Republic [10] [[[MASTER] Flashpoint: The Esseles|[MASTER] Flashpoint: The Esseles]]

NPCs[]

Mobs[]

Strategy[]

The Esseles is a low-level flashpoint that can be completed by both groups with stratified healing, tanking, and DPS roles. Many of the enemies encountered are non-elites, making them easy to take down by beginner groups. It's also quite feasible, by most classes after levels 12-14 to solo the flashpoint, provided they have a tanking or healing companion and fulfill the opposite role themselves. Crowd control would be recommended in a soloing attempt.

The flashpoint starts with the characters on board the transport bound for Coruscant. Starting off by talking to a passenger, she expresses concern about an Imperial dreadnaught following the transport. After the conversation the transport is attacked by the Imperials and the characters must fight their way to the bridge to talk with the captain.

Once they reach First Officer Haken and discuss the situation, they are informed that they must meet up with the security chief to determine how to break the lockdown and recover the ship from the imperial hijackers.

First Boss[]

The first boss is run into shortly after you being cleared is Lieutenant Isric, a ranged soldier type and waves of mobs attack from behind him throughout the fight. Without a plan to deal with the waves it is easy to be overwhelmed at this point. Ideally burn the boss with melee DPS while ranged/healer holds off the waves.

Next you talk with the security chief who tells you to get to engineering and the chief engineer can break the lock down and retake the ship. There is a light/dark side choice here, but it only effects how much clearing you need to do. However, the area you need to clear for the light side choice contains a lore entry, so you should pick that up on your first time in the instance, regardless of your light/dark choice.

Second Boss[]

Once you have finished with the chief engineer, you will now have to fight your way through a group of Mandalorian warriors and commandos to get to their leader, Ironfist. A Mandalorian veteran, he is very much like the first boss you fight, a ranged boss with some waves. The waves are less intense and more spread out than the first boss, but Ironfist has more tricks, so melee will need to adjust to them. Really just a stun and AOE knockback. Otherwise same strategy as before, melee on boss and ranged on clean up and healing.

Third Boss[]

After Ironfist is dropped, you will speak with the Haken once again and find that you must enter the Imperial dreadnaught to disable the tractor beam. Once on board you'll have to clear and do some item interaction. Just before you have a chat with Grand Moff Kilran on the holo, there is a lore object right behind a console down a nearby corridor.

Then you'll be sent on to the next boss, a droid guarding the tractor beam controls. Make sure to do all the bonus missions in this area, as doing so will activate a bonus boss. The battle with the ISS-7 Guardian Battledroid is a fairly simple, straight forward fight. However, be sure to lure it down from the platform it's on, as it has a knock back and if you are knocked off the platform it's instant death. Otherwise, standard tank and spank.

Optional Boss[]

For small groups using companions, the ISS-994 Power Droid is the hardest boss in the instance. This is a melee boss with one ability: lightening field. A simple, sustained short-range AOE he pumps out around himself, it lasts roughly 10 seconds and has a 5-10 second CD. This is lethal to melee companions as they will not avoid the field while it is on and quickly die. Thankfully the boss is slower than character run speeds, so simply kite the boss and melee attack when you can. Watch aggro so that you don't have the boss chasing your ranged/healers. You won't be able to heal through the lightening field.

After these boss fights you'll complete more story and clearing mobs before circling back to the shuttle you started at.

Final Boss[]

The final boss that attacks just before you leave is Vokk, a Sith apprentice. A melee boss, the only trick here is to avoid the AOE's he throws around and be ready for the occasional Double Saber Toss which can stun you. Otherwise, much like the first 2 bosses, tank and spank while keeping the adds under control.

Once the boss is dead, you have your last Light Side Points and Dark Side Points choice.

Rewards[]

Titles

  • "The Backstabber" - For leaving Ambassador Asara behind on the Imperial warship.
  • "The Uncompromising" - For choosing not to leave Ambassador Asara behind.

Lightside Points 250 total

  • Not venting the engineering section: 150
  • Not leaving Asara behind: 100

Darkside Points 250 total

  • Venting the engineering section: 150
  • Leaving Asara behind: 100

Maps[]

Trivia[]

Patch Changes[]

External links[]

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