FLASHPOINT WALKTHROUGH / IMPERIAL · MANUAL GROUP ONLY · VETERAN LEVEL 37+
Colicoid War Game | Exact Imperial route
Colicoid War Game is not in Group Finder and has no Story or Master Mode. Clear two plasma-cannon defenses without dismounting, coordinate players who hold six-terminal ray shields, complete the second gate puzzle, then beat the arena beasts and Annihilator 6K-A2.
Mode and story notes: MANUAL ENTRY ONLY: Veteran at level 37–80. NO Story/Solo mode, NO Master Mode, NO Group Finder. Bring FOUR PLAYERS for the intended puzzle solution; solo exploits using knockback or movement skills are not recommended.
01
Organize a four-person group first
COLICOID WAR GAME uses four cannons and multi-person terminals; a normal four-player party is the best choice. There is no Group Finder listing to auto-fill the group.
02
Imperial Fleet WEST elevator
On VAIKEN SPACEDOCK go to the WESTERN elevator and select DROPSHIP LAUNCH HANGAR. This is different from the White Nova Interfleet taxi.
03
Find the Colicoid War Game terminal
On the Dropship Launch Hangar level, locate the specifically labeled COLICOID WAR GAME mission terminal and RIGHT-CLICK it.
04
Accept the Veteran briefing
Choose the offered VETERAN mission (requires level 37+). The Darth Malgus briefing explains the Colicoid weapons contest.
05
All members enter manually
Every group member accepts or shares the quest and walks through the nearby COLORED FLASHPOINT DOOR. Do not look for Story, Solo, Master or Activity Finder options.
02 · OBJECTIVE-BY-OBJECTIVE WALKTHROUGH
Where to go and what to click next
01
Register and enter the competition
The mission opens with REGISTER FOR THE COMPETITION and ENTER THE COMPETITION AREA. Use the highlighted REGISTRATION CONTROL before the turret defense.
02
Mount the four Plasma Cannons at Waypoint One
Have ONE PLAYER per CANNON. RIGHT-CLICK each cannon to mount; then remain seated. Movement keys can make the character dismount over several seconds.
03
Survive first Colicoid waves
TURN WITH THE MOUSE while aiming and shooting the incoming SWARMERS, DRONES and WARRIORS. Kill ranged DRONES before they accumulate, then close-range SWARMERS.
04
Mount Plasma Cannons at Waypoint Two
Move as a team to the second battery, seat each player and repeat the defense. When the phase says complete, DO NOT LEAVE CANNONS UNTIL ALL COLICOID BEHEMOTHS ARE DEAD; you may not be able to remount.
05
Enter the first shield puzzle
Proceed to the branching HAZARD COURSE. The GLOWING BLUE TERMINALS must be HELD IN AN ACTIVE CHANNEL to keep linked forcefield gates open.
06
First puzzle: player 1 holds Terminal 1
Station PLAYER 1 at TERMINAL 1 and start channeling. This opens the gate toward TERMINAL 2. Player 1 must keep channeling while player 2 crosses.
07
First puzzle: reach Terminals 3 and 4
PLAYER 2 channels TERMINAL 2 while PLAYERS 3 AND 4 pass through and reach TERMINALS 3 AND 4. Clear nearby Hazard Droids before assigning players permanently.
08
First puzzle: open Gate 5 then Terminal 6
Continue the 1→2→3/4→5 arrangement shown in the source diagram. Once GATE 5 is open, Player 1 can leave. With player 2 still CHANNELING, the player from Terminal 4 reaches TERMINAL 6.
09
First puzzle: release everyone
Activate TERMINAL 6. It should PERMANENTLY DROP THE GATES. Regroup before leaving anyone in the intermediate trapped area.
10
Second puzzle: elevator and forcefield
Take the ELEVATOR UP, fight two champion droids in the circular room, then move NORTH. Use the initial terminal to drop the first RED FORCEFIELD so everyone can descend.
11
Second puzzle: hold Terminals 2 through 5
Work down the next hazard course, leaving players channeling on TERMINALS 2–5 IN ORDER so teammates can cross. Do not break a channel until the remaining players have passed.
12
Use Registration Computer
Before the final arena, RIGHT-CLICK the REGISTRATION COMPUTER to register the team for the final round. This includes a Light/Dark choice.
13
Defeat Arena Beasts
Enter the arena and defeat the initial beasts: ONE ACKLAY AND TWO LARGE NEXU. Stay out of visible ground attack circles.
14
Defeat Annihilator 6K-A2
The final Colicoid-shaped droid appears after the beasts. Fight it while leaving RED GROUND CIRCLES.
15
Confirm victory and open reward chest
Wait for the victory condition and use the reward chest. If the mission indicates UPLOADING VICTORY CONDITIONS, allow that interaction to resolve before leaving.
Optional activities: SCAVENGING can repair a damaged combat droid after the turret waves. SLICING a Containment Cell Console before the final arena can free an Akk Dog ally. These are optional. Do not promote outdated solo knockback exploits as the normal route.
03 · COMBAT TROUBLESHOOTING
Boss mechanics without guessing
These descriptions cover the relevant objective, visual warning, controls and known failure points. Optional bosses are labeled and do not block the mandatory story.
By Imperial Dark Sector
ENCOUNTER 01 / 04
Plasma Cannon Defense: Waypoints One and Two
Where: Two mandatory mounted-gun waves before the hazard course.
01
Seat four players
Have four people RIGHT-CLICK ONE CANNON EACH; avoid movement keys that slowly cause a dismount.
02
Mouse-aim freely
Rotate cannon aim with right mouse control, firing at enemies in your cone.
03
Prioritize Drones
Drones fire from range and can accumulate; clear them, then nearby Swarmers and Warriors.
04
Stay for remaining Behemoths
Do not abandon the SECOND battery just because the objective says complete; kill lingering Champion Behemoths first.
Stuck here? The phase can mark complete while Behemoths remain. Exiting cannon seats too soon may prevent remounting and leave the group exposed.
Where: Branching ray shields and moving platforms after the gun defenses.
01
Keep channels active
A blue terminal only HOLDS its assigned gate open WHILE THE PLAYER CHANNELS.
02
Use four assigned players
For the first puzzle, work terminals 1 then 2, send remaining players to 3 and 4, open 5 and reach 6.
03
Finish at Terminal 6
Terminal 6 permanently lowers the first puzzle gates and releases everyone.
04
Second puzzle follows the elevator
At the next room use the first red-forcefield control, then hold terminals 2–5 while your party passes.
05
Avoid knockbacks into lava
MK-X Hazard Droids can knock characters toward lava. Fight with safe ground or a wall behind you.
Stuck here? If a ray shield closes as soon as somebody moves, that player released the required channel. Keep them at the terminal until the next gate is passed.
The challenge includes two turret waves, two gate puzzles, three arena beasts and the final Annihilator 6K-A2. It is not a conventional three-boss Flashpoint.
These are published source guides with game-client imagery. IDS does not claim to have personally entered the current client or reproduce unlicensed screenshots. Controls and difficulty rules may change after patches.