Diplomatic relationships with the Hutt Cartel have suddenly worsened. Travel to Nal Hutta and convince Karagga the Hutt that turning against your faction is a bad idea and bring him back in line.
Karagga’s Palace serves as prelude to the Rise of the Hutt Cartel expansion. It is the second Operation and all in all an easy Operation. Story and Hard Mode are mostly the same, except from the higher health and damage output of the enemies.
It can be completed with only one tank.
The entrance is located on the Ziost Shadow.
Bonethrasher is a straightforward fight.
He is untauntable and will regularly drop threat and aggro another player. Almost all of his attacks are cleaves. The group should therefore try to stand behind the boss.
Attack and Damage Type: Tech, Kinetic (AoE)
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Sweep
is a cleave with a knockback; players must make sure not to fall in the green acid around the arena. The acid kills instantly after 15 seconds of contamination.
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Smash
happens on the player currently tanking Bonethrasher. It applies
You’ve been smashed into the ground!
Attack and Damage Type: Force, Kinetic
Duration: 3s
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Buried,
a 3 seconds stun, and
You have been injured! You're going to take a whole lot of damage if that big rancor hits you!
Duration: 10s
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Injured
for 10 seconds.
You have been injured! You're going to take a whole lot of damage if that big rancor hits you!
Duration: 10s
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Injured
causes the player to receive 300% more damage. This means that they must stand behind Bonethrasher who, after
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Smash,
switches targets to a player without the
You have been injured! You're going to take a whole lot of damage if that big rancor hits you!
Duration: 10s
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Injured
debuff.
Karagga becomes more and more upset throughout the encounter and starts throwing his personnel in the pit, starting with the band. After the band, a Gamorrean Palace Guard will occasionally be thrown in the pit. The group must kill it fast; if Bonethrasher eats it, he will gain
The Rancor has feasted well and has renewed strength. Does 20% extra damage.
Duration: 20s
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Well Fed,
increasing his damage by 20% for 20 seconds. Killing the add is easy as it has almost no health.
At one point, three Vicious Manka Cats will spawn. As they can be taunted, the tank can pick them up and bring them under the boss for AoE.
The timers start when the encounter starts. Once expired, the boss will receive
Dealing 200% increased damage.
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Enrage,
increasing damage dealt by 200% for the rest of the fight.
8-person | 16-person | |
---|---|---|
Story Mode | 8:05min (485s) | 9:05min (545s) |
Hard Mode | 7:05min (425s) | 8:05min (485s) |
This is an encounter with – surprise – two bosses who should be killed at roughly the same time.
Jarg resembles a Powertech and does mostly melee damage. He also has an AoE attack.
Sorno resembles a Mercenary and does mostly ranged attacks. He does
3s cast
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Rapid Scan,
a 3 seconds cast healing himself, which should be interrupted. His
Attack and Damage Type: Ranged, Energy
3s channel
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Unload,
a 3 seconds channel, should be interrupted as well. It places stacks of
Damage taken from Unload increased.
Duration: 14s
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Assailable
on the tank, increasing the damage taken from
Attack and Damage Type: Ranged, Energy
3s channel
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Unload
by 5% per stack.
Sorno will occasionally jump up to an awning. A Carbonizer Probe spawns, stunning the tank on Jarg who then switches to someone else. The group should kill the probe fast. Sorno will meanwhile channel
Attack and Damage Type: Tech, Kinetic (AoE)
3s channel
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Death Rain.
This places a purple circle underneath a random player which will then be hit with a missile. Try to move out of it.
Both should die at roughly the same time. 30 seconds after one dies, the other one will receive
Increases damage done (and decreases damage received). The damage increase becomes greater over time.
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Avengeance,
reducing damage received by 20% (Jarg only) and increasing damage dealt by 40% every 15 seconds.
On Hard Mode, the survivor will receive
Increases damage done (and decreases damage received). The damage increase becomes greater over time.
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Avengeance
right when the other one dies.
The timers start when the encounter starts. Once expired, the bosses will receive
Dealing 200% increased damage.
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Enrage,
increasing damage dealt by 200% for the rest of the fight.
8-person | 16-person | |
---|---|---|
Story Mode | 7:15min (435s) | 7:45min (465s) |
Hard Mode | 8:15min (495s) | 8:45min (525s) |
The boss is tanked at the forcefield at the exit; this is also the place where the adds spawn. The boss has the passive
Hits from these massive beasts slow targets signifigantly.
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Overwhelming,
causing its attacks to slow down their targets. As the Foreman Crusher cleaves, nobody except the tank should stand in front of it.
At the beginning of the encounter, and when the Foreman Crusher’s health falls below 80%, 60%, 40% and 20%, it will do
Attack and Damage Type: Force, Kinetic (AoE)
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Ground Smash,
knocking the group in the air.
Shortly after the boss’ health falls below 75%, 50% and 25%, the adds spawn. They should be stacked under the boss for AoE damage.
Occasionally, the Foreman Crusher will enter a frenzy, applying 5 (20 on Hard Mode) stacks of
Dealing high damage.
Attack and Damage Type: Melee, Kinetic (AoE)
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Frenzy.
For each stack, the boss will hit the tank, removing a stack per attack. After
Dealing high damage.
Attack and Damage Type: Melee, Kinetic (AoE)
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Frenzy,
the Foreman Crusher will target another player.
A random player will be targeted with
Attack and Damage Type: Force, Kinetic
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Rock Throw,
placing a red circle on the ground. After 2 seconds, the boss will hurl a rock at the circle. On Hard Mode, there will be a dust cloud once the rock landed. Standing it reduces Accuracy and healing done by 100%.
The timers start when the encounter starts. Once expired, the boss will receive
Dealing 200% increased damage.
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Enrage,
increasing damage dealt and movement speed by 200% for the rest of the fight.
8-person | 16-person | |
---|---|---|
Story / Hard Mode | 6:20min (380s) | 7:20min (440s) |
The timers start when the encounter starts. Once expired, the boss will receive
Dealing 200% increased damage.
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Enrage,
increasing damage dealt by 200% for the rest of the fight.
8-person | 16-person | |
---|---|---|
Story / Hard Mode | 8:00min (480s) | 7:00min (420s) |
Before the fight, the boss stands incapacitated on the conveyor belt. It also has 10 stacks of
Increased defenses.
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Energized Exotech Armor,
making it invulnerable to damage.
By using the firing switch which becomes active after clicking on the console next to the entrance, lava will come out of the incinerator above the boss, removing the stacks and the stun.
The “puzzle” during the rest of the encounter is clicking on said firing switch when it becomes active. This is announced on the screen.
The boss can be kept where it spawned. It applies stacks of
Armor reduced by 16% per stack.
Duration: 25s
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Battered
to the tank, stacking up to 10 times and reducing Armor Rating by 16% per stack. A tank swap is optional; the healers can usually heal through it on Story and Hard Mode.
A random player will receive
Rigged to blow...
Attack and Damage Type: Tech, Kinetic (AoE)
Duration: 3.4s
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Sticky Pulse Grenade,
exploding after 3.4 seconds. While the player receives some damage, everyone close to said player receives more damage and is knocked down. The player with the grenade should therefore move away from others.
The boss will gain stacks of
Increased defenses.
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Energized Exotech Armor,
stacking up to 10 times with each stack reducing damage taken by 9%. They are removed by the incinerator which also applies
Damage taken increased. Removes all stacks of Energized Exotech Armor and prevents new stacks from being generated.
Duration: 20s
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Melted Armor,
increasing the boss’ damage taken by 150% and preventing new stacks of
Increased defenses.
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Energized Exotech Armor
from being applied for 20 seconds.
Increased defenses.
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Energized Exotech Armor
stacks are being applied every 9 seconds, the incinerator can be used every 45 seconds.
The main difference from Story Mode is the puzzle. It now goes like Tower of Hanoi. The three stages must be stacked on one incinerator before the firing switch can be used. The stages must be in the correct order; [2] cannot be stacked on [1], [3] neither on [1] nor [2]. Additionally, each stage must have been on another incinerator than the one to be used. To move a stage, the stage must first be selected by clicking on the button at the stack where the stage currently is. To move the now selected stage to another stack, the button at the desired stack must be clicked.
The puzzle can be done by multiple players. On 16-person Hard Mode, it must be done by multiple players as clicking on a console applies
Unable to access a control station.
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Biometric Lockout
which is removed when someone else clicks a console (and then receives the debuff in turn).
The three incinerators have different effects on the boss. While all remove the
Increased defenses.
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Energized Exotech Armor
stacks, the right one applies
Damage taken increased. Removes all stacks of Energized Exotech Armor and prevents new stacks from being generated.
Duration: 20s
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Melted Armor
(see Story Mode), the middle one
Magnetically attracts nearby proximity mines. Removes all stacks of Energized Exotech Armor and temporarily prevents new stacks from being generated.
Duration: 20s
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Magnetized
and the left incinerator applies
Removes all stacks of Powerhouse and Energized Exotech Armor. Prevents new stacks of either from being generated.
Duration: 20s
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System Cooldown.
Magnetically attracts nearby proximity mines. Removes all stacks of Energized Exotech Armor and temporarily prevents new stacks from being generated.
Duration: 20s
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Magnetized
lasts 12 seconds and pulls Proximity Mines to the boss.
Removes all stacks of Powerhouse and Energized Exotech Armor. Prevents new stacks of either from being generated.
Duration: 20s
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System Cooldown
removes the boss’
Increases damage.
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Powerhouse
stacks. The group can move the boss each time or just leave it where it started.
The boss now gains stacks of
Increases damage.
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Powerhouse,
increasing its damage dealt. This stacks up to 10 times and can be removed by the left incinerator.
At 90%, 70%, 50%, 30% and 10% if the boss does not have any of
Damage taken increased. Removes all stacks of Energized Exotech Armor and prevents new stacks from being generated.
Duration: 20s
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Melted Armor,
Magnetically attracts nearby proximity mines. Removes all stacks of Energized Exotech Armor and temporarily prevents new stacks from being generated.
Duration: 20s
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Magnetized
or
Removes all stacks of Powerhouse and Energized Exotech Armor. Prevents new stacks of either from being generated.
Duration: 20s
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System Cooldown,
Proximity Mines and Security Stun Drones spawn. The mines explode when players are too close to them, the drones stun players in range. The adds too close to the boss and near the puzzle should be killed, the rest can be left alive.
Detonating a
Rigged to blow...
Attack and Damage Type: Tech, Kinetic (AoE)
Duration: 3.4s
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Sticky Pulse Grenade
in the group is much more dangerous and should be avoided. Same goes for standing under the incinerator while it is firing; this can be lethal.
This tool can solve the Tower of Hanoi puzzle for the G4-B3 Heavy Fabricator. In contrast to usual solvers, this one also covers the cases in which the stages are moved from and to the same incinerator.
Set the “Source” to the incinerator where the stages currently are. Choose the incinerator where you want them with the “Target” selector.
If the “Simplified” checkbox is checked, the output comes with less text.
Click on “Solve” to solve the puzzle. You can use the “Copy” button to copy the solution to your clipboard.
Unlike most (if not all) bosses, Karagga has cleaves in the front and in the back. The group (apart from the tank, of course) must therefore stand on the side. Positioning in general is important in this encounter.
Attack and Damage Type: Tech, Elemental
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Burning Oil
places a puddle of oil which is then set on fire on the ground. Every time this happens, the tank must move out of the circle, moving Karagga as well. This can either be done along the walls (see image) with Karagga’s side towards the group or in a circle around the group.
Attack and Damage Type (Front): Tech, Kinetic
Attack and Damage Type (Back): Force, Kinetic
2.5s channel
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Cluster Bombs
is a 2.5 seconds channel dealing damage in front of Karagga as well as behind him.
Random players will regularly be attacked with
Attacking random enemies with a tunneling drill attack.
Attack and Damage Type: Tech, Kinetic
6.5s channel
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Tunnelling Drill,
dealing some damage.
Mouse Droids regularly spawn. Those go to random players and explode when they are close.
The last noteworthy ability is
[Any] Surrounded by Unstable Energy, Pulses damage in an area around the affected target. The unstable nature of the energy attracts other players to the target.
Attack and Damage Type: Tech, Energy
Duration: 10s
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Unstable Energy.
This is a 10 seconds debuff placed on a random (usually ranged) player, dealing damage around them, and pulling up to three other players to them. Cleansing the debuff deals high damage to everyone within 4 metres unless the debuff is cleansed by a Mercenary / Commando.
The timers start when the encounter starts. Once expired, the boss will receive
Dealing 200% increased damage.
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Enrage,
increasing damage dealt by 200% for the rest of the fight.
8-person | 16-person | |
---|---|---|
Story / Hard Mode | 6:20min (380s) | 7:20min (440s) |
Written by Syseea. Images taken from Star Wars: The old Republic. Additional information taken from swtor.jedipedia.net. For questions or complaints, contact me.
This page was last updated on 30 March 2022.