Khitomer According to Us | STOked 88

Khitomer According to Us | STOked 88

We’re back with part three of our STF guide, this time we arm you with our tips and tricks to beat STO’s Khitomer Accord Special Task Force!

Plus we’ll cover the latest changes in Season 4, the latest with the Enterprise F, and spend some love coins on the Klingons this week!

And much, much more!

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Show Notes:


Community Event: KDF Awareness Week
A week-long push for higher active population on the KDF side of the fence.
Tutors available in zone chat. Missions, Ship discussions, etc etc.
Group leaders/members for whatever you need ran. (maybe not STFs…)

KDF auto-decloak has been fixed!

Salami Inferno:

“The fix for this issue is not as simple as it sounds. It involves touching every single map in the game, which is a ridiculously high number.

That being said, we did it and the fix will be in the next tribble push.”

The new Diplomatic Immunity
(Since DSEs no longer pull you in)
Tentatively, it allows Feds to enter the KDF home sector
This opens up new assignments in the Doff system, since it’s location-based
KDF will have a similar ability available. No word on how you earn it (no Diplomacy).

Part 2: DTNE Dev Diary
CapnLogan pops in to answer a few questions…

Season 4 Update:

  • Players can now create a private PvE queue lobby
  • The borg are adapting to players too infrequently, resistance will be futile again very soon.

CrypticEQAH: “Quick look at the new borg adaptation visual FX. Hope you brought a remodulator!”
Gozer: “Updated Infected Boss Room.. New Shields animate around the generator and consoles..”
Gozer: “New “Normal” Mode Infected Boss Room… Walkways added for the Jumping “impaired” :).. No walkways however on Elite”

Star Trek Captain meet up in “The Captains”


Don’t expect to be able to destroy the place JUST because you read a guide, or get tips. You need good gear, good specs, knowledgable players, and PRACTICE. But we’ll give you what help we can!

I’ve heard of skilled teams completing this entire mission in <1.5 hours, but the standard for even experienced groups seems to be between 2 and 3 hours, depending on a lot of various factors. To be safe, allot yourself 4 solid hours of gameplay, or be prepared to have an assigned break at some point, agreed-upon by your entire team.

MOIST walkthrus:
Sanctuary of Wanderhome Guides:

Space – Two Gates
Both will activate as soon as you kill the last of the baddies that start at the center.
– Kill all except the Tac Cube, and draw it toward one of the two gates.
– Kill the Tac Cube on top of one of the gates, to get a nice boost to its damage from the cube’s warp core explosion.

  • After the two gates are active, you will need to destroy BOTH simultaneously, while also fending off waves of drones and spheres.
    • If you let 6 probes reach the central structure, you FAIL and the universe implodes.
  • You must have sufficient DPS to split your team into two groups, and one of those groups must be capable of BOTH clearing the spawns AND killing the gate.
    • The other half of the team only has to be able to kill the spawns, and the gate is an added bonus.
    • Once you destroy one gate, you can work together on the other if necessary.
    • Once one gate drops, Cubes are added to the spawns of the remaining gate.
      • If you can manage it, keep a Cube alive until the next wave and use its Warp Core as a weapon against gate/spawns.
  • Gravity Well, Tractor Beam Mines, Tractor Beam Repulsors, Photonic Shockwave (hold Probes in place, or push AWAY from central gate).
  • Tricobalt Mines!

3 minutes between waves of Borg, each time with 15 seconds of vulnerability.

Ground – Phase 1 (clearing)
Usual tactics:
Observe the kill order (Nodes first)
– Some nodes are very cleverly hidden on this map. A few even require diversionary tactics to reach (pulling the borg team THEN sending in a Sniper to eliminate the Node).
– Might as well practice now, this will become even more crucial when the Borg start adapting more.

Borg are not in place, they beam in. Don’t send scouts, advance together and cautiously.
Best if you have at least one team member that knows the spawns/nodes.

Ground – Phase 2 (forcefield room, split team)

  • Endurance Team stays in the room with 6 nodes, and deactivates the shields.
    • The Borg that will spawn in this chamber are relatively wimpy.
    • Each shield node corresponds to a node in the main room you came from.
  • DPS Team stays in the main chamber and targets the nodes, as the shields drop (by other team)
    • You only have 3-4 seconds to drop the node before the shield reactivates, THEN you have to clear out the Borg that spawned in. THIS IS A DPS RACE.

After deactivating the 6th Node, you’ll be assaulted by dozens and dozens of borgs, including some Elite Tacticals that seem especially beefy. This is an endurance test, not a DPS race. STAY ALIVE.

Destroy the two “IMR Chambers” (top floor, and bottom floor)
Before destroying them, you can step inside to earn your Borg Sci Boff and an Accolade.
Step in SLOWLY, and a groupmate can rez you.

Poke in and kill the nodes first, then clear his buddies, then DPS him down.
Seal off the entry with Force Domes / Cover Shields, to prevent flanking.
He’s resilient, but doesn’t hit any harder than an Elite Tactical.

Space – Boss Battle
Step 1 – beat up Scimmy
Step 2 – destroy massive wave of Probes

  • You may have to find a way to drop Red Alert, in order to be able to follow. My team managed this by using a Photonic Fleet to destroy the last few probes, while we retreated.
  • If you do not CLICK FOLLOW, you may be left behind and unable to participate in the next encounter. It’s not an actual map transfer, and there’s an invisible wall blocking you from manually travelling to the next area.

Be prepared for a lengthy battle against the final Space Boss.

  • Her CLOAK cannot be counter-acted, so just suck it up.
  • Keep your Evasive Maneuvers active to avoid the Thalaron Cannon, if you can.
    • A decent stack of resist buff can also turn it into a Thalaron Tickler (Hazard Emitters, Aux to SIF, Brace for Impact)
      • Extend Shields / Emergency to Shields
  • Good idea to have a skilled Gravity Well, can suck in groups of Probes to cause chain explosions.
  • Tractor Beam can also come in handy, as the boss likes to run away. Won’t cancel her Cloak, but may keep her nearby while she’s uncloaked. Some guides say toss this power, others say use it. Looks like a matter of taste.

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