This was originally written in USPC forums as a response to a request for help getting through the T3 Courthouse Alert. As such it's not a complete 'guide' with pictures and such, but if anyone wants to add to it, please feel free to post below. The purpose after all is to help people get through one of the nuttier and more complex of the Alerts in game. Basically there's four stages to the Alert. Let me see if I remember these all correctly. You come in with Movement Modes disabled. Walking is your only option here. Clear the Courthouse courtyard of mobs (I advise getting all the mobs around the sides of the building, as they can be easily drawn into the main events of Stage 2 and cause you a headache), activate the Bailiff, and start Jury Selection. This stage is straightforward, but there's a lot going on to be confused by that is happening at once. Basically there's 12 jury slots that are to be filled. You the Heroes/Villains are on trial by Brainiac and he will attempt to stack the jury against you. You (usually the non-DPS) must gain a majority of the jury seats by picking up friendly 'jurors' and running with them from the ends of the courtyard to the center. Your teammates must hamper the efforts of Brainiac's minions to run their jurors at the same time. Even though the game says you only need a majority, I have found that the scenario is unbeatable unless you can gain at least 9 jurors. At this point, you may as well try for the feat and stack all 12 seats if you can. Something the game cues do not inform you is that while running, your loadout bar is replaced with 3-4 powers I believe. Most of them are not that useful, but I think one is a shield and the really good one is a speed boost that allows you to haul butt back and forth. Use it liberally. One the jury selection is complete, then you move to the next stage. Prosecution and Defense Attorneys will come out next and begin their arguments. Neither of them are your friends. Their arguments take the form of NPC witnesses and evidence-carriers. (One group is purple and the other orange, but right now I cannot remember which) You do NOT have to win against both groups, and in fact it is counter-productive to engage both orange and purple runners. Pick one group to concentrate against. Most find the evidence carriers easiest because they do not fight back. However you have to be fast-on-the-spot with destroying their dropped evidence boxes. The Witnesses will fight back, but there are fewer of them and they spawn less rapidly if I recall correctly. In the meantime, while you trying to handle this, numerous hostile adds will periodically spawn in based on how many hostile jurors you allowed into jury selection. Now you see why I said that you really wanted to stack the jury on your side in the previous stage. This is the part where most groups wipe. It can get confusing, hard to see, and it's not uncommon to get trapped blocked in by bodies and spawns as you are fighting on the courthouse steps. Just try and stick to your plan of attacking orange or purple, and kill the adds as fast as you can because they will put the hurt on you fast. Now you must use jumping pads (Fun right? Not!) and leap to the top four corners of the courthouse building, engage the mobs on each corner and destroy the gravity generators that are hampering your movement. This can be a little hairy as only one person can jump at a time and if you mistime or miss on the landing, whomever are the first ones to get up top will be swarmed with the hostiles. Shield the first jumper (troller or tank usually) and send healers third or fourth in. Once you take out all four generators, Movement Modes are restored. Now you can reach the Judge in chambers on the top floor. Entering the Judge's chambers you'll hate how tight the quarters are. This room leaves NO space for maneuvering or escaping aggro. I highly advise healers do NOT activate any HoT here or prebattle buffs before starting the Judge's cut scene. It will draw aggro immediately to the healer and all the adds will ignore everyone else and just murder the healer. There's some mix of elite guards here and some trash mobs. The main threat comes from the Judge's "casebook" where he will periodically isolate and paralyze a random member of the party and pronouce a rigged case and judgement against them. There are three possible sentences. Basically you have to be very aware of what is going on with your teammates and burn the judge in the interim periods between his judgements. Deal with these and kill the judge, and the Alert will officially end. Death: An executioner will spawn in and if not destroyed rapidly will auto-kill the character in question. As soon as you see/hear this sentence, everyone needs to concentrate attacks on the executioner to free their teammate. Imprisonment: This is not as bad as Death, but it can still mess up the party's chances as it takes the character out of play for basically the remainder of the Alert. The only way to free the character is to destroy the bailiff guards that are imprisoning the character (I think there are two). Destroying them will release the entrapped character. Community Service. This is kind of fun. Six trash bins will spawn around the chambers, and the character must run and click on all of the bins as fast as they can, or else the entire party will be forced to do so. Other than that though, it just subtracts time you can be smacking around the Judge and his guards. Epilogue: There's a bonus round however! If you explore the exterior of the courthouse and the grounds, there is a cloaked Brainia stealth assassin roaming in a random location. Finding it and killing it will result in a nice drop. Hope that helps! If anyone else has comments or corrections, feel free to post below!