Spoilers. These are my notes from my attempts to solo the bugged final mission. Knowing some of these mechanics might save your group a lot of frustration when the grouping bug is fixed. Known bug: Only one player may do this group mission. No mercs. Event breakdown: Start event by attacking boss. Boss flies away and adds spawn. Kill adds to loot scrap. Hand in scrap to repair guys to fix ballistae (there are four). Ballistae are supposedly used to make the boss targetable (I never got this far). There is a ground AE that you must avoid. There is also a toon-targeted AE which I was able to ignore. Presumably, this AE would hurt any group members standing close (run away from group?). Features I witnessed (may or may not be bugs): Two adds initially spawn after starting , but continue to spawn throughout the event. The scrap dropped by the adds (different quality for different adds) is Temporary AND No Zone. If you loot scrap and can't get a rez in zone, the scrap is lost. A partially repaired ballista will reset (completely break down again). Unsure of when this happens - I found no emotes or log messages. The adds do NOT reset. I had up to 9 up at a time. The adds appear to be agro-linked. Some adds were immune to snare. If you are not standing in the right spot (main platform?), you will be one-rounded by Deadly Restraints (~500k/second). Deadly Restraints makes kiting or trying to separate the mobs seemingly impossible. I managed to burn and kill up to two adds before my discs gave out (got a third down to 8% once). Leaving the scrap in the loot window until you have enough to hand in seems wise. But with 20 minutes between burns, it's a real challenge to collect enough to repair a single ballistae. It will be interesting to see how a full group handles this. More DPS might actually trivialize it (if you can keep all the adds dead so you never get more than 2-3). If the adds are mezzable they would be easily managed. Boxing the "run away" emote in such a small area will be fun. Based on the odd resetting behavior (mobs don't reset, but ballistae do), I'm not sure why a real group would not drop and restart the mission after any failure, especially given the /ach requirements. I am curious to see if the boss is HP locked and requires the use of all 4 ballistae. What have you found?