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As you venture into the unknown forest world of Avatar: Frontiers of Pandora, you’ll learn fresh survival skills and connect with the Na’vi tribes across the land. Human invaders spread chaos and destruction wherever they go. It’s your mission, with the resistance, to protect the planet’s natural beauty and its cultures.
In the From the Ashes DLC, you play as So’lek and see what happens after the main story. The game guides you through the first mission, so you can get fully immersed in the world and stand against the RDA.
Follow the Smoke Trail
After meeting the travelers, the Sarentu agrees to look into the threat. Head down to the base of Hometree to meet them, then climb onto your ikran. Follow the Sarentu southeast to find Weaver’s Flourish ruins, now completely burned and destroyed.
Investigating the Destroyed Weaver’s Flourish
You’ll need to explore three spots to start your investigation:
- Dead Direhorse: Located in the middle of Weaver’s Flourish, this spot is easy to spot.
- Destroyed Sleeping Nook: To the left of the dead Direhorse, find a smoking, burnt-out sleeping area.
- Ransacked Na’vi Baskets: South of the encampment, check the foliage for torn baskets.
Continue southeast through a fallen log until you see an unfamiliar symbol in the ashes. Fight off the feral viperwolves and investigate with the Sarentu.
Here, you and the Sarentu split up to check both the fires and the signals from Teylan’s report. Fly east on your ikran for speed. When you see a flaming tree ahead, be ready for a fight.
Defeat the RDA
RDA forces are hiding in the woods, torching everything around. There are two AMP pyro suits and a few soldiers nearby. You can sneak up and take out one of the suits quietly, but the rest will likely lead to an open fight. You can stay hidden or attack aggressively.
Enter the Destroyed Resistance HQ
After defeating the RDA, head further east until you see another burning symbol. Climb north toward the old resistance headquarters ruins located on the cliffs. Be cautious—fire surrounds the entrance.
Once there, land and walk over the collapsed roof. Inside, find a dead feral viperwolf tied up in the southwest corner. Crawl through the nearby tunnel to the east, where Na’vi-made weapons hang on the wall.
Follow the corridor north to find a dormant fuse box. Turn it on to restore power. Note the machinery—this hints at what’s coming next.
Prepare for battle
Enemies will flood the area soon, so grab ammo near the door and a Dapophet pod. Expect to face AMP suits, light ground troops, and Hellhound Veteran Trackers. You can quietly take down most enemies with arrows, but multiple waves will arrive if you’re detected.
If you need a breather, hide in the small tunnel behind the ramp where you entered. It offers a good spot to wait for reinforcements.
Locate the Abandoned TAP Facility Entrance
Southeast, find the overgrown entrance to the old TAP facility. Follow Sarentu’s instructions to go higher up the cliffs on your ikran, then climb the rest of the way to enter.
How to Reach Mercer’s Office
Use your melee skills to destroy vines blocking the Ops Center entrance. Proceed down stairs and along a long ramp into an overgrown tunnel. Watch for poisonous bulbs releasing toxic gases—shoot them early to cause an explosion.
Enter through the contamination doors and ascend the stairs to find a TAP audio recording. Then go downstairs; if you reach the flooded floor, you’ve gone too far. Here, you can also pick up extra ammo.
Walk through the open door to the Area B Loading Bay and follow Sarentu across the crumbling TAP infrastructure. You’ll encounter a locked door that needs power. Instead of searching for a fuse box, jump into the water and swim through the open hole at the far end.
Swim south and through the emergency doors, which are sealed. Break nearby vent covers to crawl into the maintenance area. Turn on the power there, then return through the tunnels.
To shortcut back to Sarentu, use the underwater door and follow the path to a flooded platform. Let Sarentu open the sealed door for you, then continue through the corridor. Rise to the next room for air, then swim down and right, following the bubbles into another section.
Climb wreckage and crawl through vents to reach the next area. You may find a small hideout here for an extra TAP recording and ammo.
In the cryo room, break the vines blocking your way using your melee attack. A feral viperwolf hurls itself through the glass and attacks—be ready. Collect more ammo and another TAP recording before approaching the flames at the hall’s end.
You can drop into the vent to avoid fire, or take the right door and grab another TAP recording. Climb through wreckage to reach Mercer’s office.
Find supplies if running low, then go into the classrooms where a broken TV displays Alma and her avatar. Proceed to the electric-water room, break the fuse box with a shot, and cross safely once the water’s no longer energized.
Enter the office, get more ammo and recordings, then head into the control center. Destroy the fuse box there, and continue into the dormitories. Climb into the rafters and move toward the gym.
Destroy the fuse box in the research cell, then access the foliage-filled hallway. Break through vines, descend the stairs into the gym, and cross the poisonous vines to reach the stairs and locked door where Sarentu waits.
Walk to the hall’s end, entering John Mercer’s old office. A long cutscene follows. Afterward, leave the building and return home to finish the quest.



