Spirit Trapping: Difference between revisions

From Homecoming Wiki
Jump to navigation Jump to search
imported>Baalus Seth (historical)
m (Added the powers of the Ghost Traps. Moved image. Added range of Trap effect.)
 
(6 intermediate revisions by 3 users not shown)
Line 1: Line 1:
== Overview ==
== Overview ==
[[File:Trapping_A_Ghost.jpg|right|thumb|200px|A Spectral Pirate being Trapped]]
'''Spirit Trapping''' or '''Ghost Hunting''' is a [[Zone Event]] in the Fort Hades neighborhood of [[Port Oakes]]. The [[Pirate Badge]] can be gained by defeating [[Spectral Pirates]], and the [[Spectral Badge]] can be gained by trapping them in the Ghost Traps found within the Fort. The [[Red Terror]] elite boss can be spawned from overloaded Traps.


There are two known badges for defeating [[Spectral Pirates]] in the Fort Hades neighborhood of [[Port Oakes]].  However, merely defeating the ghosts is not enough to earn the '''ghost hunting''' badges.  In order to earn the badges, you must actually trap the ghosts.
__TOC__
__TOC__
[[Image:Trapping_A_Ghost.jpg|right|thumb|100px]]
== Spirit Trapping ==
== How to Trap a Ghost ==
''The pirate Blackbeard had just captured Queen Ann's Revenge and sought a place to test her in battle. He came upon a newly erected French Fort and used his massive firepower on the half-manned structure. Upon storming the beach, the French were outarmed and outmanned by Blackbeard's cutthroats and were soon surrounded. They asked for quarter but his crew had already tasted blood and cut down brutally to the last one. The hauntings began soon after.''


To trap a ghost, it must be defeated within a small radius of a ghost trap.  The ghost does not necessarily have to be standing directly on top of the trap, but for best results, should be within short melee range of the trap.  A picture of one of the traps and a ghost being defeated in its location is shown to the right.
Spectral Pirates ghosts will spawn in the Fort Hades neighborhood during the [[time|Night]], from 21:00 to 6:00.


When a ghost is successfully trapped, he will be engulfed in a green light that gets drawn into the trap instead of simply fading away as they normally do upon defeat.
To Trap a ghost, it must be defeated within a 25 foot radius of a Ghost Trap. The ghost does not necessarily have to be standing directly on top of the Trap, but for best results should be within short melee range of the Trap. When a ghost is successfully trapped, they will be engulfed in a green light that gets drawn into the Trap instead of simply fading away as they normally do upon defeat.


== Ghost Trap Locations ==
{{PowerBox|Icon=ShadowFighting_MidnightGrasp.png|Name=Ectoplasmic Containment|Effect=Special|Desc=The Ectoplasmic Containment field can capture the essence of a ghostly enemy as it dissipates.}}
{{PowerBox|Icon=ShadowFighting_MidnightGrasp.png|Name=Spectrographic Assimilator|Effect=Special|Desc=The Spectrographic Assimilator absorbs and store the ectoplasm of any 'ghosts' that are destroyed within the containment field.}}


There are six ghost traps in Fort Hades.  The locations of the Ghost Traps are shown below:
=== Trap Locations ===


[[Image:GhostTrapMap.jpg]]
There are six Ghost Traps in Fort Hades. The locations of the Ghost Traps are shown below:


== Ghost Trapping Rewards ==
[[File:GhostTrapMap.jpg]]


By successfully trapping ghosts, a villain earns the [[Pirate Badge|Pirate]] achievement badge (for 10 Ghosts) and the [[Spectral Badge|Spectral]] achievement badge (for 100 Ghosts). Also, upon earning the [[Pirate Badge|Pirate]] achievement badge, you unlock a contact in Port Oakes, [[Veluta Lunata]]. The badges also grant access to the [[Night Haunt Badge|Night Haunt]] and [[Red Hand Badge|Red Hand]] gladiators, respectively.
=== Trap Overload ===
{{PowerBox|Icon=ShadowFighting_MidnightGrasp.png|Name=Assimilation Overload|Effect=Special|Desc= The Ghost Trap has exceeded its capacity and exploded, releasing all of its stored ectoplasm.}}
Once a Ghost Trap has captured 11 ghosts the Trap will overload, releasing a group of Spectral Pirates consisting of 3 Red Hand bosses, 4 Night Terror lieutenants and the [[Red Terror]] elite boss. These spawned enemies can also be trapped, allowing a character to quickly increase their trapped ghost count. These overload spawned pirates can be up to Level 15 and can be difficult for low-level characters to defeat. To avoid an overload, spread out defeats between the Traps to prevent their individual trap counts reaching 11.


{{BadgeBox|V badge GhostTrappingBadge.png|Pirate|You have trapped 10 Ghosts. You are now an honorary Pirate.}}
=== Rewards ===
{{BadgeBox|V badge GhostTrappingBadge.png|Spectral|You have trapped 100 Ghosts. You are now Spectral.}}


== Useful strategies and powers ==
A villain earns the [[Pirate Badge|Pirate]] defeat badge for defeating 100 Spectral Pirates and the [[Spectral Badge|Spectral]] defeat badge by successfully trapping 100 Spectral Pirates within the Ghost Traps. These badges also grant access to the [[Night Haunt Badge|Night Haunt]] and [[Red Hand Badge|Red Hand]] gladiators, respectively.
{{BadgeBox|Pirate}}
{{BadgeBox|Spectral}}


*Any ranged Taunt power will make the ghosts more willing to stay in the trap's range.
=== Tips ===
*[[Teleportation#Teleport Foe|Teleport Foe]] is a good way of bringing ghosts to the traps.
*High level teams should contain a lower level member to act as bait for the ghosts to aggro upon and not run away.
*Non-damaging slow patches such as [[Dark Miasma#Tar Patch|Tar Patch]] will force the ghosts to stay longer.
*It's wise to use one trap until it overloads and then kill the resulting ghosts for easy gain.


== Notes ==
* Any ranged Taunt power will make the ghosts more willing to stay in the Trap's range.
* [[Teleportation#Teleport Foe|Teleport Foe]] and [[Gravity Control#Wormhole|Wormhole]] are a good ways of bringing distant ghosts to the Traps.
* High level teams should contain a lower level member to act as bait for the ghosts to aggro upon and not run away.
* Non-damaging slow patches such as [[Dark Miasma#Tar Patch|Tar Patch]] will force the ghosts to stay longer.
* Using one Trap until it overloads and then defeating the ghosts that spawn near the Trap can allow you to quickly gain defeats for the badge.


* Each trap will periodically spawn a lot of ghosts after a number have been trapped already (around 12-15 ghosts), including a Red Hand boss or two and the possibility of spawing a Red Terror, which is a Spectral Pirate Elite Boss.
== Historical ==
* The ghosts in the area are typically levels nine to fifteen.
* Previously, unlocking [[Veluta Lunata]] as a contact required trapping 10 ghosts for the [[Pirate Badge]].
* A villain outlevels Veluta Lunata's story arc after level fifteen.  Because of the levels involved with the ghosts, it would help to have someone make you a lackey (or simply observe while they defeat ghosts) to get the Pirate Badge.
 
== See Also ==
* [[Swashbuckler Badge]]


[[Category:CoV]]
[[Category:Zone Events]]
[[Category:Zone Events]]

Latest revision as of 19:38, 18 November 2020

Overview

A Spectral Pirate being Trapped

Spirit Trapping or Ghost Hunting is a Zone Event in the Fort Hades neighborhood of Port Oakes. The Pirate Badge can be gained by defeating Spectral Pirates, and the Spectral Badge can be gained by trapping them in the Ghost Traps found within the Fort. The Red Terror elite boss can be spawned from overloaded Traps.

Spirit Trapping

The pirate Blackbeard had just captured Queen Ann's Revenge and sought a place to test her in battle. He came upon a newly erected French Fort and used his massive firepower on the half-manned structure. Upon storming the beach, the French were outarmed and outmanned by Blackbeard's cutthroats and were soon surrounded. They asked for quarter but his crew had already tasted blood and cut down brutally to the last one. The hauntings began soon after.

Spectral Pirates ghosts will spawn in the Fort Hades neighborhood during the Night, from 21:00 to 6:00.

To Trap a ghost, it must be defeated within a 25 foot radius of a Ghost Trap. The ghost does not necessarily have to be standing directly on top of the Trap, but for best results should be within short melee range of the Trap. When a ghost is successfully trapped, they will be engulfed in a green light that gets drawn into the Trap instead of simply fading away as they normally do upon defeat.

Power
Ectoplasmic Containment

Special

The Ectoplasmic Containment field can capture the essence of a ghostly enemy as it dissipates.

Power
Spectrographic Assimilator

Special

The Spectrographic Assimilator absorbs and store the ectoplasm of any 'ghosts' that are destroyed within the containment field.

Trap Locations

There are six Ghost Traps in Fort Hades. The locations of the Ghost Traps are shown below:

GhostTrapMap.jpg

Trap Overload

Power
Assimilation Overload

Special

The Ghost Trap has exceeded its capacity and exploded, releasing all of its stored ectoplasm.

Once a Ghost Trap has captured 11 ghosts the Trap will overload, releasing a group of Spectral Pirates consisting of 3 Red Hand bosses, 4 Night Terror lieutenants and the Red Terror elite boss. These spawned enemies can also be trapped, allowing a character to quickly increase their trapped ghost count. These overload spawned pirates can be up to Level 15 and can be difficult for low-level characters to defeat. To avoid an overload, spread out defeats between the Traps to prevent their individual trap counts reaching 11.

Rewards

A villain earns the Pirate defeat badge for defeating 100 Spectral Pirates and the Spectral defeat badge by successfully trapping 100 Spectral Pirates within the Ghost Traps. These badges also grant access to the Night Haunt and Red Hand gladiators, respectively.

Badge

You have defeated 100 Ghosts. You are now an honorary Pirate.

Badge

You have trapped 100 Ghosts. You are now Spectral.

Tips

  • Any ranged Taunt power will make the ghosts more willing to stay in the Trap's range.
  • Teleport Foe and Wormhole are a good ways of bringing distant ghosts to the Traps.
  • High level teams should contain a lower level member to act as bait for the ghosts to aggro upon and not run away.
  • Non-damaging slow patches such as Tar Patch will force the ghosts to stay longer.
  • Using one Trap until it overloads and then defeating the ghosts that spawn near the Trap can allow you to quickly gain defeats for the badge.

Historical

See Also