Keyes Island Reactor Trial: Difference between revisions

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Both types of [[Incarnate Experience]] are gained towards unlocking the Incarnate Slots.
Both types of [[Incarnate Experience]] are gained towards unlocking the Incarnate Slots.
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== Story Summary ==
{{Spoiler}}
The reactor housed on Keyes Island built by [[Anti-Matter]] supplies the majority of power to Praetoria.  A team of [[Incarnate]]s plan to disable it to cripple Praetoria's war effort.  Unfortunately, Praetor Keyes (Anti-Matter), has caught wind of this plan and set his [[Praetorian Clockwork|Clockwork]] in motion to protect it.  In addition, his suit has controls for the reactors and has set each of them to irradiate the whole island in turn if Primal Earth's allies don't work quickly to shut them down!
Keyes is ultimately defeated in a final showdown after all of the reactors have been successfully shut down.


== In Detail ==
== In Detail ==


'''The Keyes Island Reactor Trial''' is an [[Incarnate Trial]] that takes place in [[Praetoria]]. There is no contact for this trial, though it could be argued that [[Prometheus]] is your contact.  However, rather than going to anyone for a mission, the players use the [[Team-Up Teleporter]] to find other interested players.
The Incarnates must neutralize the three antimatter reactors on Keyes Isle, while avoiding Anti-Matter's powerful attacks and defenses.


The general theme of the trial is that there are three antimatter reactors on Keyes Isle, which [[Anti-Matter]] himself is harnessing to halt your progress. Your League's task is to power up the six of the ten Containment System Terminals at each of the reactors to neutralize them, all the while avoiding Anti-Matter's powerful attacks and the devastating Anti-Matter Pulses that fire off of the reactors themselves at regular intervals of 30 seconds--greatly damaging everyone in the League. Once all three reactors are neutralized, the Anti-Matter Pulse will be permanently disabled and a final confrontation with Anti-Matter will take place.
=== Phase 1: Reactor Hope ===
 
This phase begins with having to defeat thirty Warworks, and then collecting and using Power Cells to disable the reactor.
In all three of the reactor phases, your League will need to acquire Power Cells and use them to power up at least 6 Containment System Terminals at each reactor. There are [[Warworks]] guarding each terminal, and they must be cleared away or defeated before the terminal can be powered up. After 90 seconds at each reactor, Anti-Matter will appear. Once this happens, Containment Terminals can only be powered up while Anti-Matter is nearby, in addition to the previously mentioned Warworks condition. The three reactor phases are mostly the same, but the method with which you acquire the Power Cells is different. Each Containment System Terminal must be powered up with 3 Power Cells.


{{PowerBox|Icon=Gadgets_TargetingDrone.png|Name=Power Cell|Effect=Magnetic Containment Power Cell|Desc=This power cell must be installed in the Containment System Terminals scattered around the reactor in order to restore the integrity of the system and override Antimatter's control. Each Containment System Terminal requires three Power Cells to be fully capable of generating the magnetic field needed to assert control over the system. If a Power Cell is removed from the vicinity of Keyes Island, it will rapidly decay and become unusable.}}
{{PowerBox|Icon=Gadgets_TargetingDrone.png|Name=Power Cell|Effect=Magnetic Containment Power Cell|Desc=This power cell must be installed in the Containment System Terminals scattered around the reactor in order to restore the integrity of the system and override Antimatter's control. Each Containment System Terminal requires three Power Cells to be fully capable of generating the magnetic field needed to assert control over the system. If a Power Cell is removed from the vicinity of Keyes Island, it will rapidly decay and become unusable.}}
=== Phase 1: Reactor Hope ===
This phase begins with a cutscene and 30 Warworks must be defeated to start the event. Once that happens, boxes of electronics are scattered around the reactor at ground level. These are "glowies," and can be clicked to receive one Power Cell each. The glowies "restock" at regular intervals and can be clicked again for additional Power Cells.


{{Cutscene|Text={{divbox|antimatter| |At first, I thought you had all done me a great service by eliminating that fool Berry. What was the Emperor thinking when he allowed HIM and his crazy little stalker to run OUR invasion?<br />
{{Cutscene|Text={{divbox|antimatter| |At first, I thought you had all done me a great service by eliminating that fool Berry. What was the Emperor thinking when he allowed HIM and his crazy little stalker to run OUR invasion?<br />
Line 54: Line 57:


=== Phase 2: Reactor Genesis ===
=== Phase 2: Reactor Genesis ===
In this phase, the Warworks are attempting to abscond with the Power Cells to prevent your league from acquiring them. There will be spawns of Warworks, called Recovery Teams, moving away from the reactor. There will be a Goliath War Walker in each one, which will randomly award two Power Cells to the leaguemates who helped destroy it. A meter will be present in the event information box indicating how many Goliaths have been defeated (a minimum of 15 are necessary to complete the event), but it is provided solely for informative purposes.
In this phase, Warworks Recovery Teams are attempting to abscond with the Power Cells to prevent your League from acquiring them. The league must defeat at least 15 Goliath War Walkers in order to obtain enough power cells to disable the reactor.
 
{{PowerBox|Icon=Gadgets_TargetingDrone.png|Name=Power Cell|Effect=Magnetic Containment Power Cell|Desc=This power cell must be installed in the Containment System Terminals scattered around the reactor in order to restore the integrity of the system and override Antimatter's control. Each Containment System Terminal requires three Power Cells to be fully capable of generating the magnetic field needed to assert control over the system. If a Power Cell is removed from the vicinity of Keyes Island, it will rapidly decay and become unusable.}}


{{divbox|midnightblue| |I'm impressed. You have wrested control of Reactor Hope. Now you must focus on Reactor Genesis, the central reactor of the complex. This one will not be any easier, though.<br />
{{divbox|midnightblue| |I'm impressed. You have wrested control of Reactor Hope. Now you must focus on Reactor Genesis, the central reactor of the complex. This one will not be any easier, though.<br />
Line 64: Line 69:


=== Phase 3: Reactor Infinity ===
=== Phase 3: Reactor Infinity ===
With the failure of the Recovery Teams, the Warworks have resorted to stashing the remaining Power Cells in bunkers to prevent your League from accessing them. There are three bunkers surrounding the reactor, and your League must break down the doors (or sneak in through the vents) to gain access to the storage areas. There are multiple boxes of electronics within each bunker, which are "glowies" like they were at Reactor Hope. Each one grants two Power Cells, and will be restocked at regular intervals.
With the failure of the Recovery Teams, the Warworks have resorted to stashing the remaining Power Cells in three bunkers to prevent your League from accessing them. Break into the bunkers, retrieve the power cells, and disable the reactor.
 
{{PowerBox|Icon=Gadgets_TargetingDrone.png|Name=Power Cell|Effect=Magnetic Containment Power Cell|Desc=This power cell must be installed in the Containment System Terminals scattered around the reactor in order to restore the integrity of the system and override Antimatter's control. Each Containment System Terminal requires three Power Cells to be fully capable of generating the magnetic field needed to assert control over the system. If a Power Cell is removed from the vicinity of Keyes Island, it will rapidly decay and become unusable.}}


{{divbox|midnightblue| |While you were busy dealing with the Goliaths, Anti-Matter's drones have stockpiled the remaining power cells within bunkers until more Goliaths can be deployed.<br />
{{divbox|midnightblue| |While you were busy dealing with the Goliaths, Anti-Matter's drones have stockpiled the remaining power cells within bunkers until more Goliaths can be deployed.<br />
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=== Phase 4: Truck Depot ===
=== Phase 4: Truck Depot ===
With all of the reactors neutralized, Anti-Matter confronts your League and must be defeated. There's a number of hazards to watch out for:
With all of the reactors neutralized, Anti-Matter confronts your League and must be defeated, but he has a number of tricks up his sleeve.
*Anti-Matter can Disintegrate a target, which is a scaling [[DoT]] attack, appearing as a large green bubble around the target, that deals more damage with each tick, doing damage of 20%, 40%, 60%, and lastly 80% of the character's [[Hit Points]] on the final tick. If a person dies from the Disintegrate attack, Anti-Matter regenerates for 25% of his hit points.
*The Obliteration Beam will fire at a given target, but is stationary once the target's location is selected. This is marked on the ground with a very large green circle, and will deal considerable damage to anyone within its radius when it fires.
**After the Obliteration Beam fires, leaguemates will be affected by various forms of Entanglement, which are short-term contagious debuffs and damage.
*At 80%, 50% and 20% health, Anti-Matter will freeze time momentarily while he approaches one of his regeneration stations. This will prevent all leaguemates from moving, even if the Obliteration Beam is firing. Once Anti-Matter reaches his station, Drawdown Terminals at each station can be destroyed to interrupt his regeneration before he heals completely.


{{divbox|midnightblue| |Splice deployed a patch to each reactor as you took them over, so Anti-Matter is shut out. Now, we must deal with him.  He's clearly lost all control. It is better that we end this now while we still have the chance!}}
{{divbox|midnightblue| |Splice deployed a patch to each reactor as you took them over, so Anti-Matter is shut out. Now, we must deal with him.  He's clearly lost all control. It is better that we end this now while we still have the chance!}}

Revision as of 22:35, 28 July 2014

Overview

The Keyes Island Reactor Trial
Team Size 12-24 players
Badge Badge it keyes complete.png Keyes Technician
Enemy Groups
v  d  e

The Keyes Island Reactor Trial (K.I.R., Keyes or KIR) is the third Incarnate Trial, released with Issue 20.5: Incarnates Ascend, which takes place in Praetoria. A maximum of 24 players can raid the Keyes Island Reactor. Chronologically, this trial takes place immediately after both the Behavioral Adjustment Facility Trial and the Lambda Sector Trial.

During the mission, a voice will "radio in" information about your progress. While there is no specific contact (the trial is entered entirely through the LFG menu), it is possible that your unseen helper is meant to be Prometheus as he was added in Issue 20 to recruit Incarnate-capable players to wage a war against Emperor Cole and end his quest to become more in-tune with the Well of the Furies.

Both types of Incarnate Experience are gained towards unlocking the Incarnate Slots.

Story Summary

The reactor housed on Keyes Island built by Anti-Matter supplies the majority of power to Praetoria. A team of Incarnates plan to disable it to cripple Praetoria's war effort. Unfortunately, Praetor Keyes (Anti-Matter), has caught wind of this plan and set his Clockwork in motion to protect it. In addition, his suit has controls for the reactors and has set each of them to irradiate the whole island in turn if Primal Earth's allies don't work quickly to shut them down!

Keyes is ultimately defeated in a final showdown after all of the reactors have been successfully shut down.

In Detail

The Incarnates must neutralize the three antimatter reactors on Keyes Isle, while avoiding Anti-Matter's powerful attacks and defenses.

Phase 1: Reactor Hope

This phase begins with having to defeat thirty Warworks, and then collecting and using Power Cells to disable the reactor.

Power
Power Cell

Magnetic Containment Power Cell

This power cell must be installed in the Containment System Terminals scattered around the reactor in order to restore the integrity of the system and override Antimatter's control. Each Containment System Terminal requires three Power Cells to be fully capable of generating the magnetic field needed to assert control over the system. If a Power Cell is removed from the vicinity of Keyes Island, it will rapidly decay and become unusable.

Anti-Matter: And now, you come for me. You come for MY legacy, because you need it! I'll be damned if I sit idly by and watch you scheme and plot to take MY reactors from ME!
Anti-Matter: Pitiful whelps, did you really think I built these reactors without some way for me to harness their power? Do you really believe that I will allow you to take them from me without using all the means at my disposal?!

Anti-Matter: As your death approaches, know that you now see the truth!
Anti-Matter: The Emperor has been a fool to ignore my brilliance, and SHE... she... has been swayed by his opinion of me. But now, I will show her... I will show HIM... I WILL SHOW YOU... what I can do!
Anti-Matter: These reactors are MINE! They are MY legacy to the world! I will not allow you or anyone else to have them!

Phase 2: Reactor Genesis

In this phase, Warworks Recovery Teams are attempting to abscond with the Power Cells to prevent your League from acquiring them. The league must defeat at least 15 Goliath War Walkers in order to obtain enough power cells to disable the reactor.

Power
Power Cell

Magnetic Containment Power Cell

This power cell must be installed in the Containment System Terminals scattered around the reactor in order to restore the integrity of the system and override Antimatter's control. Each Containment System Terminal requires three Power Cells to be fully capable of generating the magnetic field needed to assert control over the system. If a Power Cell is removed from the vicinity of Keyes Island, it will rapidly decay and become unusable.

Phase 3: Reactor Infinity

With the failure of the Recovery Teams, the Warworks have resorted to stashing the remaining Power Cells in three bunkers to prevent your League from accessing them. Break into the bunkers, retrieve the power cells, and disable the reactor.

Power
Power Cell

Magnetic Containment Power Cell

This power cell must be installed in the Containment System Terminals scattered around the reactor in order to restore the integrity of the system and override Antimatter's control. Each Containment System Terminal requires three Power Cells to be fully capable of generating the magnetic field needed to assert control over the system. If a Power Cell is removed from the vicinity of Keyes Island, it will rapidly decay and become unusable.

Phase 4: Truck Depot

With all of the reactors neutralized, Anti-Matter confronts your League and must be defeated, but he has a number of tricks up his sleeve.

Notable NPCs

Rewards

Badges

Badge it keyes complete.png Keyes Technician   Complete the Keyes Island Reactor Trial
Badge it keyes achievement.png Anti-Anti-Matter   Complete the Keyes Island Reactor Trial after having brought Anti-Matter below 10% of his health while attempting to take control of Reactor Hope
Badge it keyes achievement.png Bunker Buster   During the Keyes Island Reactor Trial, bust down all three doors on a bunker within three seconds, and then repeat for all bunkers near Reactor Infinity
Badge it keyes achievement.png Loves A Challenge   Complete the Keyes Island Reactor Trial without anyone dying or destroying any terminals during the final battle with Anti-Matter
Badge it keyes achievement.png Avoids the Green Stuff   Don't let anyone be caught by an Obliteration Beam in the final battle with Anti-Matter during the Keyes Island Reactor Trial
Badge it keyes master.png
Master of Keyes Island Reactor   Earn the Anti-Anti-Matter, Bunker Buster, Loves A Challenge, and Avoids the Green Stuff badges.

Note: Bunker Buster is rewarded at trial completion.

Experience

Salvage

  • Incarnate Threads drop instead of Incarnate Shards.
  • Upon successful completion of this trial, each character is presented with a reward table allowing them to choose one reward from several options. There is a participation threshold that must be met in order to receive an Incarnate Component table instead of a 10 Threads or one Super-level inspiration "consolation prize".
    • If a character surpasses this threshold, the rarity of the component reward is a random roll. The options available will either be a choice of: one Common component or two Super-level inspirations, one Uncommon component or three Super-level inspirations, one Rare component or four Super-level inspirations, or one Very Rare component or five Super-level inspirations.
  • The chances of receiving a Rare or Very Rare Incarnate Component upon completion of this trial are higher than in other Incarnate Trials.
  • A random Uncommon Incarnate Component is awarded the first time each achievement badge is qualified for.
  • A random Rare Incarnate Component is awarded the first time the Master of Keyes Island Reactor badge is qualified for.

Merits

  • Two Empyrean Merits will be awarded upon successful completion of the Trial once per 20 hour period.
  • An Astral Merit will be awarded immediately after stabilizing each reactor.
  • An additional Astral Merit can be rewarded at the end of the trial for running as an Open League.
  • An additional Astral Merit can be earned if the requirements for the Anti-Anti-Matter badge are fulfilled, even if you already have the badge. It is awarded at the end of the trial.
  • An additional Astral Merit can be earned if the requirements for the Bunker Buster badge are fulfilled, even if you already have the badge. It is awarded at the end of the trial.
  • An additional Astral Merit can be earned if the requirements for the Loves a Challenge badge are fulfilled, even if you already have the badge. It is awarded at the end of the trial.
  • An additional Astral Merit can be earned if the requirements for the Avoids the Green Stuff badge are fulfilled, even if you already have the badge. It is awarded at the end of the trial.

Strategy

Historical

This article or section contains information about changes that took place in City of Heroes/Villains. It is provided for historical purposes.

  • Originally, the Keyes Island Reactor Trial was harder. As a result, few players would attempt it, opting for running Behavioral Adjustment Facility Trial and Lambda Sector Trial over and over instead. It was changed to entice players to attempt the Trial more often. Originally, the Trial had the following:
    • Phases 1, 2, and 3 required all ten Containment System Terminals to be neutralized rather than just six
    • Disintegrate, as used by Anti-Matter, dealt more damage with each tick, with the final tick doing 99% of a player's health rather than 80% as it is currently
    • The Incarnate Component reward table was standard in the original; it was updated to increase the chance of Rare or Very Rare components dropping