Cavern of Transcendence Trial: Difference between revisions

From Homecoming Wiki
Jump to navigation Jump to search
imported>Rugiel (historical)
m (Polishing up the English.)
imported>Crater Labs (historical)
No edit summary
Line 1: Line 1:
{{TOCright}}
'''For information on the [[Lambda Sector]] itself, see its own entry or [[Neutropolis]].'''
== Overview ==
== Overview ==
{{Infobox Trial
|name=The Cavern of Transcendence
|contact=[[Karsis]]
|image=[[File:Karsis1.jpg|100px]]
|zone=[[The Hollows]]
|x=700.6
|y=-32.3
|z=-40
|size=8
|levels=12-15
|merits=8
|enemies={{Enemy Circle of Thorns}}{{Enemy Minions of Igneous}}
|badge=[[File:Badge_trial_zone_01.png|22px]] [[Transcendent Badge|Transcendent]]
}}


'''The Cavern of Transcendence Trial''' is a hero [[Trial]] that takes place in the [[Hollows]]. The contact for this trial is [[Karsis]], who is unlocked by completing [[Talshak|Talshak's]] story arc (which is available through the [[Flashback]] system for those who have out-leveled the Hollows). The trial consists of a single 90 minute timed mission that takes place in the heart of the [[Tunnels of the Trolls]].
The Lambda Sector Trial is one of the first two Incarnate Trials to be released with Issue 20. As such, it is one of the first (and so far along with the [[Behavior Adjustment Facility Trial]], one of the only) instances of gameplay that was designed with [[Leagues]] in mind.  Two teams of eight people can raid the Lambda Sector.


__TOC__
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 Furies]].
{{clr}}
{{ArcAward|m=8}}


== Missions ==
[[Incarnate Salvage]] will drop during this trial, and [[Physical Incarnate Experience]] is gained towards unlocking the Interface and Judgement Incarnate Slots.
[[File:Hllws_trail_room01.png|thumb|Map of the cavern]]
=== {{UL|Agree to form a task force}} ===


'''Briefing'''


[[Talshak the Mystic|Talshak]] has forced me to reveal the cavern's location to you, and only you. Make no mistake; if I could, I would kill you on the spot. But the old mage's power is too strong. I will lead you to the cavern. Whatever happens there, you're on your own.
{{Infobox Trial
|name= The Lambda Sector Trial
|contact= ?
|zone= Any, but Co-Op Zones are easiest
|size=8
|levels=50
|merits=0
|enemies={{Imperial Defense Force}}{{Praetorians}}
|badge=[[Lambda Leader Badge|Lambda Leader]]
}}


The Cavern's secret is this: the gateway links the cavern to one other location, but that location is not constant. It is determined by the wishes of the gateway's master. If you can fight your way to the gateway, you will become that master. If my own people can best you, however, we will use it to connect to the deepest reaches of the demon world. Then, you will suffer!
'''The Lambda Sector Trial''' is an incrarnate [[Trial]] that takes place in the [[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 LFG Menu to find other interested players. The trial consists of a single mission that has three stages: Clearing the street of the [[IDF]] troops that guard the door, defeating the security robot that guards the elevators, smashing as many of the supplies as possible before [[Marauder | Praetor White]] arrives (the two teams typically split up in this section with each team handling a different type of supply. The benefit here is that every destroyed pair of items gives temporary powers, and delays Praetor White's arrival), and finally defeating Praetor White himself once he shows up.
 
Know that if I could work my will, you would writhe in pain until you died. Still, I am at Talshak's command. I will assist you.
 
{{Mission Objective|Entrance=The hot air of this underground cavern is charged with mystical energy.|Primary=Unlock the gateway - 1:30:00|Secondary=Activate Obelisks Simultaneously|Additional=** Save Sam Wincott|Completion=You became the gateway's master and rescued Sam Wincott!}}


'''Notable NPCs'''
'''Notable NPCs'''


* [[Koago]] (Monster)
* [[Marauder]] (Arch Villain)
* Sam Wincott (Hostage)
 
'''Journal'''
 
Near the entrance of the Cavern, there is a journal lying on the ground. When it is clicked, the following text is revealed.
 
September 12, 1921
 
Janssen claims he has found a great cavern under an American City. Can it be, truly, the Cavern of Transcendence? I hardly dare hope, and yet I must journey there and see it for myself.
 
Ingelbert Maahs
 
'''Scattered papers'''
 
Near the doorway which holds Koago, there are some loose papers on the ground. When they are clicked, the following text is revealed.
 
September 22, 1921
 
I have arrived in Paragon City. I can hardly wait to set eyes on the Cavern, to see if it is truly contains the portal I have sought for so very long. Janssen shares my enthusiasm. He suggests we get started right away. 
 
Ingelbert Maahs
 
'''Enemies'''
 
{{Enemy Circle of Thorns}}
{{Enemy Minions of Igneous}}
 
'''Debriefing'''
 
You are the master of the gateway now. It will obey your commands. Talshak made me give you this stupid paper. Take it, and get out of my sight.
 
You are impressive, I must admit. The Circle will have to keep tabs on you.
 
Completing ''The Cavern of Transcendence'' Trial from [[Karsis]] awards the [[Transcendent Badge]].
{{BadgeBox|Transcendent}}
 
== {{UL|Souvenir}} ==


''Souvenirs were for a long time not awarded for Trials and Task Forces, but with the advent of the [[flashback]] system, many of the previously removed records of these events have been restored as rewards for completion.''
== Rewards ==


'''Badge of Honor'''
* Completing ''The Lambda Sector'' Trial awards the [[Lambda Leader Badge]].


The Paragon City Police Department awarded you this badge in recognition of your efforts to reclaim [[The Hollows]]. It's a warm reminder of the adventure you like to think of as:
* If a League is able to destroy both sets of items in the Lambda Sector before Praetor White arrives, they will receive the [[Synchronized Badge]].


'''The Heart of the Hollows'''
* Incarnate Threads drop, and Incarnate XP is plentiful.


It began when the wise Mystic, [[Talshak the Mystic|Talshak]], divined the location of the [[Trolls|Troll]] leaders' den. The mighty Troll, [[Atta]], was said to be behind all the havoc that the [[Superadine]]-crazed gangsters wreak on the Hollows. Perhaps he would know the whereabouts of Sam Wincott, the young man who went missing long ago. You battled through Atta's lair and defeated him, but Sam Wincott was not to be found. You learned that the [[Circle of Thorns]] had taken the boy from the Trolls.
* [[Astral Merits]] and [[Empyrean Merits]] both drop as rewards in this trial.


Fortunately, the Trolls were willing to tip you off to the Circle's hideout. You journeyed there, and found yourself embroiled in a mighty battle between the Circle's mystics and the strange [[Minions of Igneous]]. You defeated the villains, but learned that you had once again missed Sam Wincott. A group of Magmites had spirited him away, but not before the Circle could use Sam's inherent magical abilities to locate the Cavern of Transcendence.
* [[Cytolitic Infusion]], a type of uncommon Incarnate Salvage, has been recorded as dropping in this trial.


The situation was tense. The Circle knew the cavern's location, and they would soon converge upon the portal at its heart. Talshak brought all his mystical powers to bear upon the defeated mages, and learned where the cavern was. You journeyed there and destroyed the eight obelisks that bound the portal. In doing so, you became its master. Now, the portal's destination is defined by your wishes, and the Circle of Thorns will be unable to use it for evil. In the cavern, you also came face to face with Sam Wincott at last. You brought him to safety, earning the eternal gratitude of [[David Wincott|Lt. David Wincott]], [[PCPD]].


== Strategy ==
== Strategy ==


The inclusion of a stealth porter (a character with stealth or invisibility plus Recall Friend) on the team will make the trial drastically easier. There are two places where this comes into play:
* In general, it's best to clear the courtyard before going to fight the elevator's guard.  This gives fewer allies to help Marauder during the final fight.


* Getting to the mission door. The mission door is at the center of the [[Tunnels of the Trolls]]. Fighting through the tunnels to the mission door entrance consumes a significant portion of the allowed 90 minutes. By employing a stealth porter, the team can simply bypass this obstacle. It is advisable for the stealth porter to have previously scouted out the tunnels so that he or she can more easily find the path to the mission door during the trial.
* The two teams should split up when going down the elevators, each team making sure to destroy a different type of thing in a different area. This will ensure a more even dispersal of the temporary powers and maximize the amount of time that you have before Marauder arrives.


* Getting to the obelisks. Once you have fought your way into the mission's main chamber, your team will need to separate so that each member is with an obelisk. These 8 obelisks must all be clicked in unison. As it is not necessary to clear the entire mission map, a stealth porter can simplify the task by scouting to each obelisk and porting the teammates into place. Then, after clicking the obelisks, the porter can recall them all back together again. The difficult part of this task for the stealth porter is once inside the mission no map is available so they have to slowly and carefully move through the chamber until they find all 8 obelisks, porting teammate to each until they find and take up a position at the last one. Like any of these sort of missions it is a good idea for the leader to do a quick count down 3,2,1... and then have everyone click their obelisk at zero. If anyone misses the cue the task will need to be repeated. Failure to click all 8 at the same time does not result in failing the trial ... just start again. Also, the Obelisks can be clicked on from quite a distance, making it easy to avoid any Pumicites that may be guarding the Obelisk.
* The temp powers should be used to remove the reinforcement portals before Praetor White is engaged at all as the IDF forces that are summoned through them can easily overwhelm some leagues.


* Countdown: A trick for everyone clicking on the obelisk at the same time is to use the countdown timer for the mission itself rather than using a manual countdown.
* After the reinforcement portals are gone, the second type of temporary power can be used to placate Marauder and make him more easily stoppable.  Be sure the team knows to use one at a time, rather than all at once, because the effect is temporary.


[[Category:Trials and Task Forces]]
[[Category:Trials and Task Forces]]
[[Category:Incarnate Trials]]

Revision as of 23:25, 7 April 2011

For information on the Lambda Sector itself, see its own entry or Neutropolis.

Overview

The Lambda Sector Trial is one of the first two Incarnate Trials to be released with Issue 20. As such, it is one of the first (and so far along with the Behavior Adjustment Facility Trial, one of the only) instances of gameplay that was designed with Leagues in mind. Two teams of eight people can raid the Lambda Sector.

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 Furies.

Incarnate Salvage will drop during this trial, and Physical Incarnate Experience is gained towards unlocking the Interface and Judgement Incarnate Slots.


The Lambda Sector Trial
Contact ?
Zone Any, but Co-Op Zones are easiest
Team Size 8 players
Level Range 50
Merits 0
Badge Lambda Leader
Enemy Groups Template:Imperial Defense ForceTemplate:Praetorians
v  d  e

The Lambda Sector Trial is an incrarnate Trial that takes place in the 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 LFG Menu to find other interested players. The trial consists of a single mission that has three stages: Clearing the street of the IDF troops that guard the door, defeating the security robot that guards the elevators, smashing as many of the supplies as possible before Praetor White arrives (the two teams typically split up in this section with each team handling a different type of supply. The benefit here is that every destroyed pair of items gives temporary powers, and delays Praetor White's arrival), and finally defeating Praetor White himself once he shows up.

Notable NPCs

Rewards

  • If a League is able to destroy both sets of items in the Lambda Sector before Praetor White arrives, they will receive the Synchronized Badge.
  • Incarnate Threads drop, and Incarnate XP is plentiful.
  • Cytolitic Infusion, a type of uncommon Incarnate Salvage, has been recorded as dropping in this trial.


Strategy

  • In general, it's best to clear the courtyard before going to fight the elevator's guard. This gives fewer allies to help Marauder during the final fight.
  • The two teams should split up when going down the elevators, each team making sure to destroy a different type of thing in a different area. This will ensure a more even dispersal of the temporary powers and maximize the amount of time that you have before Marauder arrives.
  • The temp powers should be used to remove the reinforcement portals before Praetor White is engaged at all as the IDF forces that are summoned through them can easily overwhelm some leagues.
  • After the reinforcement portals are gone, the second type of temporary power can be used to placate Marauder and make him more easily stoppable. Be sure the team knows to use one at a time, rather than all at once, because the effect is temporary.