Architect Entertainment Instructor: Difference between revisions
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That concludes are walkthrough of playing content in Mission Architect. Please feel free to ask me any other questions about out system, or you can jump right in and access the computer behind you. | That concludes are walkthrough of playing content in Mission Architect. Please feel free to ask me any other questions about out system, or you can jump right in and access the computer behind you. | ||
==== {{green|Walkthrough: Creating Stories}} ==== | ==== {{green|Walkthrough: Creating Stories}} ==== | ||
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===== NEXT: Story Settings ===== | ===== {{green|NEXT: Story Settings}} ===== | ||
{{teal|'''Walkthrough: Creating Stories in Mission Architect'''}} | |||
Stories in Architect are broken up into three logical parts, {{mauve|Story Settings}}, {{mauve|Mission Settings}} and {{mauve|Mission Goals}}. Stories are a series of chapters or missions that follow one after the next. You can have up to five missions in a single story in Mission Architect. | |||
{{teal|'''Story Title & Description'''}} <br> | |||
The first step is to come up with a name for your story and a short description. When you publish your story, this information will be what other players see. It will also be one of the factors players use to determine if they want to play your story or not, so make it good. | |||
{{teal|'''Story Contact'''}} <br> | |||
A Story Contact is the person or object who tells the story to the players. You need a name for the contact and you need to determine the type of contact. You're options are ''Default'', ''Standard Contacts'', ''Enemy Groups'', ''Objects'' and ''Custom''. | |||
'''Contact Types''':<br> | |||
- {{mauve|Default}}: The blank hologram contact. <br> | |||
- {{mauve|Standard Contacts}}: Any existing Story Contact already in our database. <br> | |||
- {{mauve|Enemy Groups}}: Every individual in our database from Paragon City and the Rogue Isles. <br> | |||
- {{mauve|Objects}}: Inanimate objects that can also be used as Story Contacts. <br> | |||
- {{mauve|Custom}}: A Story Contact who you create yourself using our custom character creator. | |||
If you're not sure what to put for the Story Contact, don't worry you can always come back later or even leave it blank. | |||
{{teal|'''Story Parameters'''}} <br> | |||
Story Parameters are optional settings not required for the story to be playable. Currently, the only setting is the Suggested Alignment. Suggested Alignment is the recommended alignment of the story. Note: this setting doesn't restrict players from playing the story. It only suggests that the player be of a specific alignment or at least of that mind set when going in to play your story. | |||
{{teal|'''Souvenir Clue'''}} <br> | |||
Souvenir Clues are pieces of information the players take with them once they're through with the adventure. These clues are keepsakes to remind the player of your adventure. | |||
'''Souvenir Clue Options''': <br> | |||
- {{mauve|Souvenir Name}}: The name or title of the clue. <br> | |||
- {{mauve|Souvenir Description}}: The body of text for the clue. | |||
{{teal|'''Next Step'''}} <br> | |||
Now, let's look at the next part of creating a story in Mission Architect, the {{mauve|The Mission Settings}} | |||
===== {{green|NEXT: Mission Settings}} ===== | |||
'''{{teal|Walkthrough: Creating Stories in Mission Architect'''}} | |||
'''{{teal|Mission Settings'''}} <br> | |||
Now that you've named your Story, picked your Story Contact and filled out any of the optional story settings, you can begin working on your first mission. In Mission Settings you define all the high level aspects of your mission. Where does the first mission take place and who are enemies that populate it? | |||
'''{{teal|Enemy Group'''}} <br> | |||
Here you pick the type of enemy you want to populate the mission. These enemies can be Standard, existing enemies already in our database or Custom, enemy groups created by you. Note that Standard enemy groups are restrictive by security level. You can see their level range next to their name in parentheses: {{mauve|Clockwork (1 - 20)}}. | |||
'''{{teal|Map Type'''}} <br> | |||
Once you've chosen the enemies you want in the mission, you need to select the location or the map for the mission. Each Map Type is made up of multiple individual maps, broken down by length. | |||
'''{{teal|Map Length'''}} <br> | |||
The over all size of the map. Common options are Tiny, Small, Medium and Large. | |||
'''{{teal|Map'''}} <br> | |||
The final option for setting the location is choosing the specific map. You can leave the map as Random by default, or you can choose from one of the individual maps in the list. When you select a specific map, you will see important information about that map displayed on the right hand side of the Mission Architect window. | |||
'''Map Information''': <br> | |||
- {{mauve|Map Image}}: This is the overhead image of the map. If the map has multiple floors there will be an arrow to the right of the image that allows you to cycle through the different floors.<br> | |||
- {{mauve|Map Details}}: Each map can only hold a finite amount of mission goals (see Mission Goals). In the Map Details section you see how many of each type of Mission Goal are allowed. | |||
'''{{teal|Mission Parameters'''}} <br> | |||
Here you can chose optional settings for this specific mission. Currently, your choices are as follows: | |||
'''Mission Parameters''': <br> | |||
- {{mauve|Mission Pacing}}: This controls the level range progression of enemies on the map. <br> | |||
- {{mauve|Time to Complete}}: This sets the amount of time the players have to complete the mission in minutes. Be aware that setting a timer creates a potential for the players to fail the mission. | |||
'''{{teal|Mission Complete Clue'''}} <br> | |||
This gives the players a clue, or a piece of information once they've completed the mission. A clue usually reveals some deeper aspect of the story to the players. <br> | |||
'''Mission Complete Clue''' <br> | |||
- {{mauve|Clue Name}}: The name or title of the clue. <br> | |||
- {{mauve|Clue Description}}: The text of the clue given when the player completes the mission. Now, lets look at the actual text of this first mission. | |||
===== {{green|NEXT: Mission Text}} ===== | |||
'''{{teal|Walkthrough: Creating Stories in Mission Architect | |||
'''{{teal|Write Text}}''' <br> | |||
There are five required text fields for a single mission, six if it's possible for the mission to be failed. Lets go over each one below. | |||
'''{{teal|Mission Introduction Dialog}}''' <br> | |||
The first dialog the players read regarding the mission. It's spoken by the Story Contact to the players. | |||
''Example: {{mauve|'I really need your help with something. There's this guy... and, uh, he's doing something really bad.'}}'' | |||
'''{{teal|Mission Send Off Dialog}}''' <br> | |||
The dialog the players read after they accept the mission from the Story Contact. | |||
Example: ''{{mauve|'Thank you so much for helping me. This guy hangs out in this old office building. His name's Frostfire; he's a member of the Outcasts.' }}'' | |||
'''{{teal|Compass Active Task Text}}''' <br> | |||
This is a short description displayed in the navigation or compass window while the players are on the mission. | |||
''Example: {{mauve|'Defeat Frostfire'}}'' | |||
'''{{teal|Still Busy Dialog}}''' <br> | |||
The dialog given by the Story Contact if the players returns to them but haven't yet completed the mission. | |||
''Example: {{mauve|'Have you taken out Frostfire yet? It's really important for you to go into that old office building and have a talk with him, preferably with your fists.'}}'' | |||
'''{{teal|Return Success Dialog}}''' <br> | |||
The dialog given by the Story Contact when the players returns after successfully completing the mission. | |||
''Example: {{mauve|'You did it! I can't believe you took out Frostfire. Did he happen to mention anything about my sister? That's why I wanted you to talk to him. Did I forget to mention that?'}}'' | |||
'''{{teal|Additional Text}}''' <br> | |||
These are text options that are not required for the mission to be playable, but help add depth and personality to your story. Mission Title The title of the mission, displayed in all the Story Contact dialog windows. | |||
''Example: {{mauve|'Face Off Against Frostfire' }}'' | |||
'''{{teal|Mission Subtitle}}''' <br> | |||
The subtitle of the mission, displayed directly underneath the Mission Title. | |||
''Example: {{mauve|'Part One or Mission One or Prologue'}}'' | |||
'''{{teal|Mission Accept Text}}''' <br> | |||
The text the players click when they agree to take the mission from the Story Contact. By default this text is '''Accept'''. | |||
''Example: {{mauve|'Agree to take out Frostfire' }}'' | |||
'''{{teal|Mission Entry Text}}''' <br> | |||
You can have a window popup when the players first enter the mission map. | |||
''Example: {{mauve|'You were sent in here to take down Frostfire, but something tells you there's more going on than meets the eye.'}}'' | |||
'''{{teal|Mission Success Text}}''' <br> | |||
You can also have a popup window appear when the players exit a mission they've successfully completed. | |||
''Example: {{mauve|'You've taken down Frostfire. Now return to your contact and find out what's really going on.'}}'' | |||
'''{{teal|Mission Fail Text}}''' <br> | |||
Finally, you can have a popup window appear when the players exit a mission they've failed to complete. | |||
''Example: {{mauve|'You didn't manage to take down Frostfire. He got away.'}}'' | |||
'''{{teal|Return Fail Dialog}}''' | |||
Dialog spoken by the Story Contact when the player returns having failed the mission. This only shows up if the mission can be failed. Failing a mission does not stop the story from progressing. | |||
''Example: {{mauve|'What? He got away? But what about my sister? He was supposed to know where she was. What am I going to do?'}}'' | |||
Now, you have the overall story settings chosen, you've picked the location, picked the enemies and written the dialog for the first mission. Next we move onto '''{{mauve|Basic Mission Goals}}'''. | |||
===== {{green|NEXT: Mission Goals}} ===== | |||
'''{{teal|Walkthrough: Creating Stories in Mission Architect}}''' | |||
'''{{teal|Basic Mission Goals}}''' <br> | |||
Mission Goals are achievable objectives placed in your mission. These goals range from having the players defeat a specific boss to collecting information from a computer. Normally, Mission Goals must be achieved in order for the mission to be considered completed. However, you also have the option to turn this on or off. | |||
Now, let's look at each specific Basic Mission Goal. You'll be able to get more detailed information about each of these later. | |||
'''{{teal|Fight a Boss}}''' <br> | |||
A boss is a powerful enemy that the players will face as they play through the mission. This could be the climatic fight at the end of the mission or just a cool encounter along the way. | |||
''Example: {{mauve|The Boss, Frostfire, must be defeated in order for the players to successfully complete their mission.}}'' | |||
'''{{teal|Collect an Object}}''' <br> | |||
An Object is an inanimate piece that appears on the mission map that the players can interact with. This object emits a sound and a glow to alert the players to its whereabouts. Many Architects refer to these objects as 'glowies' because of this. Objects are useful for finding clues, planting false evidence, or even a prized items to be stolen or retrieved. | |||
''Example: {{mauve|Break into that office and steal the credit card data off of their computers.}}'' | |||
'''{{teal|Defeat All Enemies}}''' <br> | |||
This makes it so the players must defeat every enemy in the mission in order for it to be completed. Note, Defeat All Enemies ensures that players stays in your map, however, forcing them to run around and track down the last (and oftentimes elusive) enemy can be a potentially frustrating experience. | |||
'''{{teal|Release a Captive}}''' <br> | |||
Captives are harmless individuals in the mission for the players to rescue. Once freed, the Captive immediately flees to the nearest door for safety. | |||
''Example: {{mauve|Enter the abandoned warehouse and rescue Jane Marie. }}'' | |||
That covers all of the Basic Mission Goals, now if you like, you can continue on to the {{mauve|Advanced Mission Goals}} | |||
===== {{green|NEXT: Advanced Mission Goals}} ===== | |||
'''{{teal|Walkthrough: Creating Stories in Mission Architect}}''' | |||
'''{{teal|Advanced Mission Goals}}''' <br> | |||
Advanced Mission Goals are just like Basic Mission goals except they have a higher level of complexity to them. These goals range from having the players rescue an ally that fights with them throughout the mission to defending an object from being destroyed. As with Basic Mission Goals, many Advanced Mission Goals have the option to not be required for complete. However, Patrols and Ambushes can never be required for Mission Complete. They are always not required mission goals. | |||
Now, let's look at each specific Advanced Mission Goal. You'll be able to get more detailed information about each of these later. | |||
'''{{teal|Add an Ally}}''' <br> | |||
An Ally is a 'friendly' person in the mission who will follow the players around and help them fight. | |||
''Example: {{mauve|Positron is surrounded by Malta. Once they're defeated, Positron stands up and says, 'Thanks, now let's shut this place down.' The player can then go through the rest of the mission with Positron by his side. }}'' | |||
'''{{teal|An Ambush}}''' <br> | |||
An ambush is a wave of critters who will chase after the players once a Mission Goal has been completed. Ambushes don't just happen. They need to be triggered by another Mission Goal like the player defeating a Boss, clicking an Objective, or Rescuing a Captive. | |||
''Example: {{mauve|'Once the final hostage has been rescued, a wave of Arachnos soldiers storm the mission map.'}}'' | |||
'''{{teal|Add An Escort}}''' <br> | |||
An Escort is a 'friendly' person who the players must rescue and then led to safety (exit). Escorts are dangerous because there's a chance the person can be defeated before the players can get them to the exit. This causes the mission to automatically fail. Escort missions can also be set up as kidnappings, depending on the flavor text and animations you use. | |||
''Example: {{mauve|'Arachnos needs you to break into a tech lab and kidnap a Crey scientist.'}}'' | |||
'''{{teal|Add a Patrol}}''' <br> | |||
Patrols are enemies that wander the map. This Mission Goal is good for making your map feel more alive as well as fleshing out the story of your mission. | |||
''Example: {{mauve|As the players enter the map, they notices two guards walking around. One guard says, 'So, you think the boss is actually going through with it?' The other guard says, 'Between you and me, I hope not.'}}'' | |||
'''{{teal|Add a Battle}}''' <br> | |||
This lets you add two Enemy Groups to your mission that duke it out! | |||
''Example: 'Arachnos is invading a Longbow base and there are skirmishes between the two groups throughout the mission.'}}'' | |||
'''{{teal|Add a Destructible Object}}''' <br> | |||
This lets you add a Destructible Object and guards surrounding the object to your mission. You get to choose the Object, and the enemy guarding it. | |||
Example: {{mauve|Somewhere in this warehouse is a cursed relic that will doom the world if it's not destroyed.}}'' | |||
'''{{teal|Add a Defendable Object}}''' <br> | |||
This lets you add an immobile Object to the mission that the players must defend against a wave of attackers. | |||
''Example: {{mauve|You need to protect the altar from the Circle of Thorns until the ritual is complete. If they destroy it, all the world is doomed!}}'' | |||
That covers all of the Advanced Mission Goals | |||
==== {{green|Walkthrough: Custom Characters}} ==== | ==== {{green|Walkthrough: Custom Characters}} ==== | ||
==== {{green|Walkthrough: Custom Enemy Groups}} ==== | '''{{teal|Walkthrough: Custom Characters}}''' | ||
'''{{teal|Overview <br>}}''' | |||
While Mission Architect has the largest database of heroes and villains in the known dimensions, sometimes it can still not be enough. That's why Architect allows you to create your own characters. You can pick the rank, fighting preference, powers, gender, costume, name and description of your custom character. Custom characters can be used in any of the following ways: | |||
- {{mauve|Story Giver}}: This is the person who acts as the contact for your story. <br> | |||
- {{mauve|Boss}}: The major boss you want the players to fight. <br> | |||
- {{mauve|Allies}}: A hero of villain the players come across on the mission who teams up with them. <br> | |||
- {{mauve|Captive}}: A helpless citizen the players must free. <br> | |||
- {{mauve|Escort}}: A person the players must track down and safely lead out off the map. | |||
Now let's look at how to create a custom character in more detail. | |||
===== {{green|NEXT: Creating Custom Characters}} ===== | |||
'''{{teal|Walkthrough: Custom Characters}}''' | |||
'''{{teal|Custom Characters}}''' <br> | |||
You can create a custom character from the 'My Creations' tab in the Mission Browser. Just look for the text that reads {{mauve|My Characters}}. Select that text then select the button that says {{mauve|Create Character}}. When you hit this button you'll begin the Character Creation Process. | |||
'''{{teal|Rank}}''' <br> | |||
All characters in Architect have a Rank. This lets others know how powerful they are. | |||
'''Character Ranks''': <br> | |||
- {{mauve|Person}}: This is the weakest rank possible. The Person rank doesn't even have powers. Because of this you can never have a character ranked Person as a Boss, Escort or Ally. They can only be the Story Giver or a Captive. | |||
- {{mauve|Minion}}: This is the lowest powered rank in Architect. Minions are a dime a dozen. They're weak, slow and easy to take down. - Lieutenant: Stronger and faster than a Minion, but no where near as tough as a Boss. | |||
- {{mauve|Boss}}: Bosses are stronger and better than Minions and Lieutenants. They don't appear as often on a map, but when they do, they're dangerous. | |||
- {{mauve|Elite Boss}}: More powerful than a simple Boss, Elite Bosses give players pause before they try and take them down. A single player may have difficulty taking one of these down. | |||
- {{mauve|Arch Villain}}: The meanest of the mean. These characters strike fear in the hearts of whole teams. While they provide the greatest rewards for players who defeat them, they also deal out the most lethal attacks and have the strongest defenses. | |||
'''{{teal|Fighting Preference}}''' <br> | |||
Once you've selected the rank of you custom character, you can choose their preferred fighting style. You're options are: | |||
- {{mauve|Melee}}: The character prefers to fight up close and personal. <br> | |||
- {{mauve|Ranged}}: The character prefers to stay at a distance to attack. | |||
'''{{teal|Flight Preference}}''' <br> | |||
Finally, you can choose if your character has the ability to fly or has a Reflection Effect on them. | |||
Now, lets pick some powers for this character. | |||
===== {{green|NEXT: Custom Character Powers}} ===== | |||
'''{{teal|Walkthrough: Custom Characters }}''' | |||
'''{{teal|Choosing Powers}}''' <br> | |||
We've divided powers up by their associated archetypes. However, if that's too confusing for you, we've also included an 'All' group. | |||
'''{{teal|Primary Powerset}}''' <br> | |||
The first step is to select a {{mauve|Primary Powerset}}. This is the primary attack powerset your custom character is going to use. Powersets are a group of powers that work well together and have a similar theme. In a mission, your custom character will choose which power from this powerset to attack with. When you select a powerset, notice the column just to the right. This displays a description of the Powerset as well as the individual powers attached to that set. If you highlight over these individual powers, you'll notice the column just to the right of that will display important information regarding that power. Feel free to explore each of these Powersets until you find one that fits your custom character. | |||
'''{{teal|Secondary Powerset}}''' <br> | |||
Once you've picked the Primary Powerset, you must not select the {{mauve|Secondary Powerset}}. This powerset can also be an attack power, but it's recommended that it be something more defensive. However, the choice is yours. Now that you've selected the powers for your custom character all that's left is to select a gender, outfit them with a costume, give them a name a description and an enemy group. | |||
===== {{green|NEXT: Finishing Touches}} ===== | |||
'''{{teal|Walkthrough: Custom Characters }}''' | |||
'''{{teal|Body Type }}'''<br> | |||
Now that your custom character has powers, it's time for you to select a body type (female, male and huge). Experiment with the sliders to get the body type just how you like it. Once you're ready, hit Next to continue. | |||
'''{{teal|Costume}}''' <br> | |||
After body type you get to pick the costume or outfit your custom character is going to wear. Architect has a lot of options to choose from so take your time and get it just right. Note, if you don't get it just right, you can come back at any point and edit the costume. | |||
'''{{teal|Registration }}'''<br> | |||
Finally, you have to register your custom character with Architect Entertainment. To do this, you'll need to come up with a valid name and description. You'll also need to attach this custom character to an enemy group. If this is your first time creating a custom character, there won't be any enemy groups to choose from. You'll have to come up with a new one. However, when you make your second custom character, you'll notice a drop down list next to the enemy group filed that will allow you to pick from existing custom enemy groups. | |||
You've created your first custom character. Excellent. I'd recommend going over the {{mauve|Custom Enemy Group}} walkthrough as well. | |||
==== {{green|NEXT: Walkthrough: Custom Enemy Groups}} ==== | |||
Walkthrough: Custom Enemy Groups | |||
'''{{teal|Overview }}'''<br> | |||
Just as you can create your own characters in Mission Architect, you can also create your own character groups or Enemy Groups. Custom Enemy Groups are made up of Minions, Lieutenants and Bosses. Creating your own Custom Enemy Group allows you to populate a mission map with all your own enemies, adding even more control and flexibility to your stories. | |||
Now, let's look at exactly how you go about doing this. | |||
===== {{green|NEXT: Creating Custom Enemy Groups}} ===== | |||
'''{{teal|Walkthrough: Custom Enemy Groups}}''' | |||
'''{{teal|Overview}}''' <br> | |||
You can create a Custom Enemy Group from the {{mauve|My Creations}} tab in the Mission Browser. Just look for the text that reads {{mauve|My Enemy Groups}}. Select that text then select the button that says {{mauve|Create Custom Group}}. When you hit this button you'll be taken to another window that will allow you to create or manipulate custom enemy groups. Note, that you can add existing enemies into your custom groups as well. | |||
'''{{teal|Available Enemies}}''' <br> | |||
On the left hand side of this window, you'll notice a large column that displays all our existing enemies in our database. You can select any of these enemies and add them to a new custom enemy group on the right hand side of this window. You do this by selecting the enemy group you want then finding the specific enemy you want to add into your new group. Click on that enemy and you'll see text that reads {{mauve|Add+}} next to it. Clicking that enemy again will add it to your new group. If you want to remove a character from a custom group, click on that character in the window on the right. You'll then see an option to remove him. | |||
There are tabs in the enemy group window that will filter the enemies to a specific rank. Clicking Minion, Lieutenant or Boss will show you only the enemies in that group of that rank. | |||
When you select a enemy, you'll notice a preview window on the right will display the enemy and any important information such as name, powers and rank. | |||
'''{{teal|Custom Enemies}}''' <br> | |||
On the left hand side you should also see an option for {{mauve|Custom}}. Selecting this will show you all of your custom enemy groups and enemies that you've created. If you want to add or edit existing enemies, you can select the {{mauve|Create Character}} button or the {{mauve|Edit Character}} button at the bottom of the window to do | |||
Now lets talk about Enemy Group Level Coverage. | |||
===== {{green|NEXT: Enemy Group Level Coverage}} ===== | |||
'''{{teal|Walkthrough: Custom Enemy Groups}}''' | |||
'''{{teal|Enemy Group Level Coverage}}''' <br> | |||
At the bottom of the Custom Enemy Group window you'll notice a bar with markings that go from 1 - 50. This bar is a visual representation of the level ranges of your enemy group. It shows you whether or not you have an enemy within that level range. Ideally, you should have multiple minions, lieutenants and bosses in every level range from 1 - 50. | |||
Thankfully, Custom Characters automatically scale from 1 - 50 so all you have to worry about is having enough variety to keep the group interesting. This is not the case with Standard Enemies already within our database. These enemies have a very predefined level range. To that end, when you add existing enemies to your Custom Enemy Groups, make sure you cover your level ranges fully from 1 - 50. | |||
That covers creating and editing a custom enemy group. If you have any other questions, I suggest returning to the main menu for further assistance. | |||
=== {{green|Mission Goals: A Detailed Description}} === | === {{green|Mission Goals: A Detailed Description}} === | ||
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===== {{green|Advanced Mission Goals}} ===== | ===== {{green|Advanced Mission Goals}} ===== | ||
==== {{green|Advanced Mission Goals}} ==== | ==== {{green|Advanced Mission Goals}} ==== | ||
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===== {{green|Basic Mission Goals}} ===== | ===== {{green|Basic Mission Goals}} ===== | ||
=== {{green|Tips & Tricks}} === | === {{green|Tips & Tricks}} === | ||
=== {{green|Unlockable Content}} === | === {{green|Unlockable Content}} === | ||
=== {{green|How to Write a Better Story}} === | === {{green|How to Write a Better Story}} === | ||
Revision as of 03:50, 23 March 2009
Overview
The Architect Entertainment Instructor is a type of NPC found in the Main Studio and Studio B of an Architect Entertainment Building. The Instructor has walkthroughs, instructions, tips, and tricks for using the Mission Architect.
The Instructor also has special introductory text as part of The Architect Studio Manager's tutorial arc.
What follows is a transcript of the interactive text:
Editing Note: Do not correct grammar!
This is a copy and paste from the game. Everything is temporarily being left 'as is' so that we can send in grammar bug reports based on this text. - Thanks.
Initial Greeting
Architect Entertainment Instructor
Hi, $Name. I'm here to help you through the various elements of the Mission Architect.
If this is your first time here, I recommend going over our Walkthroughs to help guide you through the Architect systems.
Now, is there anything specific I can help you out with?
Walkthroughs: Playing Creating and Customizing
Architect Entertainment Instructor
Walkthroughs
Here you'll find a variety of walkthroughs that will help explain each of the major features of Mission Architect.
Walkthrough: Playing Stories
Walkthrough: Playing Stories in Mission Architect
Overview
In Mission Architect, you can play arcs created by both heroes and villains. While playing stories you'll gain equivalent experience and rewards as you would outside of Architect Entertainment. The only real difference you'll notice is that you'll also collect Tickets. You can redeem these tickets at a nearby Architect Ticket Vendor for rewards.
Mission Browser
You can access a Mission Browser from any computer in the Main Studio or in the No Powers Studio B. The Mission Browser is where you'll see stories published by other heroes and villains. Our database gives you a number of sorts and filters to help you find the adventure that's right for you.
Sort Options:
- Rating: Sorts the highest rated content to either the top of the bottom of the list.
- Length: Sorts the longest missions to either the top or the bottom of the list.
- Date: Sorts the newest stories to either the top or the bottom of the list.
Search Options
Clicking the text that reads 'Search Options' will expand a small portion of the Mission Browser window. Here you will be able to filter your searches through a handful of options. Notice that as you filter your search, your filters will be displayed at the top of the window following the Filtering by: text
Search Options:
- Text Field: Type in what you want to search for here to filter your search to just those stories. This search will search the Name, Description, Enemy Group and Author Name.
- Rating: Filter stories by Stars, Developer's Choice and Hall of Fame.
- Length: Filter stories by their length.
- Morality: Filter stories by their suggested alignment.
- Language: Filter stories by language.
- Only show me arcs I haven't played: With this toggle turned on, the Mission Browser will only show you stories you haven't played. This is on by default.
- Only show me arcs I haven't voted on: With this toggle turned on, the Mission Browser will only show you stories you haven't voted on. This is on by default.
- Clear: This button clears out all search filters.
As the stories in the Mission Browser grows, Architect Entertainment recommends using multiple filters and sort options to help you find the adventures you want. Now, lets move onto Rating Stories.
NEXT: Rating Stories
Walkthrough: Playing Stories in Mission Architect
Rating Stories - The Star System
As you play through stories created by others, you'll get the chance to rate the story from 1 - 5 stars. If you rate the content well, the creator will gain tickets.
Comments
You can also leave a comment to the creator of the story you're on, telling them what you liked or what you would like to see them improve.
Hall of Fame
Arcs that become very popular among the community will earn the 'Hall of Fame' rank. Hall of Fame stories get permanently stored on the Arc Server and free up one of the three story slots for the person who created it.
Developer's Choice
Dev Choice stories are stories that the developers hand pick as the best of the best. Dev Choice stories get permanently stored on the Arc Server as well and free up one of the three story slots for the person who created it.
Guest Author
Guest Authors are individuals specially brought in to tell stories within Mission Architect. You can think of these stories as a type of Dev Choice.
We've covered how you rate stories and the different types of ranks a story can have. Now, lets spend some time talking about what happens to those stories that are considered inappropriate for Mission Architect.
NEXT: Inappropriate Stories
Walkthrough: Playing Stories in Mission Architect
Inappropriate Stories
Mission Architect wants an enjoyable experience for everyone. To that end, we have to heavily monitor all the stories being created within this system. We hope you will aid us in keeping a watchful eye for stories, characters or situations that aren't acceptable.
Flagging Content
Stories that have inappropriate content can be flagged for Architect Entertainment's Customer Service team to investigate. You can flag content by hitting the Architect Options button in your compass window. At the bottom of the window you'll find a big red button that says Report for Content. Hitting this button will open up another window, allowing you to give more detail regarding the story.
Report Options:
- Inappropriate Content: Stories that step outside of the T for Teen ratings or violate the End User License Agreement (EULA) in some way.
- Copyright Infringement: Stories that use characters, plots or events owned by others.
- Broken of Bugged Mission: Stories that have problems that make it uncompleteable.
- Other Violation: Reasons not listed above that make the story inappropriate.
Once one of these four options is selected, players are asked to fill out a complaint about the story. These complaints will be viewed by both Customer Service as well as the original creator of the story (if the story gets banned and unpublished). Be as constructive and helpful as possible. This is not the place to vent your anger or frustration at the creator or Mission Architect as a whole.
Banned Once
If a story gets flagged repeatedly for inappropriate content there is a chance the story will get pulled from the server before customer service investigates it. This unpublishes the story. The next time the creator logs into Architect, he will be notified that one of his stories was banned. He'll also be able to read any complaints left about this story. From here, the creator will have the option to make some changes to the story and republish it or simply delete the story altogether.
Banned Twice
If the creator makes changes to the story and republishes it, the story goes back up to the Arc Server as normal. However, the story is being watched. If it continues to get hits for bad content the story can and will get pulled again. The creator will again be notified that the story has been pulled. They will also be informed that from this point, they are not allowed to simply republish the story. Instead, they have to make any changes and submit the story directly to Customer Service.
Report to Customer Service
Once the story is submitted to CS, it'll be up to them to decide how best to proceed. They can choose to mark the story as acceptable, removing all flags from the story and not allowing any other flags to be placed on it. However, they can also decide that the content is unacceptable and take action against the creator. This action could range from a simple warning to being permanently banned from Paragon City and the Rogue Isle entirely.
Now that we've covered the negative side of story creation, let's cover the positive side. Let's look at Rewards in Mission Architect.
NEXT: Architect Rewards
Walkthrough: Playing Stories in Mission Architect
Architect Rewards
You can break rewards in Mission Architect into two distinct groups, Rewards for the Creators and Rewards for the Players.
Creator Rewards
Those who make stories for Mission Architect will receive Tickets based off of player approval. The higher a story is rated the more tickets the creator will gain. There is even a chance that if the story is liked well enough that it'll move into the Hall of Fame. When content gets moved into the Hall of Fame the story is then permanently uploaded to our Arc Server. This frees up one of the creators story slots to create even more great content.
Player Rewards
Those who choose to play others stories in Architect will earn equivalent experience and rewards as if they were adventuring outside of this simulated environment. The only key difference is that players will gain Tickets, instead of random drops. These tickets can be redeemed at a local ticket vendor for Enhancements, Inspirations, Salvage, Recipes and more.
Architect Tickets
Perhaps I should explain exactly what Tickets are. Architect Tickets are similar to our Merits System. As you defeat enemies on an Architect map or complete objectives you gain Tickets. When you complete a mission, you gain bonus tickets equal to the amount of tickets you collected throughout the course of your mission. This bonus actually increases for each mission in a StoryArc. Badges While playing in Mission Architect you can earn Architect specific badges. There are a number of badges for playing in both Test mode as well as playing Published content. However, the only other badges besides Architect badges that can be earned while in Architect are the badges that are granted to you for earning a certain amount of badges.
That concludes are walkthrough of playing content in Mission Architect. Please feel free to ask me any other questions about out system, or you can jump right in and access the computer behind you.
Walkthrough: Creating Stories
Walkthrough: Creating Stories in Mission Architect
Overview
Mission Architect allows you to create your own adventures and share those adventures with every other hero or villain in Paragon City and the Rogue Isles. While others play your adventure, they gain knowledge, experience and rewards equivalent to outside of the virtual world of Architect Entertainment. We do try and keep things here as realistic as possible after all. Once the players are through with your story, they have the opportunity to rate the experience from 1 - 5 stars. The higher your story is rated by other players, the more rewards you'll earn as well. So, try to come up with the best stories possible.
Creating Stories
You can create stories or arcs as we call them at any of the Mission Architect Computers located in the Main Studio or in the 'no powers' Studio B. There are two types of stories, those you have Locally and those you've Published.
Local Stories
Local Stories are stories you're currently working on or that you don't want to share with the world at large. You can have as many local stories as you want.
Publishing Stories
You can publish up to three stories and share them with others. Each story can have up to five missions. Each mission having up to 25 goals. When an arc is published others are able to see your arc, play it and rate it. The better rated your arc becomes the more tickets you'll earn.
Testing Stories
While working on your story, you can test it as if you were actually playing the missions. You can even have a team of up to eight other heroes and villains accompany you. While testing no one gains experience, earns tickets or any other type or reward except for 'Testing Specific' badges. That covers a general overview of what Mission Architect is. Now, let's jump into the actual story creation process.
NEXT: Story Settings
Walkthrough: Creating Stories in Mission Architect
Stories in Architect are broken up into three logical parts, Story Settings, Mission Settings and Mission Goals. Stories are a series of chapters or missions that follow one after the next. You can have up to five missions in a single story in Mission Architect.
Story Title & Description
The first step is to come up with a name for your story and a short description. When you publish your story, this information will be what other players see. It will also be one of the factors players use to determine if they want to play your story or not, so make it good.
Story Contact
A Story Contact is the person or object who tells the story to the players. You need a name for the contact and you need to determine the type of contact. You're options are Default, Standard Contacts, Enemy Groups, Objects and Custom.
Contact Types:
- Default: The blank hologram contact.
- Standard Contacts: Any existing Story Contact already in our database.
- Enemy Groups: Every individual in our database from Paragon City and the Rogue Isles.
- Objects: Inanimate objects that can also be used as Story Contacts.
- Custom: A Story Contact who you create yourself using our custom character creator.
If you're not sure what to put for the Story Contact, don't worry you can always come back later or even leave it blank.
Story Parameters
Story Parameters are optional settings not required for the story to be playable. Currently, the only setting is the Suggested Alignment. Suggested Alignment is the recommended alignment of the story. Note: this setting doesn't restrict players from playing the story. It only suggests that the player be of a specific alignment or at least of that mind set when going in to play your story.
Souvenir Clue
Souvenir Clues are pieces of information the players take with them once they're through with the adventure. These clues are keepsakes to remind the player of your adventure.
Souvenir Clue Options:
- Souvenir Name: The name or title of the clue.
- Souvenir Description: The body of text for the clue.
Next Step
Now, let's look at the next part of creating a story in Mission Architect, the The Mission Settings
NEXT: Mission Settings
Walkthrough: Creating Stories in Mission Architect
Mission Settings
Now that you've named your Story, picked your Story Contact and filled out any of the optional story settings, you can begin working on your first mission. In Mission Settings you define all the high level aspects of your mission. Where does the first mission take place and who are enemies that populate it?
Enemy Group
Here you pick the type of enemy you want to populate the mission. These enemies can be Standard, existing enemies already in our database or Custom, enemy groups created by you. Note that Standard enemy groups are restrictive by security level. You can see their level range next to their name in parentheses: Clockwork (1 - 20).
Map Type
Once you've chosen the enemies you want in the mission, you need to select the location or the map for the mission. Each Map Type is made up of multiple individual maps, broken down by length.
Map Length
The over all size of the map. Common options are Tiny, Small, Medium and Large.
Map
The final option for setting the location is choosing the specific map. You can leave the map as Random by default, or you can choose from one of the individual maps in the list. When you select a specific map, you will see important information about that map displayed on the right hand side of the Mission Architect window.
Map Information:
- Map Image: This is the overhead image of the map. If the map has multiple floors there will be an arrow to the right of the image that allows you to cycle through the different floors.
- Map Details: Each map can only hold a finite amount of mission goals (see Mission Goals). In the Map Details section you see how many of each type of Mission Goal are allowed.
Mission Parameters
Here you can chose optional settings for this specific mission. Currently, your choices are as follows:
Mission Parameters:
- Mission Pacing: This controls the level range progression of enemies on the map.
- Time to Complete: This sets the amount of time the players have to complete the mission in minutes. Be aware that setting a timer creates a potential for the players to fail the mission.
Mission Complete Clue
This gives the players a clue, or a piece of information once they've completed the mission. A clue usually reveals some deeper aspect of the story to the players.
Mission Complete Clue
- Clue Name: The name or title of the clue.
- Clue Description: The text of the clue given when the player completes the mission. Now, lets look at the actual text of this first mission.
NEXT: Mission Text
Walkthrough: Creating Stories in Mission Architect
Write Text
There are five required text fields for a single mission, six if it's possible for the mission to be failed. Lets go over each one below.
Mission Introduction Dialog
The first dialog the players read regarding the mission. It's spoken by the Story Contact to the players.
Example: 'I really need your help with something. There's this guy... and, uh, he's doing something really bad.'
Mission Send Off Dialog
The dialog the players read after they accept the mission from the Story Contact.
Example: 'Thank you so much for helping me. This guy hangs out in this old office building. His name's Frostfire; he's a member of the Outcasts.'
Compass Active Task Text
This is a short description displayed in the navigation or compass window while the players are on the mission.
Example: 'Defeat Frostfire'
Still Busy Dialog
The dialog given by the Story Contact if the players returns to them but haven't yet completed the mission.
Example: 'Have you taken out Frostfire yet? It's really important for you to go into that old office building and have a talk with him, preferably with your fists.'
Return Success Dialog
The dialog given by the Story Contact when the players returns after successfully completing the mission.
Example: 'You did it! I can't believe you took out Frostfire. Did he happen to mention anything about my sister? That's why I wanted you to talk to him. Did I forget to mention that?'
Additional Text
These are text options that are not required for the mission to be playable, but help add depth and personality to your story. Mission Title The title of the mission, displayed in all the Story Contact dialog windows.
Example: 'Face Off Against Frostfire'
Mission Subtitle
The subtitle of the mission, displayed directly underneath the Mission Title.
Example: 'Part One or Mission One or Prologue'
Mission Accept Text
The text the players click when they agree to take the mission from the Story Contact. By default this text is Accept.
Example: 'Agree to take out Frostfire'
Mission Entry Text
You can have a window popup when the players first enter the mission map.
Example: 'You were sent in here to take down Frostfire, but something tells you there's more going on than meets the eye.'
Mission Success Text
You can also have a popup window appear when the players exit a mission they've successfully completed.
Example: 'You've taken down Frostfire. Now return to your contact and find out what's really going on.'
Mission Fail Text
Finally, you can have a popup window appear when the players exit a mission they've failed to complete.
Example: 'You didn't manage to take down Frostfire. He got away.'
Return Fail Dialog Dialog spoken by the Story Contact when the player returns having failed the mission. This only shows up if the mission can be failed. Failing a mission does not stop the story from progressing.
Example: 'What? He got away? But what about my sister? He was supposed to know where she was. What am I going to do?'
Now, you have the overall story settings chosen, you've picked the location, picked the enemies and written the dialog for the first mission. Next we move onto Basic Mission Goals.
NEXT: Mission Goals
Walkthrough: Creating Stories in Mission Architect
Basic Mission Goals
Mission Goals are achievable objectives placed in your mission. These goals range from having the players defeat a specific boss to collecting information from a computer. Normally, Mission Goals must be achieved in order for the mission to be considered completed. However, you also have the option to turn this on or off.
Now, let's look at each specific Basic Mission Goal. You'll be able to get more detailed information about each of these later.
Fight a Boss
A boss is a powerful enemy that the players will face as they play through the mission. This could be the climatic fight at the end of the mission or just a cool encounter along the way.
Example: The Boss, Frostfire, must be defeated in order for the players to successfully complete their mission.
Collect an Object
An Object is an inanimate piece that appears on the mission map that the players can interact with. This object emits a sound and a glow to alert the players to its whereabouts. Many Architects refer to these objects as 'glowies' because of this. Objects are useful for finding clues, planting false evidence, or even a prized items to be stolen or retrieved.
Example: Break into that office and steal the credit card data off of their computers.
Defeat All Enemies
This makes it so the players must defeat every enemy in the mission in order for it to be completed. Note, Defeat All Enemies ensures that players stays in your map, however, forcing them to run around and track down the last (and oftentimes elusive) enemy can be a potentially frustrating experience.
Release a Captive
Captives are harmless individuals in the mission for the players to rescue. Once freed, the Captive immediately flees to the nearest door for safety.
Example: Enter the abandoned warehouse and rescue Jane Marie.
That covers all of the Basic Mission Goals, now if you like, you can continue on to the Advanced Mission Goals
NEXT: Advanced Mission Goals
Walkthrough: Creating Stories in Mission Architect
Advanced Mission Goals
Advanced Mission Goals are just like Basic Mission goals except they have a higher level of complexity to them. These goals range from having the players rescue an ally that fights with them throughout the mission to defending an object from being destroyed. As with Basic Mission Goals, many Advanced Mission Goals have the option to not be required for complete. However, Patrols and Ambushes can never be required for Mission Complete. They are always not required mission goals.
Now, let's look at each specific Advanced Mission Goal. You'll be able to get more detailed information about each of these later.
Add an Ally
An Ally is a 'friendly' person in the mission who will follow the players around and help them fight.
Example: Positron is surrounded by Malta. Once they're defeated, Positron stands up and says, 'Thanks, now let's shut this place down.' The player can then go through the rest of the mission with Positron by his side.
An Ambush
An ambush is a wave of critters who will chase after the players once a Mission Goal has been completed. Ambushes don't just happen. They need to be triggered by another Mission Goal like the player defeating a Boss, clicking an Objective, or Rescuing a Captive.
Example: 'Once the final hostage has been rescued, a wave of Arachnos soldiers storm the mission map.'
Add An Escort
An Escort is a 'friendly' person who the players must rescue and then led to safety (exit). Escorts are dangerous because there's a chance the person can be defeated before the players can get them to the exit. This causes the mission to automatically fail. Escort missions can also be set up as kidnappings, depending on the flavor text and animations you use.
Example: 'Arachnos needs you to break into a tech lab and kidnap a Crey scientist.'
Add a Patrol
Patrols are enemies that wander the map. This Mission Goal is good for making your map feel more alive as well as fleshing out the story of your mission.
Example: As the players enter the map, they notices two guards walking around. One guard says, 'So, you think the boss is actually going through with it?' The other guard says, 'Between you and me, I hope not.'
Add a Battle
This lets you add two Enemy Groups to your mission that duke it out!
Example: 'Arachnos is invading a Longbow base and there are skirmishes between the two groups throughout the mission.'
Add a Destructible Object
This lets you add a Destructible Object and guards surrounding the object to your mission. You get to choose the Object, and the enemy guarding it.
Example: Somewhere in this warehouse is a cursed relic that will doom the world if it's not destroyed.
Add a Defendable Object
This lets you add an immobile Object to the mission that the players must defend against a wave of attackers.
Example: You need to protect the altar from the Circle of Thorns until the ritual is complete. If they destroy it, all the world is doomed!
That covers all of the Advanced Mission Goals
Walkthrough: Custom Characters
Walkthrough: Custom Characters
Overview
While Mission Architect has the largest database of heroes and villains in the known dimensions, sometimes it can still not be enough. That's why Architect allows you to create your own characters. You can pick the rank, fighting preference, powers, gender, costume, name and description of your custom character. Custom characters can be used in any of the following ways:
- Story Giver: This is the person who acts as the contact for your story.
- Boss: The major boss you want the players to fight.
- Allies: A hero of villain the players come across on the mission who teams up with them.
- Captive: A helpless citizen the players must free.
- Escort: A person the players must track down and safely lead out off the map.
Now let's look at how to create a custom character in more detail.
NEXT: Creating Custom Characters
Walkthrough: Custom Characters
Custom Characters
You can create a custom character from the 'My Creations' tab in the Mission Browser. Just look for the text that reads My Characters. Select that text then select the button that says Create Character. When you hit this button you'll begin the Character Creation Process.
Rank
All characters in Architect have a Rank. This lets others know how powerful they are.
Character Ranks:
- Person: This is the weakest rank possible. The Person rank doesn't even have powers. Because of this you can never have a character ranked Person as a Boss, Escort or Ally. They can only be the Story Giver or a Captive.
- Minion: This is the lowest powered rank in Architect. Minions are a dime a dozen. They're weak, slow and easy to take down. - Lieutenant: Stronger and faster than a Minion, but no where near as tough as a Boss.
- Boss: Bosses are stronger and better than Minions and Lieutenants. They don't appear as often on a map, but when they do, they're dangerous.
- Elite Boss: More powerful than a simple Boss, Elite Bosses give players pause before they try and take them down. A single player may have difficulty taking one of these down.
- Arch Villain: The meanest of the mean. These characters strike fear in the hearts of whole teams. While they provide the greatest rewards for players who defeat them, they also deal out the most lethal attacks and have the strongest defenses.
Fighting Preference
Once you've selected the rank of you custom character, you can choose their preferred fighting style. You're options are:
- Melee: The character prefers to fight up close and personal.
- Ranged: The character prefers to stay at a distance to attack.
Flight Preference
Finally, you can choose if your character has the ability to fly or has a Reflection Effect on them.
Now, lets pick some powers for this character.
NEXT: Custom Character Powers
Walkthrough: Custom Characters
Choosing Powers
We've divided powers up by their associated archetypes. However, if that's too confusing for you, we've also included an 'All' group.
Primary Powerset
The first step is to select a Primary Powerset. This is the primary attack powerset your custom character is going to use. Powersets are a group of powers that work well together and have a similar theme. In a mission, your custom character will choose which power from this powerset to attack with. When you select a powerset, notice the column just to the right. This displays a description of the Powerset as well as the individual powers attached to that set. If you highlight over these individual powers, you'll notice the column just to the right of that will display important information regarding that power. Feel free to explore each of these Powersets until you find one that fits your custom character.
Secondary Powerset
Once you've picked the Primary Powerset, you must not select the Secondary Powerset. This powerset can also be an attack power, but it's recommended that it be something more defensive. However, the choice is yours. Now that you've selected the powers for your custom character all that's left is to select a gender, outfit them with a costume, give them a name a description and an enemy group.
NEXT: Finishing Touches
Walkthrough: Custom Characters
Body Type
Now that your custom character has powers, it's time for you to select a body type (female, male and huge). Experiment with the sliders to get the body type just how you like it. Once you're ready, hit Next to continue.
Costume
After body type you get to pick the costume or outfit your custom character is going to wear. Architect has a lot of options to choose from so take your time and get it just right. Note, if you don't get it just right, you can come back at any point and edit the costume.
Registration
Finally, you have to register your custom character with Architect Entertainment. To do this, you'll need to come up with a valid name and description. You'll also need to attach this custom character to an enemy group. If this is your first time creating a custom character, there won't be any enemy groups to choose from. You'll have to come up with a new one. However, when you make your second custom character, you'll notice a drop down list next to the enemy group filed that will allow you to pick from existing custom enemy groups.
You've created your first custom character. Excellent. I'd recommend going over the Custom Enemy Group walkthrough as well.
NEXT: Walkthrough: Custom Enemy Groups
Walkthrough: Custom Enemy Groups
Overview
Just as you can create your own characters in Mission Architect, you can also create your own character groups or Enemy Groups. Custom Enemy Groups are made up of Minions, Lieutenants and Bosses. Creating your own Custom Enemy Group allows you to populate a mission map with all your own enemies, adding even more control and flexibility to your stories.
Now, let's look at exactly how you go about doing this.
NEXT: Creating Custom Enemy Groups
Walkthrough: Custom Enemy Groups
Overview
You can create a Custom Enemy Group from the My Creations tab in the Mission Browser. Just look for the text that reads My Enemy Groups. Select that text then select the button that says Create Custom Group. When you hit this button you'll be taken to another window that will allow you to create or manipulate custom enemy groups. Note, that you can add existing enemies into your custom groups as well.
Available Enemies
On the left hand side of this window, you'll notice a large column that displays all our existing enemies in our database. You can select any of these enemies and add them to a new custom enemy group on the right hand side of this window. You do this by selecting the enemy group you want then finding the specific enemy you want to add into your new group. Click on that enemy and you'll see text that reads Add+ next to it. Clicking that enemy again will add it to your new group. If you want to remove a character from a custom group, click on that character in the window on the right. You'll then see an option to remove him.
There are tabs in the enemy group window that will filter the enemies to a specific rank. Clicking Minion, Lieutenant or Boss will show you only the enemies in that group of that rank.
When you select a enemy, you'll notice a preview window on the right will display the enemy and any important information such as name, powers and rank.
Custom Enemies
On the left hand side you should also see an option for Custom. Selecting this will show you all of your custom enemy groups and enemies that you've created. If you want to add or edit existing enemies, you can select the Create Character button or the Edit Character button at the bottom of the window to do
Now lets talk about Enemy Group Level Coverage.
NEXT: Enemy Group Level Coverage
Walkthrough: Custom Enemy Groups
Enemy Group Level Coverage
At the bottom of the Custom Enemy Group window you'll notice a bar with markings that go from 1 - 50. This bar is a visual representation of the level ranges of your enemy group. It shows you whether or not you have an enemy within that level range. Ideally, you should have multiple minions, lieutenants and bosses in every level range from 1 - 50.
Thankfully, Custom Characters automatically scale from 1 - 50 so all you have to worry about is having enough variety to keep the group interesting. This is not the case with Standard Enemies already within our database. These enemies have a very predefined level range. To that end, when you add existing enemies to your Custom Enemy Groups, make sure you cover your level ranges fully from 1 - 50.
That covers creating and editing a custom enemy group. If you have any other questions, I suggest returning to the main menu for further assistance.