Keyes Island Reactor Trial/Strategy

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Revision as of 14:51, 30 June 2011 by imported>Astartus (historical)
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Overview

This is a player-made strategy guide for the Keyes Island Reactor Trial

Reactor Hope

The first phase begins, after players have spawned on the map, either by moving towards Reactor Hope or automatically after 5 minutes. A cut-scene with Anti-Matter will play unless every participant has already done this trial before. The first goal of this phase is to defeat 30 Warworks that spawn around the Reactor. When the required number is met, all Warworks will despawn for a few seconds before the second part of this phase begins. Around the base of Reactor Hope, small boxes of electronics are scattered, that start to glow shortly after the Warworks despawn. Along with the glowing boxes, new groups of Warworks spawn again. Clicking one of the glowing boxes will bestow the player with a temporary power "Power Cell". This temporary power is needed to fully charge 10 terminals on Reactor Hope in order to re-establish the magnetic containment and prevent the Reactor from blowing up.

The 10 terminals are located on the small walkways pointing towards the reactors core on all 3 levels of Reactor Hope, and all are guarded by small groups of Warworks. Before a terminal can be charged, these Warworks have to be defeated as they prevent players from using their temporary powers. Each terminal needs 3 charges to be fully recharged, with a small message appearing over the terminal when a power is used, showing it's current recharge level (33%, 66% or full). Power Cells and Warworks at the base of the Reactor respawn every XXX minutes.

After a short while, Anti-Matter will make his appearance and fly around the area, attacking players. Additionally, every 30 second, the whole map is hit with an Anti-Matter Pulse for large amounts of damage. The time of the next Pulse is shown in the HUD. The only safe location from the Pulse is the in-map hospital, so before elaving the hospital it is good to look out for the Pulse timer. If Anti-Matter is damaged by players, the Pulse will grow in strength.

After all 10 terminals have been fully recharged, Anti-Matter will disappear for a while, the Reactor Hope is secured and battle will continue at Reactor Genesis.

Reactor Genesis

The second phase is pretty similar to the first phase with some minor twists. First, there are no glowing boxes scattered around the reactor's base, but groups of Warworks containing Goliath Warwalkers. These Warwakers will be labeled as XXX and playes have to defeat them to get the temporary powers. Again tehre are 10 terminals on reactor Genesis, guarded by Warworks, but these guards have a problem with their RFID tags so you can recharge the terminals without defeating the guards (for now). After a time of XXX minutes, Anti-Matter will re-appear. In response to the RFID problem, Anti-Matter uses is override code to prevent players from recharging the terminals. Therefore, Anti-Matter has to be near a terminal, for the terminal to be rechargable.

After all 10 terminals have been fully recharged, Anti-Matter will disappear again, the Reactor Genesis is secured and battle will continue at Reactor Infinity.

Reactor Infinity

The last Reactor is no difference form the first two reactors, just that this time the temporary powers are stored in locked bunkers. Players have to bust up the doors leading into the bunkers and get the Power Cells from the glowing boxes inside. All bunkers have a clickable blast door inside that opens up access to two additional Power Cells.

This time, all Warworks guarding a terminal have to be defeated and Anti-Matter has to be ner the terminal for the playsers to be able to recharge them. After recharging 10 terminals, and securing Reactor Infinity, the Anti-Matter Pulse will stop and Anti-Matter will retreat to the Truck Depot for the final fight.

Fighting Anti-Matter

Anti-Matter will re-appear fully healed (if players did damage him in the previous phases) at the truck depot. His arsenal of attacks is devastating and he is surely no walk-over. Anti-Matter will entangle each player in the map with one of two possible powers, either Alpha Entanglement or Beta Entanglement. Players of opposite entanglements close to each other will continue to damage themselves. Also this powers stack so the more players of the opposite entanglement are close to you, the more damage you will recieve. Additionally, Anti-Matter will command his space station to fire an Obliteration Beam onto the battlefield. Before the beam hits the ground, a huge green circle will appear and players are advised to leave this circle as fast as possible. Characters who stay in the circle will be held and afterwards crushed by the beam itself. Players who left the area of the beam in time should pay attention to not run into its field again, as they can still be damaged after the hold phase ended. Last but not least is Anti-Matters most annoying attack, a Desintegration Ray, targeting one player at a time. A warning will appear above the players head that he has been targeted for desintegration. The character will suffer 3 (or 4) hits of increasing damage and should the victim die for any reason, Anti-Matter will heal off the desintegrated matter. This can be as much as 20% of Hit Points from one single target and is the main reason for this phase to be the most tedious. Players who survive the desintegration will loose their full Endurance bar.

Once at 75%, 50% and 25% of hitpoints, Anti-Matter will freeze time and retreat to small bunkers around the Truck Depot, and start healing rapidly. During this time, 4 small consoles will appear at the base of the bunker Atni-Matter heals at. The moment he starts healing, the freeze will break and players can rush to the bunker for destroying the consoles. When all consoles are destroyed, Anti-Matter's healing will be interrupted and he will fight again.

Helpful Macros

As the temporary powers can be gained several times, a macro can make the usage of these powers more easy.

/macro Cell powexec_name Power Cell