Safeguard Mission: Difference between revisions
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If the vault group is successfully defeated the robbery is haulted uncompleted, and the mission will never succeed or fail. Even better, the timer never starts, and the cycle of vandals never start. But the side missions can now be activated and completed, and when all desired side missions are done, the mission can be reset and the process can be repeated. | If the vault group is successfully defeated the robbery is haulted uncompleted, and the mission will never succeed or fail. Even better, the timer never starts, and the cycle of vandals never start. But the side missions can now be activated and completed, and when all desired side missions are done, the mission can be reset and the process can be repeated. | ||
Safeguards | Safeguards suffer from a similar quirk that effects resetting [[Mayhem Missions]]. If the mission owner enters the map, completed side missions will not reset when the mission is reset. If the mission owner does not enter the map, then the side missions will reset with the mission resets. | ||
== Badges == | == Badges == |
Revision as of 04:54, 9 December 2006
Overview
Safeguard Missions are missions that heros may undertake in which there is a primary mission assigned with a short time limit and numerous secondary missions assigned that grant additional time and various bonuses. Secondary missions include preventing vandals from destroying objects within the zone, and side missions unlocked by defeating certain enemies. In addition, each Safeguard mission zone contains an exploration badge marker.
Safeguard Missions are obtained from detectives and are available after completing several Police Scanner missions.
Detailed Description
Mission Parameters
Safeguard missions are assigned based on the level of the character as follows:
Zone | Levels | Active Side Missions | Completion Temp Power | Patrolling Enemy Group | Vandal/Key Enemy Group |
---|---|---|---|---|---|
Atlas Park | 5 - 9 | 2 | Raptor Pack (Flight) | Hellions | Vahzilok |
Kings Row | 10 - 14 | 2 | Jump Pack (Super Jump) | ??? | ??? |
Skyway City | 15 - 19 | 2 | Resuscitation (Self Resurrect) | Trolls | The Lost |
Steel Canyon | 20 - 24 | 3 | Summon Teammates (Group TP) | Tsoo | Arachnos/The Family |
Independence Port | 25 - 29 | 3 | Increased Movement | Council | The Family |
Talos Island | 30 - 34 | 4 | Endurance Increase | Arachnos | Tsoo |
Brickstown | 35 - 39 | 4 | Health Increase | Council | Nemesis |
Founders' Falls | 40 - 44 | 5 | Life Insurance | Crey | Council |
Peregrine Island | 45 - 50 | 5 | Regeneration Increase | Malta Operatives | Carnival of Shadows |
Note that at levels divisible by 5 (10, 15, 20, etc.) it appears to be possible to get either of two different missions for the ranges above or below the current level. Which of the two is offered each time you visit a detective appears to be randomly selected.
Secondary Missions
The following are secondary missions that may be completed within a Safeguard Mission:
Mission | Bonus Time | Description | Time Limit |
---|---|---|---|
Break-In | 5:00 | Prevent villains from breaking into a local business. | ??? |
Arms Deal | 6:00 | Raid a villain base where a arms deal is in progress, possibly acquiring the weapon for yourself. | ??? |
Bombing | 8:00 | Work through the sewers into an office building to prevent it's bombing. | 6:00 |
Jailbreak | 8:00 | Prevent a villain from being broken out of jail. | ??? |
Arson | ??? | Prevent a building from being set on fire. | 3:00 |
It is random which secondary missions are spawned for each Safeguard Mission. Low level Safeguard Missions generally only have one or two active secondary missions, while higher level Safeguard Missions have more.
Secondary missions are unlocked by defeating groups of enemies in the missions. These will be of a different enemy group from the primary group patrolling the streets of the mission. Defeating the entire group of one of these enemies will give a key that unlocks the secondary mission. Secondary missions are only active after the primary heist mission has been successfully completed.
Additional Time
Additional time beyond that granted from completion of side missions can be earned by defeating the various packs of vandals that periodically appear in the area. When vandals appear, you will receive a warning "Vandals are causing mayhem" and a location on your mission map. If the hero travels to this location and eliminates the pack of vandals, which can contain as few as one enemy, they will gain 1:30. Vandals are of the same villain group as the secondary mission enemies which hold keys.
Losing Time
Temp powers
The first time you complete each different Safeguard Mission, and are at least the minimum level for that that mission, you are awarded a temporary power. These include:
- Atlas - Raptor Pack (Flight) Two hours of use.
- King's Row - Jump Pack (Super Jump) Two hours of use
- Skyway City - Resuscitation Self Rez power. Once per hour, lasts for two days of in-game play.
- Steel Canyon - Summon Teammates (Group TP power) Lasts for two days of in-game play.
- Independence Port - Increased Movement, lasts for three days of in-game play.
- Talos Island - Endurance Increase lasts for three days of in-game play.
- Brickstown - Health Increase lasts for 24 hours of gameplay
- Founders' Falls - Life Insurance Any debt incurred is reduced for 48 hours of gameplay
- Peregrine Island - Regeneration Increase
Also, there are temporary powers awarded from the arms deal side mission. These powers are awarded to the person who clicks the objective in the side mission, and are random which power is awarded. There are a wide variety of different powers available.
Farming
It is actually possible to reset the mission, and thus farm a Safeguard mission for badge credits. But some very specific things must be done to make it happen.
Safeguards start with a bank robbery that will start automatically even if the bank is left alone. But it is possible to stop the robbery, in progress, without defeating all villains in the bank. The key is the group of villains mingling about the bank lobby. They are part of the bank robbery spawn, and must be defeated to complete the mission. But as long as they are not agroed, and the bank vault is not breached, they will never move from their initial spawn point. So the key to making this work is to quickly slip past the group in the lobby and get down to the group at the vault. This group should now be defeated before they can brach the vault and activate the ones upstairs.
One major hazard in this is that it is very easy to knock enemies back through the vault door. If this happens, baring the presence of TP Foe, there is no way to get at the enemy now beyond the vault, who will proceed to resume working on destroying the vault door. At this point all players should log out for several minutes to force a hard reset of the mission as soon as possible.
If the vault group is successfully defeated the robbery is haulted uncompleted, and the mission will never succeed or fail. Even better, the timer never starts, and the cycle of vandals never start. But the side missions can now be activated and completed, and when all desired side missions are done, the mission can be reset and the process can be repeated.
Safeguards suffer from a similar quirk that effects resetting Mayhem Missions. If the mission owner enters the map, completed side missions will not reset when the mission is reset. If the mission owner does not enter the map, then the side missions will reset with the mission resets.
Badges