Mission Transporter
Revision as of 16:06, 8 February 2009 by imported>Sister Leortha (rm one missed mention given tutorial zones are now apparently blocked.)
Description
You have a Mission Transport beacon. It will allow you to teleport to your active mission entrance. It is usable once every 2 hours.
How to Get
To obtain this inherent power, purchase the Mac Special Edition or associated Super Booster.
Power Summary
Recharge | 120 min |
Effects | Teleport to Mission Door |
Notes
- You will teleport to within 120 feet of the mission door. This is an important distinction because some doors have nearby enemies.
- This power functions across zones - while in Peregrine Island, you get a mission in Perez Park? No problem! Mission Transport will take you there.
- Mission Transporter will fail when used in any zone or area with a Dampening Field that restricts teleportation. The power will fire and go into recharge mode, but will not take you to your mission.
- Pocket D except the Ski Chalet and the entry halls.
- Circle of Thorn, Council, Mayhem Mission, and other "jails".
- Mission Transporter will fail if your mission is not selected (yellow waypoint in game world, yellow splat in navigation window). You must actively select your mission to teleport there (red waypoint, red splat).
- This Teleportation power is currently incorrectly using a Flight icon in-game.
- Normal entry restrictions for destination zones are not checked when using this power. The power can thus be used to enter zones that a character normally could not enter.
- Low level characters can use the power to enter most level restricted hazard and trial zones.
- By itself, this will not allow entry into Cimerora, as Cimerora also has an entry check on the Midnight Squad Badge.
- Cross faction teleportation is expressly prevented. Heroes cannot use the power to enter villain zones, and vice-versa.
- At this point in time, this "feature" can only be used to get badges early.
- This power has the same animation as the Pocket D VIP Pass.