Keyes Island Reactor Trial: Difference between revisions
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{{Infobox Trial | {{Infobox Trial | ||
|name= The Keyes Island Reactor Trial | |name= The Keyes Island Reactor Trial | ||
|size= | |type=Incarnate | ||
|image=[[File:I20 Anti-Matter Art.jpg|200px]] | |||
|size=12-24 | |||
|enemies={{Enemy Warworks}}{{Enemy Praetorians}} | |enemies={{Enemy Warworks}}{{Enemy Praetorians}} | ||
|badge=[[File:Badge it keyes complete.png|32px]] {{BadgeLink|Keyes Technician}} | |badge=[[File:Badge it keyes complete.png|32px]] {{BadgeLink|Keyes Technician}} | ||
Line 11: | Line 13: | ||
}} | }} | ||
The '''Keyes Island Reactor Trial''' is the third [[Incarnate Trial]], released with [[Incarnates Ascend|Issue 20.5: Incarnates Ascend]], which takes place in [[Praetoria]]. A maximum of 24 players can raid the Keyes Island Reactor. Chronologically, this trial takes place immediately after both the [[Behavioral Adjustment Facility Trial]] and the [[Lambda Sector Trial]]. | The '''Keyes Island Reactor Trial''' (K.I.R., Keyes or KIR) is the third [[Incarnate Trial]], released with [[Incarnates Ascend|Issue 20.5: Incarnates Ascend]], which takes place in [[Praetoria]]. A maximum of 24 players can raid the Keyes Island Reactor. Chronologically, this trial takes place immediately after both the [[Behavioral Adjustment Facility Trial]] and the [[Lambda Sector Trial]]. | ||
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 the Furies]]. | 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 the Furies]]. | ||
Both types of [[ | Both types of [[Incarnate Experience]] are gained towards unlocking the Incarnate Slots. | ||
{{clrl}} | |||
== Story Summary == | |||
{{Spoiler}} | |||
The reactor housed on Keyes Island built by [[Anti-Matter]] supplies the majority of power to Praetoria. A team of [[Incarnate]]s plan to disable it to cripple Praetoria's war effort. Unfortunately, Praetor Keyes (Anti-Matter), has caught wind of this plan and set his [[Praetorian Clockwork|Clockwork]] in motion to protect it. In addition, his suit has controls for the reactors and has set each of them to irradiate the whole island in turn if Primal Earth's allies don't work quickly to shut them down! | |||
Keyes is ultimately defeated in a final showdown after all of the reactors have been successfully shut down. | |||
== In Detail == | == In Detail == | ||
The Incarnates must neutralize the three antimatter reactors on Keyes Isle, while avoiding Anti-Matter's powerful attacks and defenses. | |||
=== Phase 1: Reactor Hope === | |||
This phase begins with having to defeat thirty Warworks, and then collecting and using Power Cells to disable the reactor. | |||
{{PowerBox|Icon=Gadgets_TargetingDrone.png|Name=Power Cell|Effect=Magnetic Containment Power Cell|Desc=This power cell must be installed in the Containment System Terminals scattered around the reactor in order to restore the integrity of the system and override Antimatter's control. Each Containment System Terminal requires three Power Cells to be fully capable of generating the magnetic field needed to assert control over the system. If a Power Cell is removed from the vicinity of Keyes Island, it will rapidly decay and become unusable.}} | |||
{{Cutscene|Text={{divbox|antimatter| |At first, I thought you had all done me a great service by eliminating that fool Berry. What was the Emperor thinking when he allowed HIM and his crazy little stalker to run OUR invasion?<br /> | |||
Surely, with Berry out of the way, the Emperor would sense his folly and ask me to serve him once more... and SHE would finally come to me. But NO!<br /> | |||
Instead, I have been forced to watch as you dismantled the BAF. <br /> | |||
I have been ignored even as that buffoon Marauder allowed you to destroy Lambda Sector.}} | |||
'''Anti-Matter:''' {{Text-Antimatter|And now, you come for me. You come for MY legacy, because you need it! I'll be damned if I sit idly by and watch you scheme and plot to take MY reactors from ME!}}<br /> | |||
'''Anti-Matter:''' {{Text-Antimatter|Pitiful whelps, did you really think I built these reactors without some way for me to harness their power? Do you really believe that I will allow you to take them from me without using all the means at my disposal?!}} | |||
{{divbox|antimatter| |The pulses of gamma radiation I control will sterilize this island and all those in the ground beneath, including your wretched allies!<br /> | |||
I look forward to seeing your bodies purged from my island! I wield the power of the universe and I will bring you to your death!}} | |||
'''Anti-Matter:''' {{Text-Antimatter|As your death approaches, know that you now see the truth!}}<br /> | |||
'''Anti-Matter:''' {{Text-Antimatter|The Emperor has been a fool to ignore my brilliance, and SHE... she... has been swayed by his opinion of me. But now, I will show her... I will show HIM... I WILL SHOW YOU... what I can do!}}<br /> | |||
'''Anti-Matter:''' {{Text-Antimatter|These reactors are MINE! They are MY legacy to the world! I will not allow you or anyone else to have them!}}}} | |||
{{divbox|paragon| |Impressive. It appears that Keyes has found a way to bend the antimatter reactions within the reactor to his own ends. <br /> | |||
He is shaping and channeling the reactor's energy on his own. With the control he has, he can create massive pulses of energy that can sterilize whole cities. <br /> | |||
Tyrant was certainly foolish to underestimate this human, but what else would one expect from one who styles himself a god?<br /> | |||
It pities me that we must eliminate Keyes, but his madness is now all consuming. I shall see if there is any means for you to break his control over the reactors.}} | |||
{{divbox|paragon| |I think I have determined what Anti-Matter is doing. He has assumed direct control of the reactor's magnetic containment systems and is using those to shape the pulses. <br /> | |||
He will not risk the whole city, but while you are on the Island, expect him to make full use of the radiation pulses in an effort to stop you.<br /> | |||
For all his planning, though, his control can be overcome. All you need to do is recover enough Power Cells from around the reactor to recharge the terminals responsible for the containment. <br /> | |||
Once they're all back online, the reactor's main system will reboot and Anti-Matter will lose control over the reactor.}} | |||
{{divbox|paragon| |Keyes himself is preparing to materialize on the island. Whatever you do, you must avoid injuring him too much. <br /> | |||
As long as those reactors remain under his thrall, he must stay alive. <br /> | |||
The worse his injuries become, the more he'll lose focus and the worse the radiation pulses will get!}} | |||
=== Phase 2: Reactor Genesis === | |||
In this phase, Warworks Recovery Teams are attempting to abscond with the Power Cells to prevent your League from acquiring them. The league must defeat at least 15 Goliath War Walkers in order to obtain enough power cells to disable the reactor. | |||
{{PowerBox|Icon=Gadgets_TargetingDrone.png|Name=Power Cell|Effect=Magnetic Containment Power Cell|Desc=This power cell must be installed in the Containment System Terminals scattered around the reactor in order to restore the integrity of the system and override Antimatter's control. Each Containment System Terminal requires three Power Cells to be fully capable of generating the magnetic field needed to assert control over the system. If a Power Cell is removed from the vicinity of Keyes Island, it will rapidly decay and become unusable.}} | {{PowerBox|Icon=Gadgets_TargetingDrone.png|Name=Power Cell|Effect=Magnetic Containment Power Cell|Desc=This power cell must be installed in the Containment System Terminals scattered around the reactor in order to restore the integrity of the system and override Antimatter's control. Each Containment System Terminal requires three Power Cells to be fully capable of generating the magnetic field needed to assert control over the system. If a Power Cell is removed from the vicinity of Keyes Island, it will rapidly decay and become unusable.}} | ||
{{divbox|paragon| |I'm impressed. You have wrested control of Reactor Hope. Now you must focus on Reactor Genesis, the central reactor of the complex. This one will not be any easier, though.<br /> | |||
Anti-Matter has begun deploying Goliath War Walkers to recover the Power Cells before you do.<br /> | |||
You must catch these War Walkers and defeat them before they can escape.<br /> | |||
That is the only way you're going to be able to take control of the system.}} | |||
{{divbox|paragon| |The reactor pulses appear to be getting stronger. I expect that is because each pulse is damaging the reactors too. <br /> | |||
I'd be very careful about doing too much harm to Anti-Matter. It seems likely that these pulses will only grow stronger before this is over.}} | |||
===Phase | === Phase 3: Reactor Infinity === | ||
With the failure of the Recovery Teams, the Warworks have resorted to stashing the remaining Power Cells in three bunkers to prevent your League from accessing them. Break into the bunkers, retrieve the power cells, and disable the reactor. | |||
=== | {{PowerBox|Icon=Gadgets_TargetingDrone.png|Name=Power Cell|Effect=Magnetic Containment Power Cell|Desc=This power cell must be installed in the Containment System Terminals scattered around the reactor in order to restore the integrity of the system and override Antimatter's control. Each Containment System Terminal requires three Power Cells to be fully capable of generating the magnetic field needed to assert control over the system. If a Power Cell is removed from the vicinity of Keyes Island, it will rapidly decay and become unusable.}} | ||
===Phase 4 | {{divbox|paragon| |While you were busy dealing with the Goliaths, Anti-Matter's drones have stockpiled the remaining power cells within bunkers until more Goliaths can be deployed.<br /> | ||
With all of the reactors neutralized, Anti-Matter confronts your League and must be defeated | You must find a way into those bunkers if you have any hope of recovering the power cells. <br /> | ||
There appear to be two possible ways to access each bunker. The front doors are heavily guarded, but are the most reliable way into the bunker. <br /> | |||
The other entrance... I will confess that it is a tight fit. I can't imagine that anyone but the stealthiest assassin would be able to make use of it.}} | |||
=== Phase 4: Truck Depot === | |||
With all of the reactors neutralized, Anti-Matter confronts your League and must be defeated, but he has a number of tricks up his sleeve. | |||
{{divbox|paragon| |Splice deployed a patch to each reactor as you took them over, so Anti-Matter is shut out. Now, we must deal with him.<br /> | |||
He's clearly lost all control. It is better that we end this now while we still have the chance!}} | |||
'''Notable NPCs''' | '''Notable NPCs''' | ||
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Note: Bunker Buster is rewarded at trial completion. | Note: Bunker Buster is rewarded at trial completion. | ||
=== Incarnate | === Experience === | ||
* [[Incarnate Thread Component|Incarnate Threads]] drop instead of [[Incarnate Shard Component|Incarnate Shards]]. | * [[Incarnate Experience|Physical Incarnate & Psychic Incarnate Experience]] is earned, which unlocks the [[Alpha Slot|Alpha]], [[Interface Slot|Interface]], [[Judgement Slot|Judgement]], [[Destiny Slot|Destiny]] and [[Lore Slot]]s, if any of these slots are locked. | ||
* [[Incarnate | === Salvage === | ||
* The chances of receiving a Rare or Very Rare Incarnate Component upon completion of this trial are higher than in other Incarnate Trials. | * [[Incarnate Thread Component|Incarnate Threads]] drop instead of [[Incarnate Shard Component|Incarnate Shards]]. | ||
* | * Upon successful completion of this trial, each character is presented with a reward table allowing them to choose one reward from several options. There is a participation threshold that must be met in order to receive an [[Incarnate Component]] table instead of a 10 Threads or one Super-level [[inspiration]] "consolation prize". | ||
** Any successive completion of the Trial within that 20 hour window will instead award | ** If a character surpasses this threshold, the rarity of the component reward is a random roll. The options available will either be a choice of: one '''Common''' component or two Super-level inspirations, one '''{{Yellow|Uncommon}}''' component or three Super-level inspirations, one '''{{Orange|Rare}}''' component or four Super-level inspirations, or one '''{{Purple|Very Rare}}''' component or five Super-level inspirations. | ||
* The chances of receiving a '''{{Orange|Rare}}''' or '''{{Purple|Very Rare}}''' Incarnate Component upon completion of this trial are higher than in other Incarnate Trials. | |||
* A random '''{{Yellow|Uncommon}}''' Incarnate Component is awarded the first time each achievement badge is qualified for. | |||
* A random '''{{Orange|Rare}}''' Incarnate Component is awarded the first time the Master of Keyes Island Reactor badge is qualified for. | |||
=== Merits === | |||
* Two [[Empyrean Merit]]s will be awarded upon successful completion of the Trial once per 20 hour period. | |||
** Any successive completion of the Trial within that 20 hour window will instead award two [[Astral Merit]]s. This functionality is essentially the Incarnate Trial version of [[Merit Reward#Diminishing Returns|Merit Reward Diminishing Returns]]. | |||
* An Astral Merit will be awarded immediately after stabilizing each reactor. | |||
* An additional Astral Merit can be rewarded at the end of the trial for running as an [[Open League]]. | |||
* An additional Astral Merit can be earned if the requirements for the Anti-Anti-Matter badge are fulfilled, even if you already have the badge. It is awarded at the end of the trial. | |||
* An additional Astral Merit can be earned if the requirements for the Bunker Buster badge are fulfilled, even if you already have the badge. It is awarded at the end of the trial. | |||
* An additional Astral Merit can be earned if the requirements for the Loves a Challenge badge are fulfilled, even if you already have the badge. It is awarded at the end of the trial. | |||
* An additional Astral Merit can be earned if the requirements for the Avoids the Green Stuff badge are fulfilled, even if you already have the badge. It is awarded at the end of the trial. | |||
== Strategy == | |||
*[[Keyes Island Reactor Trial/Strategy|Keyes Island Reactor Trial Strategy]] | |||
*[[Visual Guide: Keyes Island Reactor Trial]] | |||
* [http://web.archive.org/web/20121003093445/http://na.cityofheroes.com/en/news/game_updates/issue_20/keyes_island_guide.php Keyes Island Guide by Chris "Baryonyx" Behrens] | |||
== Historical == | |||
{{Historical|reason=change}} | |||
* Originally, the Keyes Island Reactor Trial was harder. As a result, few players would attempt it, opting for running [[Behavioral Adjustment Facility Trial]] and [[Lambda Sector Trial]] over and over instead. It was changed to entice players to attempt the Trial more often. Originally, the Trial had the following: | |||
** Phases 1, 2, and 3 required all ten Containment System Terminals to be neutralized rather than just six | |||
** Disintegrate, as used by [[Anti-Matter]], dealt more damage with each tick, with the final tick doing 99% of a player's health rather than 80% as it is currently | |||
** The Incarnate Component reward table was standard in the original; it was updated to increase the chance of Rare or Very Rare components dropping | |||
{{Navbox Incarnate System}} | |||
{{Navbox Trials and Task Forces}} | |||
[[Category:Trials and Task Forces]] | [[Category:Trials and Task Forces]] | ||
[[Category:Incarnate System]] | [[Category:Incarnate System]] |
Latest revision as of 10:19, 2 November 2022
This article is about the Incarnate System Trial. For the Praetorian neighborhood, see Neutropolis.
Overview
The Keyes Island Reactor Trial | |
---|---|
Incarnate Trial | |
Team Size | 12-24 players |
Badge | Keyes Technician |
Enemy Groups | |
The Keyes Island Reactor Trial (K.I.R., Keyes or KIR) is the third Incarnate Trial, released with Issue 20.5: Incarnates Ascend, which takes place in Praetoria. A maximum of 24 players can raid the Keyes Island Reactor. Chronologically, this trial takes place immediately after both the Behavioral Adjustment Facility Trial and the Lambda Sector Trial.
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 the Furies.
Both types of Incarnate Experience are gained towards unlocking the Incarnate Slots.
Story Summary
The reactor housed on Keyes Island built by Anti-Matter supplies the majority of power to Praetoria. A team of Incarnates plan to disable it to cripple Praetoria's war effort. Unfortunately, Praetor Keyes (Anti-Matter), has caught wind of this plan and set his Clockwork in motion to protect it. In addition, his suit has controls for the reactors and has set each of them to irradiate the whole island in turn if Primal Earth's allies don't work quickly to shut them down!
Keyes is ultimately defeated in a final showdown after all of the reactors have been successfully shut down.
In Detail
The Incarnates must neutralize the three antimatter reactors on Keyes Isle, while avoiding Anti-Matter's powerful attacks and defenses.
Phase 1: Reactor Hope
This phase begins with having to defeat thirty Warworks, and then collecting and using Power Cells to disable the reactor.
Magnetic Containment Power Cell
This power cell must be installed in the Containment System Terminals scattered around the reactor in order to restore the integrity of the system and override Antimatter's control. Each Containment System Terminal requires three Power Cells to be fully capable of generating the magnetic field needed to assert control over the system. If a Power Cell is removed from the vicinity of Keyes Island, it will rapidly decay and become unusable.
Anti-Matter: And now, you come for me. You come for MY legacy, because you need it! I'll be damned if I sit idly by and watch you scheme and plot to take MY reactors from ME!
Anti-Matter: Pitiful whelps, did you really think I built these reactors without some way for me to harness their power? Do you really believe that I will allow you to take them from me without using all the means at my disposal?!Anti-Matter: As your death approaches, know that you now see the truth!
Anti-Matter: The Emperor has been a fool to ignore my brilliance, and SHE... she... has been swayed by his opinion of me. But now, I will show her... I will show HIM... I WILL SHOW YOU... what I can do!
Anti-Matter: These reactors are MINE! They are MY legacy to the world! I will not allow you or anyone else to have them!
Phase 2: Reactor Genesis
In this phase, Warworks Recovery Teams are attempting to abscond with the Power Cells to prevent your League from acquiring them. The league must defeat at least 15 Goliath War Walkers in order to obtain enough power cells to disable the reactor.
Magnetic Containment Power Cell
This power cell must be installed in the Containment System Terminals scattered around the reactor in order to restore the integrity of the system and override Antimatter's control. Each Containment System Terminal requires three Power Cells to be fully capable of generating the magnetic field needed to assert control over the system. If a Power Cell is removed from the vicinity of Keyes Island, it will rapidly decay and become unusable.
Phase 3: Reactor Infinity
With the failure of the Recovery Teams, the Warworks have resorted to stashing the remaining Power Cells in three bunkers to prevent your League from accessing them. Break into the bunkers, retrieve the power cells, and disable the reactor.
Magnetic Containment Power Cell
This power cell must be installed in the Containment System Terminals scattered around the reactor in order to restore the integrity of the system and override Antimatter's control. Each Containment System Terminal requires three Power Cells to be fully capable of generating the magnetic field needed to assert control over the system. If a Power Cell is removed from the vicinity of Keyes Island, it will rapidly decay and become unusable.
Phase 4: Truck Depot
With all of the reactors neutralized, Anti-Matter confronts your League and must be defeated, but he has a number of tricks up his sleeve.
Notable NPCs
Rewards
Badges
Keyes Technician | Complete the Keyes Island Reactor Trial | |
Anti-Anti-Matter | Complete the Keyes Island Reactor Trial after having brought Anti-Matter below 10% of his health while attempting to take control of Reactor Hope | |
Bunker Buster | During the Keyes Island Reactor Trial, bust down all three doors on a bunker within three seconds, and then repeat for all bunkers near Reactor Infinity | |
Loves a Challenge | Complete the Keyes Island Reactor Trial without anyone dying or destroying any terminals during the final battle with Anti-Matter | |
Avoids the Green Stuff | Don't let anyone be caught by an Obliteration Beam in the final battle with Anti-Matter during the Keyes Island Reactor Trial | |
Master of Keyes Island Reactor | Earn the Anti-Anti-Matter, Bunker Buster, Loves a Challenge, and Avoids the Green Stuff badges. |
Note: Bunker Buster is rewarded at trial completion.
Experience
- Physical Incarnate & Psychic Incarnate Experience is earned, which unlocks the Alpha, Interface, Judgement, Destiny and Lore Slots, if any of these slots are locked.
Salvage
- Incarnate Threads drop instead of Incarnate Shards.
- Upon successful completion of this trial, each character is presented with a reward table allowing them to choose one reward from several options. There is a participation threshold that must be met in order to receive an Incarnate Component table instead of a 10 Threads or one Super-level inspiration "consolation prize".
- If a character surpasses this threshold, the rarity of the component reward is a random roll. The options available will either be a choice of: one Common component or two Super-level inspirations, one Uncommon component or three Super-level inspirations, one Rare component or four Super-level inspirations, or one Very Rare component or five Super-level inspirations.
- The chances of receiving a Rare or Very Rare Incarnate Component upon completion of this trial are higher than in other Incarnate Trials.
- A random Uncommon Incarnate Component is awarded the first time each achievement badge is qualified for.
- A random Rare Incarnate Component is awarded the first time the Master of Keyes Island Reactor badge is qualified for.
Merits
- Two Empyrean Merits will be awarded upon successful completion of the Trial once per 20 hour period.
- Any successive completion of the Trial within that 20 hour window will instead award two Astral Merits. This functionality is essentially the Incarnate Trial version of Merit Reward Diminishing Returns.
- An Astral Merit will be awarded immediately after stabilizing each reactor.
- An additional Astral Merit can be rewarded at the end of the trial for running as an Open League.
- An additional Astral Merit can be earned if the requirements for the Anti-Anti-Matter badge are fulfilled, even if you already have the badge. It is awarded at the end of the trial.
- An additional Astral Merit can be earned if the requirements for the Bunker Buster badge are fulfilled, even if you already have the badge. It is awarded at the end of the trial.
- An additional Astral Merit can be earned if the requirements for the Loves a Challenge badge are fulfilled, even if you already have the badge. It is awarded at the end of the trial.
- An additional Astral Merit can be earned if the requirements for the Avoids the Green Stuff badge are fulfilled, even if you already have the badge. It is awarded at the end of the trial.
Strategy
- Keyes Island Reactor Trial Strategy
- Visual Guide: Keyes Island Reactor Trial
- Keyes Island Guide by Chris "Baryonyx" Behrens
Historical
- Originally, the Keyes Island Reactor Trial was harder. As a result, few players would attempt it, opting for running Behavioral Adjustment Facility Trial and Lambda Sector Trial over and over instead. It was changed to entice players to attempt the Trial more often. Originally, the Trial had the following:
- Phases 1, 2, and 3 required all ten Containment System Terminals to be neutralized rather than just six
- Disintegrate, as used by Anti-Matter, dealt more damage with each tick, with the final tick doing 99% of a player's health rather than 80% as it is currently
- The Incarnate Component reward table was standard in the original; it was updated to increase the chance of Rare or Very Rare components dropping