Archive for September, 2008
Ernesto Hess Task Force
| Ernesto Hess Task Force | |
| Location: | Striga Isle |
| Main Enemy: | The Council |
| Archvillain: | Archon Burkholder |
| Level to Attend: | 25-30 |
| Minimum Teammates: | 6 (total) |
*You must complete all missions offered by all contacts in Striga Isle (Stephanie Peebles, Long Jack, Tobias Hansen, Lars Hansen) for Ernesto Hess to allow you to form a Task Force!*
Ernesto Hess is an Adjutant in the ranks of the Vortex, one of the Council’s Outer Bands. Luckily for Paragon City, he’s decided that the Council is far too megalomaniacal for him. As a high-ranking officer, Ernest is able to get his hands on the very best information, and so far he seems willing to pass it along to the heroes he meets. If his treachery was discovered by the Council, it would certainly cost him his life.
This has been deemed the best Task Force in the game by Jack Emmert AKA Statesman, So have a great time.
Mission Breakdown
1) Defeat all villains; Find 2 schematics:
In this mission you will have two rooms filled with deactiveted robots. Once all team members have entered one of these rooms, a message will pop up on screen - “Trap Sprung.” The exits will close, and all the robots will activate.
2) Save scientists; Destroy 6 generators
The next 4 missions are very short (1 room cave missions):
3) Eliminate first radar station and destroy computer
4) Eliminate second radar station and destroy computer
5) Eliminate third radar station and destroy computer
6) Eliminate last radar station and destroy computer
7) Find info on robot attack; Hack 2 computers
*The next two missions take place in the coolest part of the game - a hollowed out volcano.*
Defeat all villains in sector
This next mission entrance is the door on top of the volcano…(make sure to get the Vulcanologist Exploration badge while you’re in the area).
9) Defeat Archon Burkholder
Mission Notes
The majority of the missions in this Task Force are extremely simple while achieving a level of entertainment that most agree is the highest in the game. Simply use team work to make your way through the hordes of Council. During the final mission, steer clear of the magma because it causes damage. You’ll also want to check the walls while climbing the circular walkway around the Megamech. There are turrets attached at each level that will continually pelt you and your teammates unless they’re destroyed.
Archvillain Battle
Archon Burkholder is behind the head of the Megamech. It’s a good idea to clear all the minions and turrets in the area before your team faces him. There isn’t really anything special about this Archvillain, so you can use normal team tactics to put him down…Or you can use a nifty little trick. Remember the note about the magma? Guess who else can be damaged by the heat? That’s right - Your friend Burkholder! Although it isn’t mandatory for you to push Archon into the magma to defeat him, it’s just too cool to pass up.
*Once Burkholder is defeated, a message will pop up on the screen - “Alert: Exit mission by DOOR in 30 seconds.” The door is close enough for everyone to reach it, so run out as fast as you can.*
Upon completion of the Task Force you will receive a Single Origin enhancement and the Burkholder’s Bane Accomplishment badge.
No commentsDr. Quarterfield Task Force
| Dr. Quarterfield Task Force | |
| Location: | Firebase Zulu |
| Main Enemy: | Soldiers of Rularuu |
| Archvillain: | |
| Level to Attend: | 40-44 |
| Minimum Teammates: | 8 (total) |
I welcome you as you have chosen to run the Quarterfield TF, the first of the Shadow Shard TFs. As you run this TF, I expect you’ll compare this TF to another TF.. the Positron TF. Going from here to there and everywhere; this is why I consider the Quarterfield TF “Posi’s Revenge”.
24 missions in this TF, with visits to half of Firebase Zulu, along with 6 zones in Paragon City. Estimated time to completion can depend on if you’ve got a teleporter, team size, and number of team wipes. Range is around 4-9 hours. Somebody with recall friend teleport coupled with either fly or teleport travel will be a godsend for you in this TF. Otherwise, you’ll probably add about an extra hour in travel for the team.
special notes for the breakdown:
FBZ = Firebase Zulu
Rularuu = Soldiers of Rularuu (wisps, brutes, natterlings, overseers..)
For missions that aren’t in FBZ, they could be in any zone in the city. The one listed is the one I went to.
Mission Breakdown
1. Fight Rularuu around Foxtrot
-> defeat 50 Rularuu (FBZ)
simple hunt 50.
2. Rescue exploration team
-> 7 hostages to rescue. (FBZ)
vs. Rularuu, just free the 7 to end mish.
3. Examine creatures at Bravo
-> defeat 50 Rularuu (FBZ)
simple hunt 50.
4. Defeat Rularuu at X-Ray
-> defeat 50 Rularuu (FBZ)
another simple hunt 50.
5. Rescue the Explorers
-> 9 hostages to rescue. (FBZ)
vs. Rularuu, rescue the 9 to end mish.
6. Defeat Rularuu, Crey
-> defeat 25 Rularuu, 25 Crey (FBZ)
defeat rularuu and crey anywhere in FBZ.
7. Defeat crey leader and guards
-> 5 hostages (FBZ)
rescue the 5 and take down named boss and his room.
8. Fight Crey around Zulu
-> defeat 50 Crey (FBZ)
Take down crey anywhere in FBZ.
9. Defeat Crey base leaders (FBZ)
-> just take down the named boss.
10. Defeat all Crey at base (FBZ)
-> there are glowies in the mission, but it is not necessary to complete mission. They are simultaneous click.
You NOW earn Dr. Q’s phone number to call him.
11. Defeat all Crey at base (FBZ)
-> same as mission 10. glowies in mish, not necessary.
12. Defeat all Crey at base (FBZ)
-> same as mission 10 and 11. glowies in mish, not necessary.
13. Defeat Crey boss leaders
-> search for clues (FBZ)
There are 3 glowies in the mission. 2 are connected by simultaneous clicks, the solo one has the clue.
14. Defeat Crey base leaders
-> 8 samples, search for clues (FF)
9 glowies to get, and defeat named boss and room. Mission was in FF.
15. Defeat all enemies in base
-> find information, contain creatures (Bricks)
find a glowie for the info, and destroy an object to contain the creatures. Rularuu and Crey in mish.
16. Defeat Negotiators
-> find information. (PI)
Nemesis and Crey. info is a glowie.
17. Defeat all Nemesis Army in Base (FBZ)
-> there is a simul-click glowies, but not necessary.
18. Defeat Nemesis Base leaders
-> locate information, contain creatures (FBZ)
similar to mission 15. there is no named boss, just take out final floor.
19. Defeat Portal base boss
-> 2 portal computers (FBZ)
the computers are simul-click. get those and named boss at end.
20. Defeat all Crey
-> 2 portal computers (FBZ)
similar to mission 19, now only kill all. computers are simul-click.
21. Defeat Portal base boss
-> 4 portal computers (FF)
now 4 computers to click at once, and boss room.
22. Defeat Portal base boss
-> 4 Portal computers, 2 Rularuu portals (FBZ)
the computers are simul again, and there are 2 more portal objects to destroy, along with boss and room.
23. Defeat Portal base boss
-> 4 portal computers (Skyway)
simul-click again, and boss and room. ALMOST THERE.
24. Defeat all Escaped Rularuu
-> 2 Rularuu portals (Talos)
Have fun in this. Circle of Thorns and Rularuu in a CoT map. kill all.
Reward: +3 SO random, Portal Smasher badge (accomplishment)
No commentsCitadel Task Force
| Citadel Task Force | |
| Location: | Talos Island |
| Main Enemy: | The Council |
| Archvillain: | Vandal |
| Level to Attend: | 25 - 31 |
| Minimum Teammates: | 6 (total) |
Unfortunately, this Task Force is a painful one. Since there isn’t much variety in 5th Column Bunker layouts you can expect the same 2 or 3 Bunker layouts over and over again. The bulk of the villains will be your average run-of-the-mill 5th Column soldiers sporting dazzling red outfits. I would have liked to see more Vampyrs and Werewolves but there were only a handful. There are plenty of Robot 5th, which include Mek Men, Floating Steel Valkyries and the rather armored MK II Wolfpack Robots, which can be quite time-consuming.
The overall difficulty of the villains is somewhat weak, its rather easy to go through the entire Task Force without too much worry of debt. The only real difficulty involved with the Task Force is planning your attacks in awkward room layouts with a great deal of villains. If you go slow into the rooms that may have blind spots, you should be fine, but never underestimate the MK II Wolfpacks. In some portion of the Task Force it was common to fight up to 3 Wolfpacks at any given time, which can be rough if your group is not properly balanced.
This Task Force takes slightly less time the most Task Forces and it is possible to finish in 2-3 hours of game time.
Mission Breakdown
1) Defeat 20 5th Column in Independence Port
2) Defeat all Soldiers in Base
3) Defeat Base Leader and his guards (find evidence / disable computers)
4) Take Parts to Fareed Abdullah
5) Defeat Base Leader, his guards
6) Defeat Base Leader, his guards
7) Question 5th Column (defeat 40 5th Column)
Defeat All Soldiers in base (3 computer parts to disable)
9) Defeat All Soldiers in base (4 computer systems to destroy)
10) Defeat Vandal and his minions
Mission Notes
As I said, the missions all look incredibility similar because of the lack of variety of the 5th Column Bunkers so after the first two missions you should be used to navigating the rather common layout of the Bunkers. This is the layout we got 3+ times during the missions in our Task Force:
Both of the kill missions were in non-specific zones so they are extremely easy to complete in very little time.
Archvillain Battle
Vandal is a tanker that hits pretty hard. You’ll do well to have a good healer backing your Tankers up while they absorb the damage. The only problem with Vandal is that it’s relatively easy to aggro him without trying. He usually hides behind a vertical obstruction by the lower water area of the Bunkers (the multi-leveled area with water on it). So make sure that your group is aware of his presence when you hit the last mission and the watery area he hides in. The last thing you want is to combat an Archvillian when your group is low on Endurance and is still fighting 10 other 5th Column Soldiers.
After the large bonus which is around 3000 xp (dependent on your level), you’ll get a level 33 Single Origin Enhancement.
No commentsCavern Of Transcendence Trial
The Cavern of Transcendence Trial is a hero Trial that takes place in the Hollows. The contact for this trial is Karsis, who is unlocked by completing Talshak’s story arc (which is available through the Flashback system for those who have out-leveled the Hollows). The trial consists of a single 90 minute timed mission that takes place in the heart of the Tunnels of the Trolls
Missions
Agree to form a task force
Briefing
Talshak has forced me to reveal the cavern’s location to you, and only you. Make no mistake; if I could, I would kill you on the spot. But the old mage’s power is too strong. I will lead you to the cavern. Whatever happens there, you’re on your own.
The Cavern’s secret is this: the gateway links the cavern to one other location, but that location is not constant. It is determined by the wishes of the gateway’s master. If you can fight your way to the gateway, you will become that master. If my own people can best you, however, we will use it to connect to the deepest reaches of the demon world. Then, you will suffer!
Know that if I could work my will, you would writhe in pain until you died. Still, I am at Talshak’s command. I will assist you.
Mission Objective(s)
The hot air of this underground cavern is charged with mystical energy.
- Unlock the gateway - 1:30:00
- Activate Obelisks Simultaneously
- Save Sam Wincott
You became the gateway’s master and rescued Sam Wincott!
Notable NPCs
- Koago (Monster)
- Sam Wincott (Hostage)
Journal
Near the entrance of the Cavern, there is a journal lying on the ground. When it is clicked, a the following text is revealed.
September 12, 1921
Janssen claims he has found a great cavern under an American City. Can it be, truly, the Cavern of Transcendence? I hardly dare hope, and yet I must journey there and see it for myself.
Ingelbert Maahs
Scattered papers
Near the doorway which holds Koago, there is some loose papers on the ground. When they are clicked, a the following text is revealed.
September 22, 1921
I have arrived in Paragon City. I can hardly wait to set eyes on the Cavern, to see if it is truly contains the portal I have sought for so very long. Janssen shares my enthusiams. He suggests we get started right away.
Ingelbert Maahs
Enemies
Circle of Thorns
Minions of Igneous
Debriefing
You are the master of the gateway now. It will obey your commands. Talshak made me give you this stupid paper. Take it, and get out of my sight.
You are impressive, I must admit. The Circle will have to keep tabs on you.
Completing The Cavern of Transcendence Trial from Karsis awards the Transcendent Badge.
| Transcendent You have become the master of the mystical gateway beneath The Hollows. |
Although this is a Trial you will be rewarded a Pool B recipe drop upon completion.
Souvenir
Souvenirs were for a long time not awarded for Trials and Task Forces, but with the advent of the flashback system, many of the previously removed records of these events have been restored as rewards for completion.
Badge of Honor
The Paragon City Police Department awarded you this badge in recognition of your efforts to reclaim The Hollows. It’s a warm reminder of the adventure you like to think of as:
The Heart of the Hollows
It began when the wise Mystic, Talshak, divined the location of the Troll leaders’ den. The mighty Troll, Atta, was said to be behind all the havoc that the Superadine-crazed gangsters wreak on the Hollows. Perhaps he would know the whereabouts of Sam Wincott, the young man who went missing long ago. You battled through Atta’s lair and defeated him, but Sam Wincott was not to be found. You learned that the Circle of Thorns had taken the boy from the Trolls.
Fortunately, the Trolls were willing to tip you off to the Circle’s hideout. You journeyed there, and found yourself embroiled in a mighty battle between the Circle’s mystics and the strange Minions of Igneous. You defeated the villains, but learned that you had once again missed Sam Wincott. A group of Magmites had spirited him away, but not before the Circle could use Sam’s inherent magical abilities to locate the Cavern of Transcendence.
The situation was tense. The Circle knew the cavern’s location, and they would soon converge upon the portal at its heart. Talshak brought all his mystical powers to bear upon the defeated mages, and learned where the cavern was. You journeyed there and destroyed the eight obelisks that bound the portal. In doing so, you became its master. Now, the portal’s destination is defined by your wishes, and the Circle of Thorns will be unable to use it for evil. In the cavern, you also came face to face with Sam Wincott at last. You brought him to safety, earning the eternal gratitude of Lt. David Wincott, PCPD.
Strategy
The inclusion of a stealth porter (a character with stealth or invisibility plus Recall Friend) on the team will make the trial drastically easier. There are two places where this comes into play:
- Getting to the mission door. The mission door is at the center of the Tunnels of the Trolls. Fighting through the tunnels to the mission door entrance consumes a significant portion of the allowed 90 minutes. By employing a stealth porter, the team can simply bypass this obstacle. It is advisable for the stealth porter to have previously scouted out the tunnels so that he or she can more easily find the path to the mission door during the trial.
- Getting to the obelisks. Once you have fought your way into the mission’s main chamber, your team will need to separate so that each member is with an obelisk. These obelisks must all be clicked in unison. As it is not necessary to clear the entire mission map, a stealth porter can simplify the task by scouting to each obelisk and porting the teammates into place. Then, after clicking the obelisks, the porter can recall them all back together again. The difficult part of this task for the stealth porter is once inside the mission no map is available so they have to slowly and carefully move through the chamber until they find all 8 obelisks, porting teammate to each until they find and take up a position at the last one. Like any of these sort of missions it is a good idea for the leader to do a quick count down 3,2,1,… and then have everyone click their obelisk at zero. If anyone misses the cue the task will need to be repeated. Failure to click all 8 at the same time does not result in failing the trial .. just start again. Also, the Obelisks can be clicked on from quite a distance, making it easy to avoid any Pumicites that may be guarding the Obelisk.
- Countdown: A trick for everyone clicking on the obelisk at the same time is to use the countdown timer for the mission itself rather than using a manual countdown.




