Difference between revisions of "Lambda Sector Trial"
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* In general, it's best to clear the courtyard, including the turrets which attack flyers, before going to fight the elevator's guard. This gives fewer allies to help Marauder during the final fight. | * In general, it's best to clear the courtyard, including the turrets which attack flyers, before going to fight the elevator's guard. This gives fewer allies to help Marauder during the final fight. | ||
− | * The two teams should split up when going down the elevators each team making sure to destroy a different type of thing in a different area. This will ensure a more even dispersal of the temporary powers and maximize the amount of time that you have before Marauder arrives. For each pair of crates/chambers destroyed, the timer will be extended by one minute. | + | * The two teams should split up when going down the elevators each team making sure to destroy a different type of thing in a different area. This will ensure a more even dispersal of the temporary powers and maximize the amount of time that you have before Marauder arrives. For each pair of crates/chambers destroyed, the timer will be extended by one minute. If one team finishes before the other, they should go help the other team once they are teleported back to the lobby of the building. |
− | * The | + | * The temporary power, [[Molecular Acid]] should be used to remove the reinforcement portals before Praetor White is engaged at all as the IDF forces that are summoned through them can easily overwhelm some leagues. |
* After the reinforcement portals are gone, the second type of temporary power, the [[Pacification Grenade]], can be used to placate Marauder and lower his defenses. In the objective window, there is a bar showing when Marauder is enraged or placated. Also, a splash text will say when a Pacification Grenade can be used. | * After the reinforcement portals are gone, the second type of temporary power, the [[Pacification Grenade]], can be used to placate Marauder and lower his defenses. In the objective window, there is a bar showing when Marauder is enraged or placated. Also, a splash text will say when a Pacification Grenade can be used. |
Revision as of 02:51, 10 April 2011
Contents
For information on the Lambda Sector itself, see its own entry or Neutropolis.
Overview
The Lambda Sector Trial is one of the first two Incarnate Trials to be released with Issue 20. As such, it is one of the first (and so far along with the Behavioral Adjustment Facility Trial, one of the only) instances of gameplay that was designed with Leagues in mind. Two teams of eight people can raid the Lambda Sector.
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.
Incarnate Components will drop during this trial, and Physical Incarnate Experience is gained towards unlocking the Alpha, Interface and Destiny Incarnate Slots.
The Lambda Sector Trial | |
---|---|
Team Size | {{{size}}} players |
Badge | Lambda Leader |
Enemy Groups |
Imperial Defense Force Praetorians |
The Lambda Sector Trial is an incarnate Trial that takes place in Praetoria. There is no contact for this trial, though it could be argued that Prometheus is your contact. However, rather than going to anyone for a mission, the players use the LFG Menu to find other interested players. The trial consists of a single mission that has three stages: Clearing the street of the IDF troops that guard the door, defeating the security robot that guards the elevators, smashing as many of the supplies as possible before Praetor White arrives (the two teams typically split up in this section with each team handling a different type of supply. The benefit here is that every destroyed pair of items gives temporary powers, and delays Praetor White's arrival), and finally defeating Praetor White himself once he shows up.
Notable NPCs
- Marauder (Arch Villain)
Rewards
Lambda Leader | Complete the Lambda Sector Trial | |
Synchronized | Destroy a Weapons Cache and an Incubation Pod within 2 seconds of each other during the Lambda Sector Incarnate Trial. | |
Well-Stocked | Complete the Lambda Sector Trial having acquired 10 Pacification Grenades and 10 Molecular Acids but using none of them | |
Antacid | Complete the Lambda Sector Trial having acquired 10 Molecular Acids but using none of them. | |
Lambda Looter | Complete the Lambda Sector Trial having acquired 10 Pacification Grenades but using none of them. | |
Master of Lambda Sector | Earn the Synchronized, Well-Stocked, Antacid, and Lambda Looter badges. |
- Incarnate Threads drop instead of Incarnate Shards.
- Physical Incarnate Experience, which unlocks the Alpha, Interface, and Destiny Slots is awarded if any of those slots is locked.
- The following actions during the Trial award an Astral Merit:
- Collecting all Molecular Acids inside the facility.
- Collecting all Pacification Grenades inside the facility.
- Completing the sabotage of the facility by performing both of the above awards an additional Astral Merit.
- Completing any of the Achievement badges will award an additional Astral Merit and a random Uncommon Component. The Uncommon Component is only awarded the first time you get the badge but the bonus Astral Merit can be earned multiple times as long as the requirements for the badge is fulfilled, even if you already have the badge.
- Once per 20 hour period, an Empyrean Merit will be awarded upon successful completion of the Trial.
- Any successive completions within the same 20 hour window will instead award an Astral Merit.
Strategy
- In general, it's best to clear the courtyard, including the turrets which attack flyers, before going to fight the elevator's guard. This gives fewer allies to help Marauder during the final fight.
- The two teams should split up when going down the elevators each team making sure to destroy a different type of thing in a different area. This will ensure a more even dispersal of the temporary powers and maximize the amount of time that you have before Marauder arrives. For each pair of crates/chambers destroyed, the timer will be extended by one minute. If one team finishes before the other, they should go help the other team once they are teleported back to the lobby of the building.
- The temporary power, Molecular Acid should be used to remove the reinforcement portals before Praetor White is engaged at all as the IDF forces that are summoned through them can easily overwhelm some leagues.
- After the reinforcement portals are gone, the second type of temporary power, the Pacification Grenade, can be used to placate Marauder and lower his defenses. In the objective window, there is a bar showing when Marauder is enraged or placated. Also, a splash text will say when a Pacification Grenade can be used.
- The temporary powers can actually be passed from one player to another. Leagues often give all of one type of temporary power to one team member (usually the team leaders) to keep track of them. It was also the practice to do this during Beta since during Beta you could waste temp powers by casting several on the same target at the same time, however, the game mechanics prevent that now on the Live Servers. If a Molecular Acid is used on a portal, then there is no more target for another Acid. If the Pacification Grenade is used on Marauder, then another Grenade can't be used until his Rage has returned.