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Difference between revisions of "Tyrka"

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(Added contact information)
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The report ends with details about what Swan and Mynx discovered in the Golden Giza, which is that Darrin Wade is your partner in this whole plan. Aurora suggests that Longbow and any able-bodied hero should stop at nothing to apprehend you and Wade, as you've both proven yourselves to be extremely dangerous. You have a feeling that Wade has some sort of plan in his mind for all of this, and you're prepared for your friendly working relationship with Wade to reach a possible sour ending; not many partnerships in the Isles tend to end with both sides getting what they want, and you'll be sure that ''you'' get what you want at the end of all this.
 
The report ends with details about what Swan and Mynx discovered in the Golden Giza, which is that Darrin Wade is your partner in this whole plan. Aurora suggests that Longbow and any able-bodied hero should stop at nothing to apprehend you and Wade, as you've both proven yourselves to be extremely dangerous. You have a feeling that Wade has some sort of plan in his mind for all of this, and you're prepared for your friendly working relationship with Wade to reach a possible sour ending; not many partnerships in the Isles tend to end with both sides getting what they want, and you'll be sure that ''you'' get what you want at the end of all this.
  
==== {{UL|Part One: Something or Other}} ====
+
==== {{UL|Part I: Something or Other}} ====
 
{{Missing}}
 
{{Missing}}
 +
 +
==== {{UL|Part II: The Sound of Chaos}} ====
 +
'''Briefing'''
 +
 +
Malaise is not being kept in the Zig. It's a smart move on their part, we had stolen detailed plans on the infrastructure of the Zig from Arachnos some time ago.
 +
 +
No, instead they have Malaise in a safe house nearby, one that is armed to the teeth to ensure no one tries a direct assault. Even you, {{Character}}, would be blasted to bits if you tried to walk in there. To be fair, almost anyone would be blasted to bits if the walked in there.
 +
 +
Luckily for us, the Dirge of Chaos will allow us to walk right into the safe house. We hook into the speaker system that's within the safe house to play the music, causing everyone to go crazy.
 +
 +
* {{green|And then I'll need to ensure that system cannot be turned off.}}
 +
 +
 +
'''Mission Acceptance'''
 +
 +
Exactly. I have a good feeling that {{yellow|'''Manticore'''}} will be able to figure out how to turn that system off. Now, he may or may not actually be there, but it's imperative that we leave Sister Psyche with no other option than to ''absorb'' the negative energy being given off by the music.
 +
 +
This will put her in an extremely weakened stage, allowing Malaise to dive inside of her mind. Now, we've stolen one of the Nemesis mole machines. It will get you to the sewer network below the safe house.
 +
 +
We're already cutting it close, as the safe house has several precautions to check for any underground disturbances. This is why you may have quite a trek to get up there. Once you set up the Dirge, the security systems should freak out, allowing you to simply leave the sewers and ''walk'' into the front door.
 +
 +
As you see, {{Character}}, there is quite a lot of riding on this. {{orange|'''Just be careful, as you'll most likely have to fight off Manticore, if he's there.'''}}
 +
 +
 +
'''Unnecessary Solicitation'''
 +
 +
We risk Malaise being moved to another safe house if we wait to long, {{Character}}.
 +
 +
 +
{{Mission Objective|Entrance=The Nemesis machine shoots out from the ground, leaving you within the depths of the Paragon sewer system.|Primary=Play the Dirge of Chaos|Secondary=|Additional=**Get to the sewers and set up the dirge within one of the crates.
 +
**Get into the warehouse and destroy the scanner systems.
 +
**Defeat Manticore|Completion=The plan is finished! Sister Psyche will have to absorb the negative energy to stop all of this, leaving her in a weakened state.}}
 +
 +
'''Enemies'''
 +
 +
{{Enemy Hydra}}
 +
{{Enemy Longbow}}
 +
{{Enemy Shining Stars}}
 +
 +
'''Notable NPCs'''
 +
* Manticore {{Named|Faction=Freedom Phalanx|Type=Manticore|Text=Elite Boss}}
 +
* Grym {{Named|Faction=Shining Stars|Type=Grym|Text=Boss}}
 +
* Dillo {{Named|Faction=Shining Stars|Type=Dillo|Text=Boss}}
 +
* Security Expert {{Named|Faction=Longbow|Type=Longbow Ballista|Text=Elite Boss}}
  
 
==See Also==
 
==See Also==

Revision as of 12:54, 11 December 2011

Overview

Tyrka
Tyrka.jpg
Zone St. Martial
Coordinates (-1304, 118, 1969)
Level Range 30-40
Introduced By None
Introduces None
Enemy Groups +++ Missing Information +++
v  d  e


Tyrka is a villain contact in the Babylon neighborhood of St. Martial at coordinates (-1304, 118, 1969). Her level range is 30-40. She is standing +++ Missing Information +++. Tyrka is the fourth contact in the villain-side Who Will Die Signature Story Arc available on the Paragon Market or free with subscription.


Introductions

Contact Introduced By

None; Tyrka is introduced by contact popup at the appropriate level.

Contact Introduces

+++ Missing Information +++

Information

Former Circle Mage

Tyrka is a former Circle of Thorns mage. There aren't many members of the Circle of Thorns who willingly abandon thousands of years of tradition, but Tyrka seems to have been swayed enough by someone to leave the Circle of Thorns. It's assumed from the body that Tyrka's spirit is female, though Tyrka has never confirmed that suggestion.

Contact Unlocked

+++ Missing Information +++

Prior to Introduction

Missing Prior to Introduction Dialogue

Initial Contact

Missing Initial Contact Dialogue

Too Low Level

Sorry, my dear Character, but this task requires you to be at least threat level 30.

Content Not Purchased

You need to purchase the fourth episode of the first signature story arc, Who Will Die, or be a VIP in order to play Tyrka's story arc.

Missions

Story Arc Name

Souvenir

Aurora's Report

You were sent this official report that was made by Aurora Borealis regarding the incident with you, Malaise, Johnny Sonata, and Sister Psyche. Darrin Wade left his elaborate signature on a piece of paper of the report, indicating that he somehow obtained this for you to see. At the top of his note are the words...

Masterpiece

The report by Aurora Borealis begins by saying how she believes you forced Johnny Sonata to record a song on the artifact known as the Dirge of Chaos. Mynx and Swan of the Vindicators went to investigate the connection between you and Johnny Sonata after you attacked the safe house that Malaise was being kept in.

Aurora goes into great detail about the battle you had within Psyche's mind, putting full blame on you and Malaise for doing a great deal of damage to Sister Psyche. She mentions how you fought off every wave of psychic defenders that seh and Sister Psyche created and warns that you're much more powerful than they had previously thought.

The report ends with details about what Swan and Mynx discovered in the Golden Giza, which is that Darrin Wade is your partner in this whole plan. Aurora suggests that Longbow and any able-bodied hero should stop at nothing to apprehend you and Wade, as you've both proven yourselves to be extremely dangerous. You have a feeling that Wade has some sort of plan in his mind for all of this, and you're prepared for your friendly working relationship with Wade to reach a possible sour ending; not many partnerships in the Isles tend to end with both sides getting what they want, and you'll be sure that you get what you want at the end of all this.

Part I: Something or Other

+++ Missing Information +++

Part II: The Sound of Chaos

Briefing

Malaise is not being kept in the Zig. It's a smart move on their part, we had stolen detailed plans on the infrastructure of the Zig from Arachnos some time ago.

No, instead they have Malaise in a safe house nearby, one that is armed to the teeth to ensure no one tries a direct assault. Even you, Character, would be blasted to bits if you tried to walk in there. To be fair, almost anyone would be blasted to bits if the walked in there.

Luckily for us, the Dirge of Chaos will allow us to walk right into the safe house. We hook into the speaker system that's within the safe house to play the music, causing everyone to go crazy.

  • And then I'll need to ensure that system cannot be turned off.


Mission Acceptance

Exactly. I have a good feeling that Manticore will be able to figure out how to turn that system off. Now, he may or may not actually be there, but it's imperative that we leave Sister Psyche with no other option than to absorb the negative energy being given off by the music.

This will put her in an extremely weakened stage, allowing Malaise to dive inside of her mind. Now, we've stolen one of the Nemesis mole machines. It will get you to the sewer network below the safe house.

We're already cutting it close, as the safe house has several precautions to check for any underground disturbances. This is why you may have quite a trek to get up there. Once you set up the Dirge, the security systems should freak out, allowing you to simply leave the sewers and walk into the front door.

As you see, Character, there is quite a lot of riding on this. Just be careful, as you'll most likely have to fight off Manticore, if he's there.


Unnecessary Solicitation

We risk Malaise being moved to another safe house if we wait to long, Character.


Mission Objective(s)

The Nemesis machine shoots out from the ground, leaving you within the depths of the Paragon sewer system.

  • Play the Dirge of Chaos
    • Get to the sewers and set up the dirge within one of the crates.
    • Get into the warehouse and destroy the scanner systems.
    • Defeat Manticore

The plan is finished! Sister Psyche will have to absorb the negative energy to stop all of this, leaving her in a weakened state.

Enemies

V badge Hydra.png Hydra
V badge Longbow.png Longbow
V badge ShiningStars.png Shining Stars

Notable NPCs

See Also