|
Author:
Azure
Noir, SOLUS Foundation, Liberty Server
The Cavern of Transcendence trial access is awarded upon
completion of the story arc in the Hollows which begins with David
Wincott and ends with Talshak the Mystic. It is also quite possibly
the most challenging trial in CoH, both because of the amount of
strategy needed to pull it off and the level at which this task must
be accomplished. The typical 8 man team of death (i.e., the one
whose only strategy is "we all run in and kill things until
we're done) has no chance of pulling this off successfully. Strategy
and teamwork, however, will carry the day.
There are three key elements to successfully completing
Transcendence: Organization, Personnel and Objectives.
Organization.
More than anything, the team leader makes or breaks this
trial. Spending a half hour or so in preparation prior to the trial
will
make all the difference between a trial which is amazingly smooth and
one which is an utter disaster. Do your homework, make your
instructions to your team clear, have the equipment you need close to
hand, pick your team well, and set a good pace without panic.
Pre-Planning
Activities:
1. If possible given your character's level, go into the
Tunnels
and clear the fog of war by exploring the caverns. This counts
towards time spent for the Trolls Task Force badge, too. If your
character is low level or you don't have time to do this, go to
http://www.vidiotmaps.com,
get the map for the Tunnels, and print it. The map shows
where
the location of the door is for the trial and where the Hollows
entrances to the Tunnels are. You'll be using these maps to
help navigate your team to the trial door. The trial entrance is in
the dead center of the tunnel network.
2. If you are going to be the teleporter of the group,
absolutely
get the fog of war cleared if at all possible. If not, ask another
teammate to get the printed map referenced above or go clear the fog
of war so they can help you navigate to the trial door entrance.
3. Have a timer on hand. Set it for 2 minutes. You'll be using
this to keep track of durations on invisibility cloaks.
4. As you're assembling your team, make sure everyone
has
an awaken and a breakfree (some villains may use holds), plus plenty
of whatever inspirations they'll need to compensate for the fact that
they're exemped to a point where they do not have stamina.
You
may have an accidental death, and you do not want
people to
have to come running back through the tunnels to the trial point.
Personnel.
You need eight people for this trial. YOU MUST HAVE ALL EIGHT
PEOPLE TO COMPLETE AT LEAST THE FIRST PART OF THE OBJECTIVES. Make
sure anyone who goes into this will be able to stay for the full
time. You also need specific skill sets for the strategies discussed
in this guide to be carried out.
Team
Composition.
The strategies discussed here rely on having invisibility and
teleport friend available. The ideal pick is an illusion controller
with group and personal invisibility and teleport friend. However,
these strategies will also work if you have (as a minimum) one
individual with grant invisibility AND one individual with teleport
friend. This cannot be the same person. In a pinch, you can also
use someone with invisibility (full invisibility, not stealth) from
the Concealment pool who also has teleport friend. Some strategy
modification will be needed since you cannot teleport others when the
Concealment pool invisibility is active.
A warshade with Nova form is a plus to have as one of your
teleporters due to movement speed and flight ability. It is also
recommended that you have one tank, if not two, and plenty of damage
dealers. A good damage-mitigating defender or controller is also a
bonus.
Objectives.
Your objectives will change throughout the trial. You'll see
them
appear just under the mission timer. As each is completed, a
new one will come on screen.
Your mission is NOT to defeat everything between you and Sam
Wincott. Combat will slow you down and will inevitaably cause a team
wipe. The villains are there to try to slow you down –
fighting
them accomplishes nothing except delay. Your mission is first, to
get your teams to the obelisks and activate them simultaneously, and
second, to reach the point where you can defeat the guardians who are
holding Sam Wincott hostage. While you'll need muscle and
brawn
at the end to get Sam free, you need strategy to get to where he's
being held.
From a roleplay aspect, not engaging these critters
is
easily explained: Your goal is to rescue a scared little kidnapped
boy whose only crime is his magic talents and the fact that his
father is trying to clean up the Hollows. Any hero (one
hopes)
would agree, Sam's safety comes first before any personal gain.
Last but not least, remember that a team wipe may,
for
whatever buggy reason, trigger a mission failure, even if you
have
plenty of time left on the clock. You obviously
want to
avoid this.
PART
ONE: PRE-MISSION ASSEMBLY.
The minute the mission holder speaks to Karsis (the CoT mage
with
the mission), the clock starts ticking. Since everyone will be
auto-exemped down to a point where some people may not have travel
powers, a little pre-planning and pre-location can cut a good
five minutes from your time and prevent team deaths in transit, to
boot. You also want to make certain your team is clear on
instructions, has all the inspirations they need, and are in position
before that lock starts ticking.
All entrances to the Tunnels are not created the
same.
If you look at the Tunnels map, you'll see the northernmost tunnel
entrance is the one which is also closest to the trial
entrance.
This is *not*, however, the closest entrance to Karsis.
Choosing the entrance closest to the trial door will help you get to
the trial door more quickly, which is important given the duration of
the invisibility spell.
Only the person who has the mission needs to speak to
Karsis.
Assemble the rest of the team outside the entry point you have
chosen. Everyone needs to remain together outside the
Tunnels.
Ideally, among that team, you'll have a teleporter to bring in the
mission holder once s/he's talked to Karsis.
This is a good point to give your team mission instructions
and
strategy. Do give your team a quick overview of
what to
expect (i.e., trolls, CoT and AoE bombs in the tunnels, needing to
get one person to an obelisk to activate a bridge, etc.)
Stress
the importance of staying together and sticking ONLY to
objectives.
While some individuals on the team may be more active at times than
others, this is one project which *cannot* be completed without good
teamwork. Everyone is needed and everyone needs to be paying
attention, especially in the deep caverns, which are not easy to
negotiate. You may also want to use this time to finalize your team
composition. Got someone who's not paying attention or looks like a
potential problem child? Get rid of them now. One person who
doesn't follow the program can make or break the trial, and it's not
fair to the others to allow that to happen.
If you have more than one teleporter on the team, have them
pre-determine teleportation order now, also (i.e., one person gets
teammate 1, 3 and 5 and the other gets teammate 2, 4 and 6).
You'll be doing a *lot* of full-team transfers, and this can prevent
multiple teleporters and missed teammates, both of which can cause
confusion and delay.
Recommended: Give a general description of
the tunnels
and instructions for Part Two *only* at this point, give a
description of the cavern and instructions for Part Three *only*
outside the trial door, and then instructions for Part Four right
after the obelisks have been activated.
When everyone's clear on what you'll be doing to get
to the
trial door, have the mission holder speak to Karsis. If
possible, teleport your mission holder to the door of the
Tunnels, have everyone enter and then STAY PUT.
While
the area around the tunnel entrance is safe, troll mobs start
not too far past that, and the last thing you want is some noodlehead
pulling over the troll mobs while you're trying to transport the team
to the door - or worse, some noodlehead slowing the team down by
getting killed and having to be raised OR, even worse, having to hike
back from Skyway or Atlas.
PART
TWO:
GETTING TO THE TRIAL DOOR.
Your first goal is to get your entire team safely to the trial
door which leads to the cavern in which Sam is being held. Like the
Abandoned Sewer Trial, you have to thread through a pile of nasties
to get to the entrance where the trial really begins.
*Unlike*
AST, your clock is already ticking and you are auto-exemped down to
weenieland. Between you and the trial door are mobs of
lieutenant and boss trolls and CoT, and a lot of the troll mobs are
merrily building proximity bombs which will detonate if you get too
close.
Sound difficult? It can be. However, with the proper strategy,
you can get your team to the door in just under two minutes.
Given the labyrinthine nature of the Tunnels, it's fastest and
safest to just get one teleporter to the trial door. Outside the
trial door is an open, clear area much like the one just inside the
entrance, to which team members can be teleported safely. The
rest of the team should remain at the tunnel entrance until the
teleporter gets to the trial door. Note:
Even if you
have a controller with group invisibility, don't
move the
group through the Tunnels – your chances that someone will
get lost
and/or die when the cloak runs out raise exponentially when you do.
Deaths = wasted time.
If you have an illusion controller with personal invisibility
or
group invisibility and teleport friend, you're
set.
Personal invisibility is a toggle power and will remain active until
detoggled.
Chances are, however, you won't have an illusion controller
with
personal invisibility, group invisibility AND teleport
friend.
Therefore, your best candidate for this task is the teleporter with
the greatest speed. The invisibility cloak (both group
invisibility and grant invisibility from the concealment
pool) will
last just two minutes and it is key for getting around the AoE
proximity bombs. (This is one of two places where your
warshade
in Nova form can come in handy, obviously.)
WHAT WILL NOT WORK RELIABLY:
Stealth alone.
While it CAN be done, chances are the stealther will trigger a
proximity bomb. This goes for stealth from the concealment
pool, superspeed stealth, steamy mist, etc. You can save time
in this part of the mission; do it if you can.
Navigation
Process:
1. Have your map out and your timer ready. If your
fog of
war is cleared, you can just use your in-game map, which is
preferable.
2. Cloak your teleporter and put him or her into
motion. If
you have two teleporters, have your second teleporter keep a lock on
the first. Start your timer when the invisibility is
activated. Keep your in-game map open and use your printed or
in-game map to direct your teleporter if s/he takes a wrong turn or
otherwise needs direction.
3. At the thirty second mark, if your teleporter is not yet to
safety, tell them to find a safe area and hold. This is
especially important if you do not have a second teleporter.
4. The teleporter should NOT try to continue on if the spell
drops
before s/he gets to the trial door. Chances are
s/he will
trigger one of the AoE bombs, and it will delay the team more to have
to raise the teleporter. Instead, have the teleporter remain in the
safe zone and bring over the teammate with the invisibility cloak. The
teleporter can proceed from that location.
5. If the teleporter cannot find a safe location and
you have
an anchor teleporter, then bring the teleporter back and let your
teleporter in motion make a second try. Since s/he will have
cleared the fog of war from part of the path, chances are the second
pass will be successful.
6. Once at the trial door, the teleporter should bring in the
rest
of the team. Tell everyone to STAY PUT once
they're
brought in and do *NOT* go into the trial door until the team can
move together. Usually, the inside entrance is clear, but not
always. Again, team deaths = wasted time. Avoid it.
A note: If you have more than one teleporter, *always* have
the
first teleporter bring in the second one first, so that the rest of
the team may be transported more quickly. While this would
seem
to be a blindingly obvious thing to do, it's not always done.
At this point, your team of eight should be at the trial door
entrance. If all as gone as planned, you should be about two
minutes into the trial, quick, slick and safe.
This is the point to give the team the head's up on the
instructions for part 3. While this does take a moment or two
of time, it ensures everyone's fresh on the information and nobody's
confused.
PART
THREE:
ACTIVATING THE OBELISKS.
If you look at your in-game mission map when you step inside
the
trial door, you will see a black screen and the words 'no map
available'. This will not change as you travel through the
cavern, so it's important to have a good idea of the layout and
transmit that to your team ahead of time. It's VERY easy to
get
lost, fall in lava fissures, etc. If they have an idea of what the
place is like, so much the better.
Inside the trial door is a passage which leads to a huge
cavern,
fissured heavily with lava pits, dimly lit, and crowded with all the
lovely Igneous creatures which make the deep Hollows and Talshak's
missions so deadly - magma lords, elder pumicites and
pumicites.
In addition, you may also see the cream of the CoT boss mages,
including everyone's favorite, ruin and madness mages. Fun,
fun, fun. If you're really lucky, some of those mages may be
at
the end of the passage from the trial door, so make sure everyone
stays right at the entrance when they come in.
The cavern itself is roughly circular, with a very irregular
floor
and a lot of lava cracks. . In the center of the
cavern
is a lake of lava. Across from the lava lake is the door you
need to reach in order to get to the chamber where Sam Wincott is
being held. Eight passages extend from the cavern.
In
each passage is an obelisk, which is tied to a spell which will bring
down a rock bridge which goes over the lava lake
Your mission objective at this point is to activate the
obelisks.
To activate the spell, the obelisks must be touched at the same time,
which obviously means one person has to be stationed on each obelisk.
Your goal is to get your team stationed one per obelisk.
However, one or more of the obelisks may be guarded, generally by
several ruin or madness mages and various CoT lieutenant
uglies.
Leaving someone on a guarded obelisk while invisible or stealthed is
not an option. Suppression will kick in when the obelisk is
activated and that person will be spotted. Every now
and
again, all eight passages will be clear. However, that
doesn't
happen often.
The passages are, however, an excellent place to use to
regroup
your team or to refresh invisibility cloaks. Be sure to keep
that timer handy - while the power icons beside each name will give
warning of imminent failure, knowing exactly how long you have lets
you make better judgments on team placement.
There are two main strategy options at this point.
What
works will depend as much on the temperament of your team as your
skill sets. Drawbacks and advantages will be listed after
each
option. One general note goes, however: have travelers stick to the
outer edge of the cavern. There are fewer fissures and it's easier
to find the tunnels.
Strategy Option
One: Let's All Be Stealthy
Together.
1. Cloak your group and go from one tunnel to the next,
checking
to see if there are guards on the obelisk. This works best
if you have an illusion controller with group invisibility -
even as fast as grant invisibility renews, you'll have a problem with
cloaks staggering on the drop.
2. If you choose this option, you can either leave a team
member
at each obelisk as you go or do a complete circuit together, clear
what passages you must, then make a second circuit to drop off
teammates. Remember, however, the guards are nasty enough
that
you'll need your full team to take them. If you drop off members, you
may be stuck teleporting them right back and having to return them to
their original location, which can get confusing.
3. Obviously, if you go the 'drop off as you go'
route, your
teleporters and cloakers have to be the last stationed. Drop
your squishiest members off first and keep the sturdier ones with the
teleporters and cloakers as long as possible.
Advantages: It
keeps the team in action
and lets everyone get a look at the cavern, which really is extremely
well-done from the graphics perspective and well worth
appreciating.
Also, if you luck out and get no guards, you've got everyone dropped
off in no time.
Disadvantages:
Your cloak will run out
multiple times and you'll have to refresh it. It's very easy
for people to fall into cracks or just take a wrong turn, get
separated and find themselves in the middle of a bunch of very nasty
igneous lieutenants and bosses when their cloak runs out.
Also,
if you drop people off and find out the last tunnel is guarded (and
for some reason, that's always the one that is!) you'll have
to
teleport everyone from their station and then re-position them after
the fight.
Option
Two: Why Don't You Scout, Tonto?
1. Cloak your speedy teleporter and have him or her make a
circuit
of the cavern, then teleport the team to any guarded caverns.
As the cloak drops, the teleporter can bring the cloaker to his or
her location and have the cloak renewed, or if you're working with a
controller with group invisibility, the two can go together –
whatever works best. Use that timer and keep an eye on the cloak
time so that your scouts can concentrate on navigating the place.
2. Distribute teammates after all caverns are
clear.
If you have a backup teleporter, have this person ready for action.
This is another area where having a warshade with Nova form is
a
real plus; this part will go very fast.
Advantages:
With only one or two people in
motion, the chances that one will get lost is more unlikely.
You also do not have to worry about having to re-position your team,
as you might if you use the drop off as you go method. For these
reasons, this option is generally fastest and most efficient.
Disadvantages:
You have to make the rest of
your team wait, which can be a problem if people get fidgety.
Also, people don't get a chance to see the cavern itself
much.
Regardless of the method you've chosen, you should eventually
have
one team member in front of each obelisk. Now you just have
to
get them to touch the obelisks simultaneously. You can do a
countdown, or choose a time on the mission timer and tell everyone to
touch the obelisk at that time (i.e., "OK, guys, when our
mission master clock shows 1:14:45, touch your obelisk.")
If you fail to get a simultaneous activation the first time
around
(which happens more often than not), don't worry. There's no
penalty. Just repeat until you get it right.
As the obelisks are activated, you'll hear the sounds of many
tons
of rock slamming into place as the bridge appears in the lava
lake.
Talk about mind over matter!
PART
FOUR:
RESCUE SAM WINCOTT!
That's what you'll see as your mission objective, now that
you've
activated the obelisks. Everyone should also see a yellow
direction guide which points to the entrance where Sam is being held.
Again, you have to negotiate your team past the cavern full of
plug-uglies without engaging. There's only two groups of
Igneous you need or want to fight, and they'll be bad enough.
They're the group just outside the closed doorway behind which Sam is
being held, and the group *inside* the doorway guarding Sam.
The spot where you want your group to be is an area on the
bridge
which is midway between the greater cavern and the door leading to
Sam's imprisonment chamber. This is far enough in that your
group, assembled, won't attract the attention of the igneous in the
main cavern or the group guarding Sam's door.
As in the prior section, there are two options on how you can
do
this, which depend more on your teleporter's judgment and experience
than anything else.
Option One: If
your teleporter and your
cloaker know where to go, you can have the teleporter bring the
cloaker to them, then have the teleporter proceed to the point on the
bridge and bring the rest over.
While this is faster, it lacks some safety margin. The rest of
your team will not be cloaked, and if the teleporter has misjudged
the spot, the placement will draw aggro before your team is assembled
and ready.
Option Two: Have
your teleporter bring
everyone to his/her obelisk tunnel. If you have a controller
with group invisibility, cloak the group. If you're using
people with grant invisibility, have them start with the teleporter
and cloak on down the line while the teleporter is getting into
position. The teleporter should go into action, find the
location on the bridge, and bring the rest of the team over.
The cloak should not wear off until the last team members are being
teleported over.
Your team should now be assembled midway on the
bridge.
Here's where you need your tanks and damage dealers!
Getting
to Sam:
1. In front of you should be one group of pumicites, just in
front
of the door. Take them down.
2. Heal up, get prepared.
3. Send your sturdiest teammate to open the door. A
whole
world of hurt is going to land on this person when they do this, so
pick someone who can take it long enough for the rest of the
team to charge in and give support.
4. Sam Wincott is inside this room. So is a huge
elder
pumicite called Koago, who will con purple and has a *lot* of
knockback power. Koago, however, will try to run down the
bridge and into the main room. Don't let him or any of the
other pumicites escape; as in any hostage mission, if they aren't
taken down, Sam will not be released. (There is some debate
on
whether defeating Koago is necessary in order to release Sam;
however, he's going to be a problem if you don't, so for team safety
purposes, get him while you can.)
5. If Koago does get out, be careful fighting on the bridge -
one
good punch will land people into the lava pits on either side of the
bridge, and the sides are too steep to get out easily.
6. When the room is cleared, Sam is freed. You've
done it!
If you've had no mistakes or delays, this entire process
should
take no more than 45 minutes. However, mistakes do happen, as
do disconnects and other problems, so allow for that.
ENDNOTE:
Shortly after mission
completion, you
should be taken from the cavern automatically to the point outside
the trial door. The team will not be broken and everyone will
remain auto-exemped until the mission holder talks to Karsis.
You still have to get from the trial door back to the entrance.
If
everyone really
wants to, you can work on the Regenerator badge by fighting all the
trolls. However, you'll have to do it at low level - not a
lot
of fun – and you can come back at your real level to smash
them and
get the badge anyway. Unless you have no need to fear debt
and
want to take the insta-hospital transport route, you can go out the
way you came in (via cloak and teleport) or just cloak the mission
holder so he can go to Karsis.
Good luck, have fun
– and bring that
boy home safe!
|