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Author: dreamtwister
3,864 Views
5 Comments
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Warburg is the third PVP zone available to you - and just like the other two, has some very tasty rewards to offer those brave enough to enter.
However, there's plenty of danger too, and not just from mobs... you'll be facing some of the highest level player enemies in the game. It's a Free For All zone - heroes can attack villains, villains can attack villains, and you'll even see some hot hero-on-hero action if you're lucky.
If you're planning on entering, some kind of Stealth power is a must- but it won't help you all the time (see below).
So between elite Arachnos troops, murderous players, and really, really bad WMD jokes, you'll have a lot to cope with...
Minimum level: 30
Level boosted to/exemped to: 38
Hero Entrance:via helicopter from King's Row Police HQ (fly/jump to marker or use Police HQ main doors)
Villain Entrance:via helicopter in St.Martial docks
BACKSTORY:
Everyon suspected that Recluse had access to Weapons of Mass Destruction, and some even dared question him openly on it.
However, he doesn't have them any more... Marshal Blitz does! He's also taken an entire division of Recluse's finest troops over to his own side, joined forces with the Malta Group, and plans on forming his own rogue state!
So Heroes want to secure these weapons (as deterrents, obviously), and Arachnos is happy to let any Villains keep hold of anything they can take off Blitz...for now.
INSTANCED MISSIONS
The Warzone Operative hands these out, which buff/debuff heroes and villains in the zone. They seem to give very good XP, but since it's a FFA zone it's every crim and every hero for themselves! These will be available to you from levels 30 to 38. Sometimes you may be awarded a Phase Shift type temporary power, but this seems to be rare.
IT'S NOT ROCKET SCIENCE...
Fancy getting your hands on your very own WMD? No need to bring an army, just saddle up and ride on in. Unlike Bloody Bay, this Temp Power collection can easily be successfully solo'd...with a bit of care.
The first thing to do is travel to the WEB. This is Arachnos' underground WMD research and launching facility, but hides some of his other nasty little secrets as well. You'll meet them in a minute...
Enter the Web at one of these points (use /loc to find your position:)
200/0/-500
920/10/500
-1218/1/145
WARNING: the first two of these entrances are regularly patrolled by a pair of Level 41 Malta Titans. You really don't need that kind of attention, so wait for them to pass by before entering or exiting.
The third entrance does not seem to be patrolled and will earn you the Tunnel Rat badge, but it's a LONG way to get to the scientists.
Once underground, you'll encounter the WEB's first line of defence. Spiderlings are little robot drones with MG and close-range slash attacks. Alone, they're a nuisance to be swatted without a second thought.
Two are an annoyance.
Three are a task.
Four are a problem.
Five are a threat...
...get the idea?
So deal with them as you encounter them. Blasters and Controllers with AOE effects should have no trouble clearing them en masse and they'll be fleabites to the average Tank, but enough fleabites can bring down an elephant...
Once you reach the main chambers, you'll meet the Arachnoids - a failed experiment aimed at creating genetically modified supersoldiers with spider arms and legs. These beasties have some of the Arachnos scientists trapped.
Wipe out the Arachnoids in the area around the scientist, then talk to (click on) the scientist to get him/her to follow you back out. You'll be given an exit marker to lead the scientist to, which is one of seven or eight Arachnos watchtowers.
Since travelling through the WEB is much more dangerous, no matter where the tower is use your nearest exit to take your scientist back to fresh air (remembering to clear the Spiderlings as you go.)
Again, watch out for those Malta Titans when you come overground. It's here you encounter one of the nasty problems of Warburg. While Invisibility will keep you safe from mobs and other players, the scientists can't follow you while you're invisible and will stop following you if you turn on the power. Stealth and Cloaking Device don't seem to have the same problem, but you do need to travel slowly to keep the scientist on a short leash.
Once you reach the tower, you'll find it's guarded by several high-level Rogue Arachnos. Wipe 'em out and lead the scientist in to the tower. They'll give you one third of the code key as thanks.
Repeat this twice more. You can go to the same scientist spawn point if you want, there will be another one there. Sadly only one scientist can follow you at a time, so don't get greedy.
Once you have all three code keys, head back to a Web entrance and check your Map. Three coloured icons have appeared, each corresponding to a different terminal - one for Nuclear weapons, one for Biological weapons, and one for Chemical weapons.
Pick which weapon you want and travel to the requisite terminal. (Nuclear is Extreme DOT / - End / - Recovery over a massive area, with special effects vs Robots. I'll let you find out what the others do for yourself).
You'll now begin glowing bright green (as on the Bloody Bay mission) to let everyone around you know you have a stealable, complete key. Great. Run/jump/fly like hell to the Launch Control panel on the surface (also marked on your map and compass).
After checking for lurking Stalkers and anyone else who could steal your prize, click on the terminal, and watch with satisfaction as your payload flies into orbit - one of the best anims in the game - and you're rewarded with your wonderful (but sadly one-shot) power. You can only have one of these at a time, but it's worth it just for the beautiful and enormous explosion.
KNOWN ZONE BADGES:
Triumphant: visit 228, 274, 32 (top of globe monument)
Tunnel Rat: visit -1218, 1, 145
Weapons Inspector: -751, 146, 0 (W side of rocket gantry, quite high up)
Web Master: spend 5 hours in Warburg
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