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DESTINY CALLS: The Recluse's Victory Survival Guide

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dreamtwister Profile

Author: dreamtwister
View Profile of dreamtwister

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It's time.

Lord Recluse is making his move on Paragon City. But not in reality as you know it. His portal scientists have found one possible future where ARACHNOS rules the world - and a way to drag that future kicking and screaming into this one.

It's time to find out what you're made of, villain.
Are you ready to take on heroes on their own turf?
Can you face up to the full might of the Freedom Phalanx?
Do YOU have the power to change destiny?

Minimum Level: 40
Boost/Exemped to: 50
Villain Entrance: Grandville, portal behind the Patrons Room
Hero Entrance: Atlas Park, portal via DATA office in City Hall


HOW IT WORKS
Of all the PVP zones yet introduced into the game, Recluse's Victory is the most complex - and the most rewarding to play.
Set in an alternate version of Atlas Park, the overriding "game" of the zone is to capture seven Dimensional Anchors (bunkers).

To "win", and thus make Recluse's Victory one step closer to (or further from) reality, one side must control six out of seven bunkers. Sounds easy?

Forget it.


THE BUNKERS
Their status (villain control, hero control or neutral) will appear on your navigation HUD, and simply clicking on one will make it your next nav point.

Each bunker is protected by four Boss-level MG turrets. Beat these and then click on the centre console to capture them.

In a beautiful touch by Cryptic, each bunker's status shifts part of reality around it - watch as City Hall is stained black and sprouts Arachnos flags, or how the statue of Atlas slowly morphs into Recluse himself...

You'll also notice a shield (high +DEF) springs up around the central console, and four new missile turrets will appear as "pets" that you can target on specific enemies MM-style.

If left to their own devices, they'll simply target the nearest enemy. You can also click the console on any unoccupied friendly bunker to take control of the turrets.


PVE MOBS - DEBT WARNING
While your main concern will be dealing with enemy players, be wary of PvE mobs. Dozens of troops infest the area and while they may seem puny, enough of them can bring anyone down - with resultant debt. Being killed by a bunker turret will also incur debt. But you don't have to go it alone.


THE HEAVY HEAVY MONSTER SOUND
Lord Recluse may be an uncaring, evil despot, but he's a pretty clued-up employer and has provided proper facilities for destroying pesky Longbow - namely Arachnos Heavy Blasters.

Spawning as Level 54 Elite Bosses, these Malta Titan-sized spiders are near-indestructible and do phenomenal amounts of damage. Keep an eye on your Global pane for a system message saying one's ready, then find its launchpad
and click on the launch button to make it your pet. (Note to Stalkers... having one of these beasts follow you is fun, but not subtle...)

Naturally, the pesky heroes have one of their own - The Longbow Optimus Pri... sorry, Cataphract. Watching one of these duke it out with a Heavy Blaster is spectacular, though not something you want to see close up due to powerful AoEs. But even these mighty machines are no match for...


THE STATESMAN AND FRIENDS POWER HOUR
If one side controls four or more turrets, reinforcements will spawn - and so will their feared leaders. Watch the Global window for a system message saying "(Hero/Villain) Support Heading To..." and marvel as the Phalanx's Heroes or Recluse's Arch-Villains make short work of bunker defences... and any unfortunate player that happens to be nearby.

Note that they will not actually capture the bunker - they'll simply wander off looking for more trouble once the defences are down. If it's an enemy bunker, swoop in and grab it: if it's one of yours, patrol around it until the turrets respawn.

If you're feeling brave, a well-drilled squad of eight or more players CAN take down one of them for massive XP and a badge. Rad debuffs help - but they have 70,000+ HP and a high heal rate. Do not attempt lightly.

If you're not quite so suicidal, you could also just lure a Hero into the clutches of an Arch-Villain, sit back and watch the fireworks.


POINTS MEAN PRIZES
For each bunker capture, player kill or other key event you complete in the zone, you'll earn points. Clock up 1000 for an amazing temp power - the ability to summon a Heavy pet on demand. If your side win the zone a five-minute timer starts counting down to dimensional reversion. All kills during this time count double toward your total. But get moving - when the dimension resets, so does your score, and if you haven't got your thousand... tough!


GENERAL TACTICS
- Get in a team and co-ordinate your efforts. A single player trying to break down the turrets is likely dead meat: three or four can strip a bunker down easily.
- Be aware of - and use - your surroundings.
- Take plenty of inspirations.
- Do not set foot in the zone if you mind debt, but equally avoid inflicting it on opposing players. A "ganking" reputation will bring more enemies than you need.

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User Comments
  singularity on 05/14/06 20:32

Aww...*drools a puddle onto the floor, then proceeds to break out in tears* I WANT MY COH BACK!!!

Update: Heavy Launch Pads  dreamtwister on 05/16/06 07:42

There are three launch pads each for Heroes and Villains. Heroes are all on the West side, Villains have two on the East and one on the West.

VILLAIN 1: 350yds due W of the entrance tunnel.*
VILLAIN 2: Roughly 200yds E of point Bravo, on waste ground.
VILLAIN 3: 220yds W of Point Charlie and 180yds E of Hero Base marker, hidden under a bridge.
*NB Badge due north from here.

HERO 1: 140yds due W of point Alpha
HERO 2: 250yds SW of point Golf on a street corner.
HERO 3: 120yds S of point Foxtrot, almost due West of point Golf.

Update 2  dreamtwister on 06/22/06 11:57

Please note that the system message saying a Heavy is ready is bugged and discontinued, which is why you'll see players hanging around launch pads waiting for one to be ready.

Only three Heavies per side can be in play at any one time, which is another reason you'll find players (on both sides) camping the spawn pads.

It has come to my attention that some players have been teaming with the hated enemy heroes in order to earn the base capture badges - capturing a base, dismissing the defence turrets and then handing it over to the enemy.

Not only is this treasonous behaviour, it is INCREDIBLY irritating for every other player in the zone with the constant barrage of system messages.

Other heroes and villains in the zone may well then team up to take the both of you out, whereupon you will have to face the punishment proscribed by the mighty Lord Recluse- involving an angle grinder, lightly sprinkled napalm, a 500-litre acid tank and sixteen hours straight of Barney the Dinosaur. Believe me, you will pray for death long before the end comes.

(Note: While it's only "questionable" behaviour under the EULA, some GMs have also been rumoured to take offence at this last activity. If you really must do this, do it at 2am when the zone is empty).

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