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Author: dreamtwister
2,404 Views
3 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 bad WMD jokes, you'll have a lot to cope with...
Minimum level: 30
Level boosted to/exemped to: 38
Villain Entrance:via helicopter in St.Martial docks
Hero Entrance:via helicopter from King's Row
BACKSTORY:
Everyone's 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!
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 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
WARNING: both 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.
These will lead you underground. The first line of defence are Spiderlings - 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 to be dealt with.
Four are a problem.
Five are a threat...
Ten are deadly.
So deal with them as you encounter them. (Masterminds and teams should have no trouble with this.)
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 the Arachnoids in the area around the scientist out, then click on the scientist to get him/her to follow you back out. You'll be given an exit marker (same as hostage missions) to lead the scientists to, which is one of seven or eight Arachnos watchtowers.
Again, watch out for those Malta Titans when you come overground. It's here you encounter one of the nasty problems of Warburg. While Stealth and similar powers 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. So you have to travel slowly, unconcealed, across open terrain, while this berk follows you...
Some might say you could save time by just getting a bullseye tattoo. A player defeat here will not only rob you of a chunk of code key if you've got one already, but they can also get your scientist to follow them instead!
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).
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 once.
There is of course another option. Simply hide by the final terminal until someone comes along with a complete key...
...but you wouldn't be that evil to rob someone of all that hard work.
Would you?
KNOWN ZONE BADGES:
Triumphant: visit 228, 274, 32 (top of globe monument)
Tunnel Rat: visit -1218, 1, 145
Weapon of Mass Destruction -751, 146, 0 (W side of rocket gantry, quite high up)
Web Master: spend 5 hours in Warburg
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