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{{Related|Augmentation Gems}}
{{Quest Summary
{{Quest Summary
  |    Patch Introduced = [[Winter's Knight]]
  |    Patch Introduced = [[Winter's Knight]]
Line 4: Line 5:
  |            Updated =  
  |            Updated =  
  |  
  |  
  |          Live Image = Live.jpg
  |          Live Image = Celestial Hand Blade Live.jpg
  |  Live Image Caption =  
  |  Live Image Caption = Celestial Hand [[Commander]]
  |          Quest Type = Solo
  |          Quest Type = Solo
  |          Kill Task = False
  |          Kill Task = False
  |      Start Location = [[Operations Aid]] in Society Chapterhouse
  |      Start Location = [[Operations Aid]] in Society Chapterhouse
  |              Timer = 20 days
  |              Timer = 13 days
  |    Time to Complete = 40 minutes
  |    Time to Complete = 40 minutes
  |  Level Restrictions = 180+, Society Master rank
  |  Level Restrictions = 180+, Society Master rank
  |  Level Suggestions =  
  |  Level Suggestions = 200+
|          Contracts = [[Contract for Aug Gem: Society]]
  |        Item Rewards = [[Blank Augmentation Gem]]
  |        Item Rewards = [[Blank Augmentation Gem]]
|    Luminance Reward =
  |      Max XP Reward = None
  |      Max XP Reward = None
  |              Titles =  
  |              Titles =  
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}}
}}
== Quest Overview ==
== Quest Overview ==
Feuding Societies are now going after each other by infiltrating each others basements.  Your mission, if you choose to accept it, is to sneak in, do as much damage as you can and get out.  You have 40 minutes to complete the tasks.  '''Only one person may attempt this quest at a time from each society!!!
Feuding Societies are now going after each other by infiltrating each others basements.  Your mission, if you choose to accept it, is to sneak in, do as much damage as you can and get out.  You have 40 minutes to complete the tasks. A strong mage can complete this quest in as little as 10 minutes.  '''Only one person may attempt this quest at a time from each society!!!
'''
'''


Line 35: Line 38:


== Walk Through ==
== Walk Through ==
# Talk to the [[Operations Aid]] in your Society's Chapterhouse.  If the quest is available, the Aid will teleport you to a room with an [[Operations Specialist]] and an exit portal.  Talk to the Specialist, and click "Yes" only once you are ready to begin.
# '''Flagging.''' Talk to the [[Operations Aid]] in your Society's Stronghold ( In the west wing of the Faction Stronghold near the society armor NPCs.).  If the quest is available, the Aid will teleport you to a room with an [[Operations Specialist]] and an exit portal.  Talk to the Specialist, and click "Yes" only once you are ready to begin.
# Head to the hallway on your left from the drop, and clear the spawns on both sides (there is no need to kill spawns in main room)As you approach each side room, you can lure the soldiers out into the hallway staying out of the line of fire from archers and mages.  Once both side rooms are clear, this will open a door further in. **You need to pass the entry-way to each room in order for the door to open. '''If you are a melee or archer, the soldiers' shields will pose a serious problem.''' The solution lies in the use of the [[Blighted weapons]] -- they are shield hollow and have a high attack bonus.  You will still need to imperil the soldiers at a minimum, but this can easily be accomplished with an [[Incomparable Lense]] or [[Alchemical Phials]].  If you have neither of these abilities, you'll want a [[Royal Runed Slashing Baton]] in order to cast Futility on your targets.
# '''Clear Two Rooms.''' Run, don't fight, out of the south hallway into the main room and turn left into the west hallway taking either split past the first room and stop. Kill any spawn that followed. Then clear the side room on that split and go back to the other split in the west hall and clear it. Both small side rooms must be killed. (There is no need to kill spawns in main room you passed as you went from the south hall to the west hall.) As you approach each side room, you can lure two of the soldiers into the hallway staying out of the line of fire from archers and mages.  Once both side rooms are clear, this will open a door further in towards the west. **You need to pass the entry-way to each room in order for the door to open.
# Kill the Soldier in the next room and loot the key on his corpse.  Unlock the Supply Room door and use the lantern which will set the supply crates ablaze.
# '''Supply Room.''' Kill the Soldier in the next room and loot the [[Supply Room Key]] on his corpse.  Unlock the Supply Room door and use the [[Lantern]] which will set the supply crates ablaze. '''Occasionally the Lantern will set the crates ablaze but will not unlock the east hall door. If this happens, wait for the Lantern to respawn and try again.'''
# Head back to the main room and run across to the next set of doors that have opened.  Kill both sets of Master Soldiers by luring them into the hallway and loot two keys from their corpses (loot immediately from each side).  Again, no need to kill the remaining spawns in the side rooms - saving time.  One key will unlock a door to a weapons room and the other to the locked door in the main room.
# '''Main Keys'''.  Head east back to the main room and run across to the east hall and the next set of doors that have opened.  Kill the two Master Sodiers in the hallway on both sides of the split for the two [[Main Key]]s No need to kill the remaining spawns in the side rooms - saving time.  One key will unlock a door to a weapons room and the other to the locked north door in the main room.
# Unlock weapons room and loot all three weapons on the ground.
# '''Loot Weapons'''.  Unlock weapons room and loot all three weapons on the ground. '''Sometimes the weapons do not spawn properly. If this happens, leave the area, head back to the main room or west room, and spend a couple of minutes there. Usually the weapons will spawn after a few minutes.'''
# Head back to the main room and unlock the remaining door (again, no need to kill spawn if you're quick). Once inside door, head back to the split hallway in order to stay out of line of fire from main room spawn.  Bring one of the Master Soldiers out from the room into hallway and kill him looting the key he drops.
# '''Prison Key'''.  Head back to the main room and unlock the remaining door before the spawn in the main room has a chance to attack you. Once inside door, head back to the split hallway in order to stay out of line of fire from main room spawn.  Bring one of the Master Soldiers out from the room into hallway and kill him looting the [[Prison Key]] he drops.
# Continue to a closed door and a "T" in the hallway.  Head right and unlock the two doors with the prison key.  Note that the prison doors are not directly across from one another.  Talk to the Captives inside to free them.
# '''Free Captives'''.  Continue to a closed door and a "T" in the hallway.  Head right and unlock the two doors with the prison key.  Note that the prison doors are not directly across from one another.  Talk to the [[Captive (Level 200)|Captives]] inside to free them.
# Head back up and across to the Smelting Forge. Place one weapon inside and it will take all three weapons, destroying them.
# '''Vat'''.  Head back up and across to the [[Smelting Vat]]. '''There is a bug in this quest though. The door into the room with the smelting pot should be unlocked after the prisoners have been freed. Sometimes however the door will remain locked. When the door is locked there is a small chance you can wait for the prisoners to reappear, free them, and finish the quest. This bug appears to have something to do with timers not resetting from the previous questor.''' Place one weapon inside and it will take all three weapons, destroying them.
# Once the weapons are destroyed, the final door at the "T" will open where you will face a Commander. '''There is no need to defeat him.''' Simply run past him and use the documents behind him.
# '''Commander and Documents'''.  Once the weapons are destroyed, the final door at the "T" will open where you will face a [[Commander]]. You must defeat him before you can use the [[Documents]], otherwise you will receive a message that you do not safe with the Commander nearby. In certain cases, you can avoid killing the Commander by trapping him on the spiral staircase and simply running past to use the documents. If he is not on the top level but trapped below you will be able to use the documents without killing him. A melee character pressed for time can save several minutes with this strategy.
# Use the documents and you will be portaled back to the Operations Specialist.  Talk to him to receive your reward.
# Pick up the documents that can be found by pressing the '/' key after killing the Commander and you will be portaled back to the Operations Specialist.  Talk to him to receive your reward.
 
== Strategies ==
 
=== General Strategies ===
* If you have a high base [[Assess Creature]], you can use the [[Utterly Flawless Lense]] or [[Incomparable Lense]] to Imperil enemies quickly.
* If you have a high base [[Alchemy]], you can use the [[Alchemical Throwing Phials]] to Imperil and Vuln your targets.
 
=== Master Soldiers ===
* The [[Master Soldier|Master Soldiers]] have an extremely high melee defense and a shield. Debuffing the shield does not significantly improve damage -- you must use a weapon that ignores shields.
* If you have a [[Weeping Weapons|Weeping weapon]], you will find it difficult to hit them, even with 530+ buffed skill. You must either used a [[Blighted Weapons|Blighted weapon]] (which has a higher attack modifier) or debuff their weapons melee defense modifier. Since hitting them is a challenge, using a [[Royal Runed Weapons|Royal Runed Weapon]] is not feasible until their melee defense modifier is debuffed. If you do choose to use a [[Weeping Weapons|Weeping weapon]], make sure you use an elemental one.
* Debuffing their weapons can be accomplished by using a [[Royal Runed Slashing Baton]] to land [[Futility]], and then casting [[Wi's Folly]]. Note that the [[Master Mages]] will cast level 8 magic ineptitudes on you, except for [[Item Enchantment]]. A 360 buffed skill with [[Futility]] gives a somewhat decent chance to affect them.
* If you are an archer, using a [[Weeping Weapons|Weeping weapon]] and [[Royal Runed Weapons|Royal Runed Weapon]] on the [[Master Soldier|Master Soldiers]] is usually fine.
* Summoned pets can help greatly with getting the soldiers turned away from you, negating their shield. A high-damage summoned pet combined with a Spectral Life rare make short work of the soldiers.
 
== Strategies for Melees==
* Use a magic absorbing shield.
* Do not stand toe-to-toe with the Mages in the first two rooms.  Hit one, then leave room and heal.  Come back and repeat until they are dead.
* Use a Spectral Rare from Lord M quest.  The rare costs only 2 Lord Mhoire Coins and it raises your skill enough to kill quickly.
* Use Dispell Gems when taking on the mages.
* After the store room is set on fire, you do not need to worry about killing mages or archers any more.  Lure the soldiers out of each room and kill them in the hallway.
* Do not try to heal inside the rooms with mages.  Run to the hall and heal.  The mages and archers will not follow you.
* Use Blighted/Weeping Weapon on the soldiers.
* Use Acid Rend Weapon on archers and Mages.
 
 
=== Master Archers ===
* These have an extremely high melee defense skill as well. See above strategies for countering it.
* If you are a Player Killer, you can use a [[Black Page of Salt and Ash]] to get an additional 10% attack skill modifier.
 
=== Master Mages ===
* These have a higher magic defense, but a lower melee defense than the rest. A good weapon with rending capability will help.
* They debuff magic skills with 8s, so a [[Spectral Mastery Crystals|Spectral Rare]] or a [[Society Gem of Dispelling]] comes in handy if you are a mage.


== Items ==  
== Items ==  
{{Item Table|Caption=Quest Items|??}}
{{Item Table|Caption=Quest Items|Documents|Main Key|Prison Key|Well Crafted Sword|Well Crafted Wand|Well Crafted Bow|Lantern|Smelting Vat|Supply Room Key}}


{{Item Table|Caption=Rewards|??}}
{{Item Table|Caption=Rewards|Blank Augmentation Gem}}


== Images ==
== Images ==
Click image for full size version.
Click image for full size version.
<gallery widths=200px heights=200px perrow=3>
<gallery widths=200px heights=200px perrow=3>
File:Live.jpg|Caption
File:Documents Live.jpg|Documents
File:Live.jpg|Caption
File:Smelting Vat Live.jpg|Smelting Vat
File:Commander Live.jpg|Radiant Blood Commander
</gallery>
</gallery>



Latest revision as of 17:25, 4 September 2016

Related topics: Augmentation Gems

Walk Through ___ Items ___ Lore & Dialog ___
Quest Summary
Quest Type: Solo
Start Location: Operations Aid in Society Chapterhouse
Timer: 13 days
Time to Complete: 40 minutes
Level Restrictions: 180+, Society Master rank
Level Suggestions: 200+
Contracts: Contract for Aug Gem: Society
Rewards Summary
Items:
Full details here
Blank Augmentation Gem
Max XP: None
Titles: None
Related Articles
Introduced In: Winter's Knight
Celestial Hand Commander

Quest Overview

Feuding Societies are now going after each other by infiltrating each others basements. Your mission, if you choose to accept it, is to sneak in, do as much damage as you can and get out. You have 40 minutes to complete the tasks. A strong mage can complete this quest in as little as 10 minutes. Only one person may attempt this quest at a time from each society!!!


  • Note : If you die, you must wait until the 40 minutes is up in order to try again.

Walk Through

  1. Flagging. Talk to the Operations Aid in your Society's Stronghold ( In the west wing of the Faction Stronghold near the society armor NPCs.). If the quest is available, the Aid will teleport you to a room with an Operations Specialist and an exit portal. Talk to the Specialist, and click "Yes" only once you are ready to begin.
  2. Clear Two Rooms. Run, don't fight, out of the south hallway into the main room and turn left into the west hallway taking either split past the first room and stop. Kill any spawn that followed. Then clear the side room on that split and go back to the other split in the west hall and clear it. Both small side rooms must be killed. (There is no need to kill spawns in main room you passed as you went from the south hall to the west hall.) As you approach each side room, you can lure two of the soldiers into the hallway staying out of the line of fire from archers and mages. Once both side rooms are clear, this will open a door further in towards the west. **You need to pass the entry-way to each room in order for the door to open.
  3. Supply Room. Kill the Soldier in the next room and loot the Supply Room Key on his corpse. Unlock the Supply Room door and use the Lantern which will set the supply crates ablaze. Occasionally the Lantern will set the crates ablaze but will not unlock the east hall door. If this happens, wait for the Lantern to respawn and try again.
  4. Main Keys. Head east back to the main room and run across to the east hall and the next set of doors that have opened. Kill the two Master Sodiers in the hallway on both sides of the split for the two Main Keys No need to kill the remaining spawns in the side rooms - saving time. One key will unlock a door to a weapons room and the other to the locked north door in the main room.
  5. Loot Weapons. Unlock weapons room and loot all three weapons on the ground. Sometimes the weapons do not spawn properly. If this happens, leave the area, head back to the main room or west room, and spend a couple of minutes there. Usually the weapons will spawn after a few minutes.
  6. Prison Key. Head back to the main room and unlock the remaining door before the spawn in the main room has a chance to attack you. Once inside door, head back to the split hallway in order to stay out of line of fire from main room spawn. Bring one of the Master Soldiers out from the room into hallway and kill him looting the Prison Key he drops.
  7. Free Captives. Continue to a closed door and a "T" in the hallway. Head right and unlock the two doors with the prison key. Note that the prison doors are not directly across from one another. Talk to the Captives inside to free them.
  8. Vat. Head back up and across to the Smelting Vat. There is a bug in this quest though. The door into the room with the smelting pot should be unlocked after the prisoners have been freed. Sometimes however the door will remain locked. When the door is locked there is a small chance you can wait for the prisoners to reappear, free them, and finish the quest. This bug appears to have something to do with timers not resetting from the previous questor. Place one weapon inside and it will take all three weapons, destroying them.
  9. Commander and Documents. Once the weapons are destroyed, the final door at the "T" will open where you will face a Commander. You must defeat him before you can use the Documents, otherwise you will receive a message that you do not safe with the Commander nearby. In certain cases, you can avoid killing the Commander by trapping him on the spiral staircase and simply running past to use the documents. If he is not on the top level but trapped below you will be able to use the documents without killing him. A melee character pressed for time can save several minutes with this strategy.
  10. Pick up the documents that can be found by pressing the '/' key after killing the Commander and you will be portaled back to the Operations Specialist. Talk to him to receive your reward.

Strategies

General Strategies

Master Soldiers

  • The Master Soldiers have an extremely high melee defense and a shield. Debuffing the shield does not significantly improve damage -- you must use a weapon that ignores shields.
  • If you have a Weeping weapon, you will find it difficult to hit them, even with 530+ buffed skill. You must either used a Blighted weapon (which has a higher attack modifier) or debuff their weapons melee defense modifier. Since hitting them is a challenge, using a Royal Runed Weapon is not feasible until their melee defense modifier is debuffed. If you do choose to use a Weeping weapon, make sure you use an elemental one.
  • Debuffing their weapons can be accomplished by using a Royal Runed Slashing Baton to land Futility, and then casting Wi's Folly. Note that the Master Mages will cast level 8 magic ineptitudes on you, except for Item Enchantment. A 360 buffed skill with Futility gives a somewhat decent chance to affect them.
  • If you are an archer, using a Weeping weapon and Royal Runed Weapon on the Master Soldiers is usually fine.
  • Summoned pets can help greatly with getting the soldiers turned away from you, negating their shield. A high-damage summoned pet combined with a Spectral Life rare make short work of the soldiers.

Strategies for Melees

  • Use a magic absorbing shield.
  • Do not stand toe-to-toe with the Mages in the first two rooms. Hit one, then leave room and heal. Come back and repeat until they are dead.
  • Use a Spectral Rare from Lord M quest. The rare costs only 2 Lord Mhoire Coins and it raises your skill enough to kill quickly.
  • Use Dispell Gems when taking on the mages.
  • After the store room is set on fire, you do not need to worry about killing mages or archers any more. Lure the soldiers out of each room and kill them in the hallway.
  • Do not try to heal inside the rooms with mages. Run to the hall and heal. The mages and archers will not follow you.
  • Use Blighted/Weeping Weapon on the soldiers.
  • Use Acid Rend Weapon on archers and Mages.


Master Archers

  • These have an extremely high melee defense skill as well. See above strategies for countering it.
  • If you are a Player Killer, you can use a Black Page of Salt and Ash to get an additional 10% attack skill modifier.

Master Mages

  • These have a higher magic defense, but a lower melee defense than the rest. A good weapon with rending capability will help.
  • They debuff magic skills with 8s, so a Spectral Rare or a Society Gem of Dispelling comes in handy if you are a mage.

Items

Quest Items
Documents
Main Key
Prison Key
Well Crafted Sword
Well Crafted Wand
Well Crafted Bow
Lantern
Smelting Vat
Supply Room Key


Rewards
Blank Augmentation Gem


Images

Click image for full size version.

Lore & Dialog

Operations Aid tells you, "We have an important mission if you feel up to it, speak to the Operations Specialist to receive your orders."

Operations Specialist tells you, "We have an important mission if you feel up to it, we need you to infiltrate a society and find out what their plans are." Operations Specialist tells you, "Also while inside see what you can do to sabotage the society." Operations Specialist tells you, "We need you to do this alone to minimize the risk to our own society. Do you think you are up to it?"


When you accept he will tell you:
Operations Specialist tells you, "Very well, do not disappoint me."

If you do not reply, he will say:
Operations Specialist tells you, "Please do not waste my time any further, I must find a soldier brave enough to embark on this mission."

Release one captive:
Captive tells you, "Thank you for getting me out of here, please help our fellow brother in the other cell."

Release both captives:
Captive tells you, "Thank you for releasing us both. Good luck on your mission, we will report back to the Stronghold that you are doing well."

After using the documents:
You quickly look through the documents and make mental notes of all the important activities in these plans.
Quickly you make your escape before reinforcements can stop you from reporting back


Completion:
Operations Specialist gives you Blank Augmentation Gem.
You explain the information you found in the book.

Operations Specialist tells you, "Ahh that is most useful, you did well soldier."
Operations Specialist tells you, "You have certainly earned this, we will certainly be able to use you again in the future."


Notes

  • ??