Difference between revisions of "Ghosts in the Machine"

From SpiralKnights

Jump to: navigation, search
m
m (format - see Help:Page/Rank Mission. Need to verify soundtrack per floor and check overview statements.)
Line 1: Line 1:
{{AreaInfo
+
{{MissionInfo
|cat=no
+
|name          = Ghosts in the Machine
|Theme={{Monster_Icons|Undead}} {{Monster_Icons|Construct}} {{Status|shock}}
+
|event          = no
|Level=[[File:Gate-Power_Complex.png|32px]] Dry Dock
+
|type          = danger
 +
|host rank      = 4-1
 +
|combat floors  = 2
 +
|stratum        =
 +
*Monsters: {{Monster_Icons|Construct}} {{Monster_Icons|Undead}}  
 +
*Status: {{status|shock}}
 +
|NPCs          =  
 +
*[[The Big Iron]] (enemy)
 +
|soundtrack =
 +
*Rotten to the Core
 +
*{{???}}
 +
}}
  
[[File:Gate-Power_Complex.png|32px]] Iron Hulk
+
==Overview==
 +
{{MissionOverview
 +
|description = Warning: This is a Dangerous Mission!<br><br>Desna and her Recon Rangers are an elite team tasked with recovering intel from some of the most dangerous levels of the Clockworks. Joining them could lead to great rewards, but it is guaranteed to be a perilous journey!<br><br>Spiral HQ has received a distress call from a derelict facility deep within the Clockworks. The distress call came in the form of a digital message saying only 'save us.' Believing it to be a potential trap, Spiral HQ has deployed Desna's Recon Rangers to investigate the facility and assist anyone who may have sent the message.
  
[[File:Gate-Power_Complex.png|32px]] Cargo Bay
+
|objective = {{???}}
 
}}
 
}}
  
Ghosts in the Machine is the fourth Danger Mission made in Spiral Knights.
+
==Gate Map==
 
+
{{:{{PAGENAME}}/Gate Map}}
==Description==
+
 
+
Warning: This is a Dangerous Mission!
+
 
+
Desna and her Recon Rangers are an elite team tasked with recovering intel from some of the most dangerous levels of the Clockworks. Joining them could lead to great rewards, but it is guaranteed to be a perilous journey!
+
 
+
Spiral HQ has received a distress call from a derelict facility deep within the Clockworks. The distress call came in the form of a digital message saying only 'save us.' Believing it to be a potential trap, Spiral HQ has deployed Desna's Recon Rangers to investigate the facility and assist anyone who may have sent the message.
+
{{clear}}
+
 
+
==Monsters==
+
This section gives a comprehensive list of monsters that appear. Additionally, [[Lost_Soul#Static Soul|Static Soul]]s spawn frequently when there are only one or two knights in the party, and much less frequently when there are three or four knights. Specific monster strategies can be found on the monsters' pages.
+
 
+
===Dry Dock===
+
*{{Monster_Icons|Undead}} {{Status|shock}} [[Bombie#Surging Bombie|Surging Bombie]]
+
*{{Monster_Icons|Undead}} {{Status|shock}} [[Zombie#Frankenzom|Frankenzom]]
+
*{{Monster_Icons|Undead}} {{Status|shock}} [[Deadnaught#Static_Deadnaught|Static Deadnaught]]
+
*{{Monster_Icons|Undead}} {{Status|shock}} [[Howlitzer#Shocking Howlitzer|Shocking Howlitzer]] (Rarely)
+
*{{Monster_Icons|Construct}} [[Gun Puppy#Rocket Puppy|Rocket Puppy]] (Rarely)
+
*{{Monster_Icons|Construct}} {{Status|shock}} [[Gun Puppy#Sparky|Sparky]]
+
*{{Monster_Icons|Construct}} {{Status|shock}} [[Mecha Knight#Volt Knight|Volt Knight]]
+
*{{Monster_Icons|Construct}} {{Status|shock}} [[Retrode#Voltrode|Voltrode]]
+
*{{Monster_Icons|Construct}} {{Status|shock}} [[Lumber#Electreant|Electreant]] (Rarely)
+
*{{Monster_Icons|Construct}} {{Status|shock}} [[Scuttlebot#Surgebot|Surgebot]]
+
 
+
===Iron Hulk===
+
*{{Monster_Icons|Undead}} {{Status|shock}} [[Bombie#Surging Bombie|Surging Bombie]]
+
*{{Monster_Icons|Undead}} {{Status|shock}} [[Zombie#Frankenzom|Frankenzom]]
+
*{{Monster_Icons|Undead}} {{Status|shock}} [[Deadnaught#Static_Deadnaught|Static Deadnaught]]
+
*{{Monster_Icons|Construct}} {{Status|shock}} [[Gun Puppy#Sparky|Sparky]]
+
*{{Monster_Icons|Construct}} {{Status|shock}} [[Mecha Knight#Volt Knight|Volt Knight]]
+
*{{Monster_Icons|Construct}} {{Status|shock}} [[Retrode#Voltrode|Voltrode]]
+
*{{Monster_Icons|Construct}} {{Status|shock}} [[Scuttlebot#Surgebot|Surgebot]]
+
*{{Monster_Icons|Construct}} {{Status|shock}} [[Battlepod#The Big Iron|The Big Iron]] (Boss)
+
 
+
==Recommended Equipment==
+
In short, the monsters are constructs and undead with a shock theme, and there are numerous shock traps. Elemental weapons are highly effective against these monsters. In some places, crowd control weapons such as [[Shivermist Buster]] are desirable. The perfect armor would protect against normal, elemental, shadow, and shock.
+
 
+
==First Level: Dry Dock==
+
[[File:Ghosts Machine.jpg||250px|thumb|Promo Propaganda. Two knights navigating the mysterious depths of the Dry Docks.]]
+
 
+
The Dry Dock consists of three parts: a tight initial battle, a deconstruction zone, and an arena-like final battle.
+
 
+
The initial battle is subdivided by a series of barriers and gates for the party to open. There are numerous traps, [[Wisp#Golden Storm Wisp|Golden Storm Wisp]]s, and sparky projectiles. There is not much room to maneuver, so dodging the traps and enemies &mdash; particularly the Volt Knights &mdash; can be difficult. The party can somewhat control the flow of enemies by opening barriers and gates only after immediate threats have been destroyed.
+
 
+
The deconstruction zone occupies most of the Dry Dock. Unlike typical deconstruction zones, there are many shock traps and no gremlins. Most enemies are constructs, including numerous Volt Knights. There are scattered graves, out of each of which a few zombies erupt. There are also four statues, that the party must move to pads in a certain corner of the deconstruction zone. Sometimes a statue is trapped, in that monsters spawn when the party first touches the statue.
+
 
+
Once the four statues have been placed on their pads, the party may proceed to the final battle of the level. There are three waves of mixed constructs and undead. At the beginning of the first and second waves, totems appear that resurrect zombies and bombies. The third wave contains a Static Dreadnaught as well as four sparkies in the four corners.
+
  
==Second Level: Iron Hulk==
+
==Notes==
[[Image:Mission-Ghosts in the Machine.png|thumb|120px|Ghosts in the Machine on the Mission Interface.|left]]
+
[[File:Ghosts Machine.jpg|thumb|200x200px|right|[[News]] art for this mission.]]
  
The second floor of the mission is organized into four parts: initial skirmishes, the west side, the east side, and the final boss battle.
+
This mission was introduced with {{release|2012-09-12}}. It is the fourth Danger Mission incorporated into the daily [[Prestige Mission Rotation]].
  
The initial skirmishes are some small battles against constructs and zombies. The knights must dodge various shock traps while dispatching the enemies. After these skirmishes, the party arrives at two gates. The two keys for these gates are found in the west and east sides of the level, which may be completed in either order. Some knights carry the key from one side to the other side, using it to block wisps in key tactical locations.
+
The player must be at least [[Player Rank|ranked Soldier (4-1)]] to host this mission.
  
The west side begins with a few waves of constructs and zombies, and then a small fight against some constructs. The party arrives at an arena with some scattered shock traps. The secret of this fight is that stepping into the north half the arena releases three or six bombies. To avoid them, many parties conduct the entire battle in the south half of the arena. There are three waves. Each wave begins with a bomb fall and the spawning of some constructs. One or two sparkies spawn in the north half; the party can take them out using guns, without spawning bombies. The final wave features a Static Dreadnaught. After finishing the final wave, the party can race into the north half, grab the key, and leave the arena, before becoming overwhelmed with bombies.
+
As with all danger missions, the party locks for the second combat floor and onward. Participants will only receive the prestige reward if they were present in the mission lobby.
  
The east side begins with brief skirmishes and a shock wisp obstacle course. The party comes to a console with the unsettling text, "They are planning to ambush you ahead. MEDICAL SUPPLIES AVAILABLE HERE." Then the party enters an arena battle of three waves. The fight here is highly constrained by shock wisps (blocking one with the key from the west side is a good idea) and two totems. Each wave includes numerous constructs, zombies, and bombies. The final wave also features a Static Dreadnaught. After the battle, a closet opens with some heart boxes. This is the ambush: The heart boxes contain not hearts but rather more constructs!
+
There are a few computers throughout the second combat floor that contain cryptic warnings.
  
Once both gates have been unlocked, the party may proceed to the final battle against [[Battlepod#The Big Iron|The Big Iron]]. This boss fight is organized into three phases. In each phase, the party must wait for the Big Iron to lower its shields, and then attack. While the shields are up, the Big Iron shoots devastating lasers into the battleground, electric tentacles attack the party, and respawning constructs appear. The three phases differ simply in the quantities of threats. Each time the Big Iron raises its shields:
+
[[Static Soul]]s spawn continuously for most of the mission.  
* In the first phase, there are one spawning site, two tentacles, and three rounds of two lasers.
+
* In the second phase, there are two spawning sites, four tentacles, and four rounds of four lasers.
+
* In the third phase, there are two spawning sites, six tentacles, and five rounds of six or eight lasers.
+
Each phase ends when the Big Iron has sustained sufficient damage. The battle ends abruptly when the Big Iron explodes at the end of the third phase.
+
  
In the Big Iron battle, it is possible to nullify the spawners by exploiting the weakness of the game's artificial intelligence. Kill any Volt Knights or retrodes that spawn, until only Surgebots remain. Shield-bump these into the nooks immediately north of their spawners. The monsters will get "trapped" by the cables, and will not attack the party. Other tactics for dealing with these monsters include knockback weapons (e.g., [[Polaris]]) or simply killing them again and again.
+
===Recommendations===
 +
{{Note-LoadoutGuide}}
  
==Third Level: Cargo Bay==
+
The recommended loadout for this mission is an Elemental+Shadow hybrid, with bias towards elemental because constructs tend to be more aggressive than undead in this mission. Popular choices are the [[Divine Veil|Divine]] and/or [[Mercurial Demo Helm|Merc Demo]], considering they both give the corresponding defenses and shock resistance. The movement speed increase from merc demo is a nice bonus. Any additional resistance from UVs, trinkets, or perks can potentially grant immunity to wisp and soul status throughout the mission. Nearly all the monsters in this mission are weak to elemental.  
The third level is purely a treasure level, with numerous treasure boxes and no monsters. Knights can change their equipment anywhere in this level, so that the heat earned can be applied to any item at the elevator.
+
  
==Lore==
+
A defensive shield such as the [[Grey Owlite Shield]] is highly recommended.  
In four locations in the second level, abandoned consoles bear mysterious messages. Each message seems to consist of a plea or warning from an earlier party of knights, followed by a response or correction from the enemy.
+
* "Help us. SITUATION RESOLVED. PLEASE EXIT THE FACILITY."
+
* "They will kill us they will kill you. THEY WILL KILL US THEY WILL KILL YOU."
+
* "They are waiting to ambush you ahead. MEDICAL SUPPLIES AVAILABLE HERE."
+
* "Do not hold back. WE WILL NOT HOLD BACK."
+
At the end of the second level, the plot thickens further. The party finds empty suits that seem quite aged.
+
  
== See Also ==
+
Suggested Weapons:
*[[Danger Mission]]
+
*{{equip|Ash of Agni}}
*[[Legion of Almire]]
+
*{{equip|Arcana}}
*[[Compound 42]]
+
*{{equip|Blitz Needle}} (for the miniboss)
*[[Heart of Ice]]
+
*{{equip|Combuster}}
  
[[Category:Missions]]
+
==See Also==
 +
{{mission see also}}

Revision as of 22:23, 30 December 2015

Ghosts in the Machine
Mission-Ghosts in the Machine.png
Mission List: Prestige (Daily)
Important Stratum Themes:
  • Monsters: Gate Icon-Construct.png Gate Icon-Undead.png
  • Status: Icon status shock.png
Rewards:
Soundtrack:
  • Rotten to the Core
  • ???

Ghosts in the Machine is a dangerous prestige mission.

Overview

Description:

Warning: This is a Dangerous Mission!

Desna and her Recon Rangers are an elite team tasked with recovering intel from some of the most dangerous levels of the Clockworks. Joining them could lead to great rewards, but it is guaranteed to be a perilous journey!

Spiral HQ has received a distress call from a derelict facility deep within the Clockworks. The distress call came in the form of a digital message saying only 'save us.' Believing it to be a potential trap, Spiral HQ has deployed Desna's Recon Rangers to investigate the facility and assist anyone who may have sent the message.


Objective:

???

Gate Map

First Floor:
Gate-Generic Lobby.png
Name: Mission Lobby
Depth: 0
Level Link: This mission's lobby is a danger mission lobby.

Second Floor:
Gate-Deconstruction Zone-Circuit Breakers.png
Name: Dry Dock
Depth: Depends on rank
Level Link: This floor is composed of random Dry Dock segments. Several are unique to this mission and are always encountered.

Third Floor:
Gate-Power Complex-Haunted Passage.png
Name: Iron Hulk
Depth: Depends on rank
Level Link: Iron Hulk is unique to this mission.

Fourth Floor:
Gate-Power Complex-Haunted Passage.png
Name: Cargo Bay
Depth: Depends on rank
Level Link: Cargo Bay is unique to this mission.

Notes

News art for this mission.

This mission was introduced with release 2012-09-12. It is the fourth Danger Mission incorporated into the daily Prestige Mission Rotation.

The player must be at least ranked Soldier (4-1) to host this mission.

As with all danger missions, the party locks for the second combat floor and onward. Participants will only receive the prestige reward if they were present in the mission lobby.

There are a few computers throughout the second combat floor that contain cryptic warnings.

Static Souls spawn continuously for most of the mission.

Recommendations

- moved to better name, doubt this is linked to externally.

The recommended loadout for this mission is an Elemental+Shadow hybrid, with bias towards elemental because constructs tend to be more aggressive than undead in this mission. Popular choices are the Divine and/or Merc Demo, considering they both give the corresponding defenses and shock resistance. The movement speed increase from merc demo is a nice bonus. Any additional resistance from UVs, trinkets, or perks can potentially grant immunity to wisp and soul status throughout the mission. Nearly all the monsters in this mission are weak to elemental.

A defensive shield such as the Grey Owlite Shield is highly recommended.

Suggested Weapons:

See Also

Personal tools