Hello again! Chris "Baryonyx" Behrens here. In my last two development diaries, I dove into the story behind the first two Incarnate Trials, the Behavioral Adjustment Facility and Lambda Sector, and gave you an overview of what to expect in them. Today, I'll introduce you to the newest Incarnate Trial: Keyes Island Reactor.
Keyes Island Reactor, located in Neutropolis, is the defining achievement of Anti-Matter's life. This sprawling complex is the source of Praetoria's power and is instrumental to keeping the city safe by providing the power for the city's protective sonic fences. It is the manufacturing site for the portable generators that power the Clockwork and for other amazing technologies. The reactor complex is, above all, crucial to the Emperor's plans because the reactors are the source of power that fuels the portals used to send armies to Primal Earth.
Because it is fundamental to the infrastructure of Praetoria, the Keyes Island complex is already a primary target of critical importance to those trying to stop Emperor Cole. However, Incarnates are about to learn that Keyes Island and its master, Anti-Matter, are hiding a sinister secret.
When Anti-Matter created the reactors, he installed systems that would allow him to harness them into a personal superweapon if the need arose. Now, consumed with the desire to finally prove himself to Emperor Cole and Praetor Duncan and to protect his greatest achievement, Anti-Matter has decided to activate this superweapon.
Keyes Island Reactor Incarnate Trial
Personnel Needed: League of 12-24 characters
Character Level: 50
Alpha Slot: Can be unlocked here
Incarnate Slot Experience: Earn Judgment, Interface, Lore, and Destiny slots experience (if Alpha Slot already unlocked)
The Trial begins when you cross the bridge from Lambda Sector toward Keyes Island. As you approach, Anti-Matter appears and admonishes you, warning you that you will find neither him nor his reactors to be easy targets. After this, Anti-Matter disappears, leaving a small force of his WarWorks to deal with you.
Reactor Hope: After you deal with the WarWorks guards, Anti-Matter disables the magnetic containment system within Reactor Hope, using it as a weapon. You must restore the magnetic containment system and lock down the reactor.
- Power up the 10 terminals located around the reactor. Each terminal requires 3 Power Cells to completely power up. Retrieve Power Cells from special containers placed around the reactor.
- Each terminal is also defended by Anti-Matter's WarWorks. You must clear the area around a terminal before you can you use a Power Cell.
- You must also deal with Anti-Matter's Antimatter Pulse. Anti-Matter can shape the runaway reaction into a massive Antimatter Pulse. He uses this pulse against you.
- Every 30 seconds, the entire area (the whole map) is hit with an Antimatter Pulse that deals a significant amount of damage to you.
- The Antimatter Pulse is directly controlled by Anti-Matter's armor and requires his constant attention. Damaging him causes him to gradually lose control over the Antimatter Pulse.
- In other words, the Antimatter Pulse causes more damage to you the more your League damages Anti-Matter.
- Further, since Anti-Matter cannot regenerate while maintaining the Pulse, any damage done to him here affects the Antimatter Pulse strength permanently.
- Defeating Anti-Matter while you are still trying to lock down any reactor leads to utter annihilation and failure of the Incarnate Trial.
Reactor Genesis: After you secure Reactor Hope, Anti-Matter leaves and shuts down the system protecting Reactor Genesis, the central reactor on the island. You must now secure this reactor. While doing this, you again have to deal with the Antimatter Pulse.
The WarWorks are now gathering up the Power Cells to remove them from the area and to escape. To retrieve the Power Cells, chase down and defeat the WarWorks recovery teams before they reach the portals around Reactor Genesis.
You have to deal with two complications:
- Portals to Anti-Matter's space station open. These portals allow WarWorks to come through to secure the terminals. However, their ID tags have been scrambled on the journey, identifying them as IDF. This prevents the WarWorks from locking down the terminals.
- Anti-Matter turns on his RFID system in response to the ID tag scrambling. Anti-Matter must now be near a terminal before a terminal accepts a Power Cell.
Reactor Infinity: Once Reactor Genesis is secured, Anti-Matter moves to the final reactor, Reactor Infinity. You must now secure this final reactor. During this phase, the Antimatter Pulse continues and reaches its strongest level.
- By now, any remaining Power Cells have been locked away within the bunkers near Reactor Infinity. Find a way to break into these bunkers to recover the Power Cells in them. After you have the Power Cells from the bunkers in hand, secure this third and final reactor.
- The WarWorks have resolved their ID issues. They lock down and defend the reactor once more. Anti-Matter's lockdown also remains in place. Before a terminal accepts Power Cells, the WarWorks must be cleared and Anti-Matter must be nearby.
The Final Confrontation with Anti-Matter: Now that you have the reactors are under control, you need to deal directly with Anti-Matter. He doesn't call on an army of allies, though. Instead, he unleashes some of his most well-hidden and powerful weapons:
- Anti-Matter randomly targets someone in your League for Disintegration. A green orb surrounds the target's body, and the target begins to disintegrate. A disintegrating target takes ever-increasing damage bursts. If the target dies for any reason while being disintegrated, the disintegrated matter is returned to Anti-Matter, healing him a great deal. If the target survives, the target is drained of Endurance.
- Anti-Matter's space station begins firing its Obliteration Beam from space. This beam has a large targeting field. Those who linger in the field too long are caught in the attractor. Moments later, a massive energy burst drives such targets to the ground. Those caught in the burst are damaged. Don't wander back into the beam, even if you avoid being caught by the attractor!
- Anti-Matter causes random Entanglement between those in your League. Targets that are entangled have red or blue orbs around them. Targets of opposite entangled states that get too close damage each other. This effect stacks.
- When Anti-Matter reaches certain health thresholds, he locally freezes time and space and retreats to a generator. When he reaches the generator, the freeze breaks, but he begins healing rapidly as he channels energy out of the reactors and through his body. The healing can be interrupted by destroying the four terminals at the base of the generator--or if he fully recovers.