WF: Mayor SMASH!!!!

Synopsis:  After a harrowing experience in Vibora Bay, you would think that Willforge would get a break to recuperate.  But his nemesis Mindhunter has other plans in mind.  When the archvillain clones the mayor of Millennium City, Willforge must fight across two nations to keep Mindhunter from replacing the real mayor!  But what hidden allies has Mindhunter mustered to deal with Willforge’s interference?

With the Vibora Bay Apocalypse in the past (or is that the future?  Time travel makes my head hurt…), I’ve been focusing my time in the post-apocalyptic Vibora Bay (or is that pre-Apocalyptic?  ARRRRGH!).  The Vibora Bay missions are nice and uncomplicated for the most part, although some of them involve drop-hunting missions that drive me mad because the drop rate of the items involved seem so pathetically low.  That wouldn’t be so bad, if it weren’t for the fact that the respawn rate of some of these criminals is so annoyingly slow.  Well, it could be worse.  I could also have to be dealing with timed missions that require you to fetch items in a predetermined order that you don’t know in advance.  Oh-there’s one of those, too.  (After my second attempt, when I had a better idea of what I was doing, and still came up short, I said, “yeah, you go get those things yourself-I’m out of here” and dropped that mission.)

I also occasionally went back to Monster Island, to clear out a couple of lingering missions in my log-including one that had accidentally finished when I was doing…something-and to help ensure that I could spawn Nemesis minions so I could get the Clues needed to run a new Nemesis mission.  I knew that they would spawn in Monster Island, but I had a feeling that they wouldn’t in Vibora Bay.  I was wrong, by the way; after a fruitless period in Monster Island at one point, I went back to Vibora to do some missions-and was delighted to see those robots pop up and ambush me as I was going after the Sovereign Sons.  All is right in the world-especially since one of my goals before finishing up the character is to lock that Nemesis away for good!

To that end:  there tend to be two types of Nemesis missions that drop from the Clues.  The first kind is almost painfully generic:  the minions of the Nemesis are up to no good, and you have to stop them from doing what they’re doing.  It’s usually as simple as getting up a radio tower in Canada fighting through spawned minions, or blowing up barrels of toxic waste in Millennium City as the minions guard them.  I’ll note that this can occasionally cause fits for poor lower level heroes doing their level missioning in the areas.  I’ve had at least one occasion where another player blew his top because he was doing missions in the desert around a VIPER prison and a bunch of high-level Nemesis minions suddenly spawned and blew him to greasy chunks.  For this sort of reason, I always try to clean up my minions even if my objectives are complete-no sense in letting those guys hang around and beat up lowbies.

The second type of mission is a lot more fun.  They tend to be instanced affairs, and feature the Nemesis in some way, sometimes physically, sometimes via some communications method, and involve a more elaborate plan.  For example:  the aforementioned cloning drama.  This is actually a matched pair of missions, one starting right after the other-one in Canada, where you discover the cloning plot, and fight a couple of “named” supervillains, and then another encounter in the City Hall of Millennium City, where you have to fight at least three other supervillains, a gigantic clone of the mayor (you did see that cover above, right?)-and oh yeah, your Nemesis (who, of course, in classic fashion, gets away).  And of course, scattered all around are the minions of the Nemesis.  Good times.  Well, usually-sometimes fighting two supervillain level threats at once is a little rough; I got taken down by one plus Mindhunter, but fortunately, the two weren’t keyed to each other as far as aggro logic goes.  I was able to engage one of them at a time after that faceplant, and things went a lot better.

So, hopefully, in the not-distant future I hope, I will be able to chronicle the final battle between Mindhunter and Willforge-and celebrate level 40.  It’ll be interesting to see if I can wrap up the Vibora Bay missions prior to then.  Signs point to “probably not”, because I’m pretty sure that some of those missions are intended for level 40 content, but we’ll see.

WF: Game Over, Man! Game Over!

Synopsis:  APOCALYPSE, CONCLUSION!  The End of the World is at hand!  The Champions:  dead!  The heroes of Vibora Bay:  betrayed!  The fallen angel Therakiel is about to bring about the end, but the deadliest villain on Earth wants such power for himself!  It all comes down to Willforge to execute a desperate last-minute plan to reverse the Apocalypse and set things right!  Join Willforge in this 25th issue spectacular!

The End has arrived!  The Earth is gone!

Wait…that can’t be right…let me check that script again….

Here we go.  Thanks to one of the most painful plot devices known to man (and the only one that allows you to maul the main cast like this), the Apocalypse has been stopped.  You would think that stopping the end of the world in Champions Online would be good for gaining at least one level, right?  Heh-keep thinking that.  I’ve put Willforge through the conclusion of the Apocalypse, and all he got was a lousy t-shirt.  Actually, strike that-he didn’t get that either.  But in the plus column, at least the world is still spinning, right?  At least, it’ll keep doing that as long as he manages to prevent the Apocalypse from actually happening based on the knowledge he got from said Apocalypse.

One would think that a simpler solution would be to take out the baddie who kick started the whole mess in the first place, instead of trying to change heaps of little things hoping to change the future, but that’s the biz for you.

Despite my griping, I am fairly close to 38 at this point, and expect to hit it next time I’m on.  I suspect I’ll spend a lot of time in post-Apocalypse Vibora (the images that phrase evokes is nowhere near reality.  I blame Mad Max and Wasteland…) to begin the push to 40.  I have a sneaking feeling, though, that Nemesis minions don’t spawn off in Vibora, which means I might take trips to the Canada or Monster Island to harvest some Nemesis clues so I have a reasonable shot at reaching the end of that line before wrapping up this CO run.  It’s not as unrealistic as one might think-it’s taken me this long to get from 37 to near 38, after all.  I’m sure I could grind the last two levels out doing just Alerts, but hell, that would drive me bats-especially if there’s no double-xp events rolling.  Besides, there IS an end to the Vibora Bay arc post-apocalypse, and it’s not inconceivable that I could be facing the big bad one more time.

Nearing the end, of course, puts me in mind of where I’m going next.  I’ve got a character concept percolating and a general plan of attack for Star Trek Online, but at the same time, it’s been a while since I’ve seriously visited Star Wars: The Old Republic.  This is all in terms of new characters, mind-I’ve got some other irons to wrap in the meantime, such as pushing my Romulan main to get up-to-date with the mission log, and I’ve a bunch of characters in TOR to finish through the Eternal Throne expansion (including a pair who will get actual conclusions to stories I chronicled here who helped reinvigorate my Building Character posts).  So expect some of that to possibly litter the blog from now until the next big thing.

But obviously, first things first.  Willforge managed to scrape out a second chance for the planet-and he’s got two levels (and a smidgen) to go before the final issue is writ.

WF: It’s The End Of The World As We Know It And I Feel Fine

Synopsis:  APOCALYPSE, PART TWO!  As things in Vibora Bay continue to fall apart, the world’s mightiest heroes arrive to join Willforge stopping the end of days!  But as the party responsible for starting the Apocalypse continues to ascend, Champions will fall-and Willforge must make new allies in the darkened streets of Vibora Bay!

The Vibora Bay Apocalypse continues….

It’s been a long time since I ran the Apocalypse arc in Champions Online, and it’s possible that I’m further along than I think I am-I’ve gotten to the point where Willforge is about to try to recover the Elemental Gems, but I don’t recall how many more missions until the grand finale of the arc.  I have managed to avoid gaining any levels since last time around, which indicates to me that perhaps this isn’t as big a deal as I was thinking-so I’ll probably resume doing XP Alerts to help things along again.

If I time it right, the final missions of the arc will correspond neatly to Issue 25 of my Willforge covers.  25 is often a big issue for comic books (especially in this day and age when comic runs get restarted after just a year of publication), so it seems that Fate has decided to work with me for a change.

One thing that I appreciate about this particular arc is that-as it’s the end of the world and all-the story writers didn’t pull many punches.  When I mentioned “Champions will fall” above, I wasn’t joking-and the mood of the quest givers reflects the long odds that just keep getting longer as the arc goes on.  It’s not so much that your character is failing in the missions-it’s that it’s a race against time (so to speak-“time” is really not a big issue in an MMO questline) and if the bad guys get done with their plans before you get done with yours…well, you didn’t really want to keep living in this universe, right?

It’s not every story arc where you have to decide to ally with man-eating werewolves or blood-drinking vampires, too.  (I went with the wolves; it’s hard to feel sympathy for vampires, and they’re already technically dead.)  Nor do you usually get a chance to fight side by side with groups of Champions.  (Well, sort of.)  Despite the presence of the NPC heroes, you never get the feeling that you’re there to assist them.  They’re here to assist you.  Of course, that said, the usual conventions of MMO writing still apply-you’re still getting missions from other NPCs (Dr. Ka and Robert Caliburn, mostly-but there’s a number of others in this arc that have things for you to do, such as Trismegistus mages and Black Mask-you remember her from the Queen City arc, right?).  How many of these luminaries will be left standing after the End of the World is still an open question.

That does sort of lead me on a side-ramble.  MMOs in general have the glaring fault that your character is always a reactive one-at least as far as quests/missions go.  In some games, it works out okay; Star Wars Galaxies had mission terminals that had missions to give out, but your character wasn’t the champion of ultimate destiny (well, not until the NGE, anyway), and needed to make a living getting credits somehow.  World of Warcraft has a number of people who would give out missions because they have actual authority (kings, queens, military officers, etc.).  But as one gains levels (or increases in ability, as not all MMOs are level based), one gains a certain reputation for getting things done.  You get to a point where you’d think that you wouldn’t need character X to tell you what to do; but there you are, still taking orders (or requests) to “do this”.  It seems to me that you could ramp up the illusion that you’re actually competent if you could respond with what would apparently be your own ideas.  Some MMOs can do this during missions/quests (Star Trek Online does a decent job of it-certainly better than in the early days of the game, and the Old Republic does a decent job too-with some missions more than others), but CO isn’t really set up for that sort of thing.  Which is a damned shame, but honestly, there are other things that bring me greater regrets than this does.  Yes, these are “themepark” MMOs, and not sandbox MMOs, but one can at least try to give the illusion of character competence.

Well, that was a bit of a ramble.  Let’s close it out with the obvious:  since I’m really unlikely to get to level 40 before the End of the World, it’s probably safe to assume that we’ll be going beyond issue 25 above.  Maybe not by MUCH, but it’ll happen.  Hey, wouldn’t it be hilarious if I could close it out with the last mission of the Nemesis chain?  Food for thought….

WF: And Now, The End Is Near, And So I Face The Final Curtain

Synopsis:  APOCALYPSE, PART ONE!  Willforge finds himself in a race to gather mystic artifacts to prevent the rise of the End of All Things!  But can his benefactor be trusted?  Or is there another agenda that will hasten the end of the world!

Level 37 in Champions Online means a reasonable time to begin doing one of the more…shall we call it contentious? zones in the game:  Vibora Bay.

Wait, didn’t I say something like that before?

I did indeed.  But the difference here is that back then, it was a small arc involving the region and a gang war.  Now, we’re dealing with the end of the world.

This is sort of set up in two parts, really.  The first part takes place during the Apocalypse.  The second takes place after.  (Post-Apocalypse?  That’s a different genre, isn’t it?)  But this is sort of the beginning, and it makes use of some of the old Champions tabletop game lore-how a fallen angel believes that the final battle between good and evil will take place here, and has decided to make sure it happens sooner rather than later.  There is no mystic champion to oppose this-called the Archmage-and a part of the arc ahead is to enable a character to fill the requirements so that they can step up.  No, that character isn’t you-you might have a character that is using magical powers, but apparently, you’ve been snubbed for someone else, also hinted at in the tabletop lore.

Before you get to Vibora, though, you are sent running around to gather artifacts that could be used to kickstart the end of everything.  It’s probably not a real big spoiler in saying that your efforts don’t go as hoped.  That leaves you and the Champions themselves-Defender and his lot-as well as a few local heroes in the Bay to try to set things right.

I’m not entirely sure if there will be any Nemesis minion spawns in the Bay, so it’s perfectly possible that that story is over unless I manage to wrap up the Apocalypse story prior to hitting level 40.  It could be a close thing.  I may actually artificially slow things down by not doing any more XP Alerts.  That may or may not matter, though-one of the big deals on the Vibora expansion was to help out with leveling, so this could go either way.

On a gameplay standpoint, I seem to be doing better against the bad guys.  I have enough mass paralyze abilities to stop myself from being swamped with attacks that I have little defense against, although the heaviest hitters are still rough fights (especially since they tend to be immune or near enough to it to aforementioned abilities).  I’d spend on healing items, but the cooldown on them is so bad that it’d be a waste of funds.  Hopefully, I’ll get some decent one-shot item drops that have suitably helpful powers attached, such as summons or higher defenses attached.  Or healing (less important, though-that cooldown also tends to be shared between those items).

The Vibora Bay Apocalypse heralds not just the end of the world, but the homestretch for Willforge’s leveling story.  Let’s see if the world can manage to be saved.  This sort of is in the superhero job description….

WF: When Monsters Ruled the Earth!

Synopsis:  It’s a typical day in the life on Monster Island.  Qularr beachheads?  Check.  ARGENT sponsored manimal hunts?  Check.  VIPER strongholds?  Check.  Robotic Tyrannosaurs?  Check.  All this and Mindhunter’s robots too-it’s never a dull moment for Willforge on the island.

The superhero genre is awesome.  I love it because it is actually an amalgamation of genres.  What other single genre includes things like time travel, outer space, alien invasions, journeys to the center of the mind, sorcery, demons, mad scientists, ultratech equipment, parallel dimensions, world-conquerors, and robot dinosaurs?  Any superhero game that’s worth anything embraces it all-and Champions Online does so, to varying extents.

I’d been waiting for this particular stretch to come up-I knew early on when I was doing my “cover shots” that I was gonna have this one on my to-do list.  If I couldn’t get the robot known as Mega-Terak on a screenshot, I’d have to turn in my super-hero fan badge.  Mega-Terak is a tough monster-I’ve seen level 40 characters go down to the fierce robot.  I didn’t expect to survive a fight with this mechanical monstrosity.

Spoiler alert:  I was right.  Good thing that suit Willforge wears is made of metal….  (Less good that he doesn’t wear a helmet.  Concussion city….)

There was a story-xp bonus being given for…well, story quests, so I had every motivation to run missions like crazy and get my character level up a bit.  I did a reasonably good job-I hit level 37, which means it’s about time for me to hit the last of the big zones.  More on that one next time.  I only had one encounter with the minions of my character’s Nemesis, which did drop a Nemesis Clue I could use to pry minions off of the sub at Monster Island.  It continues to lend credence to my personal theory that I’m sure others have already figured out from longer experience, that these tend to drop a lot more frequently if you aren’t flying-and flying might be the cause of some of the despawns I’ve seen when the minions rush to attack-and vanish before you can hit any of them.  More experimentation will be needed here.

All in all, the weekend worked out great, and the end of the journey is in sight.  Which is good, because endings are a big theme of the story arc Willforge will be dealing with next…

WF: It’s Hotter Under the Water

Synopsis:  Assault on Arvad’s Palace!  A rebellion in Lemuria reaches fever pitch, and Willforge is right in the middle of it.  Can Willforge help set things right?  Can he survive the undersea fury unleashed by Khusor the Crooked?  MEANWHILE:  Guess who didn’t stay in jail very long?  A threat thought contained is ready to hunt Willforge once more….

Got Willforge to level 36 in Champions Online, and is nearing the final push to 40.  It’ll be interesting to see if I get to “Issue 25” in the covers….  I’d expect so, but one never knows.

I picked up an “Ultimate Power” for Willforge; these tend to be the high-level powers, and are usually tied to the primary power sets used by a character (but not necessarily-freeform is freeform, after all.  But it tends to work out that way).  Specifically, I grabbed Mind Link, which is a sort of area of effect attack centered on the character, which…well, I’m still a little uncertain as to how it works.  In theory, it does damage being done to and by everyone to the enemies in range.  In practice…well, I’m not horribly impressed-it has a high cost to use, and seems to rely upon others doing damage while active for it to work.  This is often not an issue:  even if you aren’t on a team, opponents are always happy to damage you.  But the amount of damage being done back in return seems underwhelming.  It may take some time for me to figure how to use this-it seems like it would be best in team situations, but…I don’t know.  It just seems like it’s ultimate in name only (or perhaps only technically, as it is effectively the “last” power available in the power set.

I also, as one may have guessed from the synopsis above, managed to run the “Prison Break” mission, the kick off of the second part of the great Nemesis chain.  Prison Break is…well, sort of problematic.  It often breaks, for one reason or another, by which I mean to say that the mission glitches and prevents completion.  I’ve seen two areas where this happens:  one during the cutscene when the villain is actually broken out of his cell, where he refuses to walk out and play his part; and the other at the very end when the Nemesis sics a superhuman operative on you just as he makes his escape-sometimes he doesn’t bother with his dialogue, and that causes that villain to remain as an NPC and not as an opponent-and so can’t be targeted.  I’ve gone online any number of occasions to see what exactly causes the glitch, with no satisfactory answers; some folks claim fire powers for the Nemesis causes it, but I’m dubious on that score.  I’ve noted in the past that the door that has explosives attached to it beyond the entry room has a bug where it has two different options to disarm/defuse it, and I can’t help but suspect that this may be an area where things go bad.  Willforge managed to avoid that problem, though, because he was too slow and the door blew off, releasing the Green Dragon villain to fight.  I may experiment more in the future for this, either with other characters or this one.

Yes, I said “this one”, because starting with Prison Break, the Nemesis missions can and will repeat.  There is a point where the Nemesis can be defeated once and for all (and should I get that far, I’ll be posting about that), and when that happens, you have the option of creating a new Nemesis for the character-and that chain starts with Prison Break.  So if things were to go abnormally well, I could conceivably have Willforge running this mission again before it’s all over for him.  It’s more likely, though, that a new hero will be going through this chain of events and we’ll see what happens then.  You’d think that just maybe, someone in the development department would try to figure out the problem with this mission, but since it’s been glitched like this for years, I suspect we’ll never see a proper fix.  (That said:  my last run through didn’t have a glitch, and maybe that indicates that it DID get fixed when I wasn’t looking.  Miracles HAVE been documented in the past….)

I figure once Willforge gets to 37, it’ll be time to get apocalyptic!  Stay tuned!

WF: Fish Gotta Swim, Nemeses Gotta Get Beat

Synopsis:  At last!  Willforge and Mindhunter go head to head!  Who will walk away from this confrontation?  Plus:  the Lemurians have come to Monster Island seeking aid.  What threats under the ocean’s surface lie in wait?

I’ve finally managed to wrap up the early cycle of Nemesis missions for Willforge in Champions Online-and now that Nemesis is locked away in the Millennium City Jail for good (well, at least until he gets shipped to Stronghold)…right?  RIGHT?!  (Spoiler alert:  don’t bet on it.)  I love missions where I can actually make full use of the Telekinesis power to throw things at the bad guy; it’s often an open question as to whether or not there are any destructible objects that the power is strong enough to utilize.  The character isn’t able to throw eighteen wheelers, but lots of crates and other incidentals are certainly doable.  The fact that so many missions don’t have that sort of thing available is why the TK has been relegated to the upper bar of my power-bar, making room for more useful abilities on my keyboard.

It seemed that the time was also right to start running some missions in the next available zone:  the underwater zone!  Taking place originally near the undersea kingdom of Lemuria, it’s all about fighting evil cultists and their minions…wait, that sure sounds a lot like the surface world, doesn’t it?  Bad guys are gonna be bad guys no matter which side of the ocean you happen to be on-above or below!  I’ve managed to climb up another level, and it may not be long before I hit the final zone in the leveling sequence (for those unfamiliar with the game, a hint:  Willforge has actually been there before, but not in this way).  But I expect to spend some more time in Lemuria-and in Monster Island-before then, because the number of equal-level missions are dwindling, and I prefer not to do the higher level ones until I get around those levels.  I expect I’ll be going back and forth with the two zones.  I’m figuring tentatively around level 35 or 36 will be the time I start devoting myself to the end of the line.

Some of the slack is picked up, too, in the Alerts.  I continue to run the xp-bonus Alerts, roughly every fifty minutes of gameplay (this is so that the lump sum of xp gained at the end is ALSO still boosted), and that helps fix some of the gaps.

Things have really improved for the character once I got that close-area attack power for him; being able to prevent anything less than boss-level from beating on him while he unloads that power, plus doing similar with his ranged-area power, has done wonders for his survivability.  The heavy hitters are still an issue-particularly if they have buddies-but I’ve been able to do okay (as witnessed by the big Nemesis fight mentioned above).

Hopefully, I’ll have a chance to pick up a couple levels over the weekend and holiday.  I plan to spend some time on CO that’s been lacking a bit lately, as I’ve been doing the Summer Event in Star Trek Online, and getting a few more of my primary characters in Star Wars: The Old Republic caught up.

WF: Well, My Old Nemesis, We Meet Again

Synopsis:  Life’s been going fine for Willforge lately.  Sure, there’s been monsters to deal with on Monster Island, and fights with forces from ARGENT and VIPER, but aside from that, things have been pretty quiet.  Sounds like it’s time for Mindhunter to make a televised appearance and force Willforge to return to Millennium City to deal with the problem!  Can Willforge keep his nemesis from destroying WCOC?

Still working my way through the early 30’s for my Champions Online character, Willforge, and I felt it was time to cash in that Nemesis Clue that opens up an important mission in the Nemesis series:  the takeover of the television station WCOC.  One thing about the Nemesis missions is that some of them are one time only events.  While you can eventually have multiple characters serving as a Nemesis for a period of time, the fact is that most of them are “introduced” in a mission that I’ll describe in a future time (that future probably isn’t as far off as one might think).  But the first Nemesis gets a number of missions all to himself-it started with the attack on the museum that kicks things off, and then proceeds to this mission.  There’s one more mission that will be on that list before we exhaust the “first Nemesis only” missions, and start going into a more shared set of missions.

These missions, incidentally, do not count what is commonly referred to as “popcorn” missions, where you encounter the Nemesis or his minions doing some nefarious deed or another.

I had worried a bit about this mission-my first encounter with the Nemesis plus his minions had gone roughly, particularly with larger groups of minions combined with attacks from Mindhunter.  But I’d since gotten that additional telepathy power that causes most hostiles problems at close range, and being able to stun them for long enough to do more damage has helped a great deal.  It’s still a bit of an issue against the heavy hitters, but that-plus a move favorable way of keeping everything from attacking me at once-made this fight a lot less brutal than the Museum fight had been.  So, huzzah!  Another mission successfully dealt with.

Monster Island has been going about as well as one can expect.  I’ve been sweeping down the southern half of the island-although not to the southwest as of yet-and I’ve started picking on VIPER thugs and bases, finally graduating from beating up Manimals.  I figure it shouldn’t be long before I start working my way through the southwest area of the island-and start up on some good old fashion alien bashing!  Unless, of course, I level enough to start looking into the next zone of interest.  Stay tuned!

WF: When Monsters Roamed The Earth!

Synopsis:  In the Pacific Ocean, there exists an island-MONSTER ISLAND!  Bureau 17 and the Champion Ironclad have reached out to Willforge for assistance dealing with a rise in activity from the natives-the Manimals-and darker forces.  Between the war between Manimals and ARGENT’s interest in the area, has Willforge bitten off more than he can chew?

Over in Champions Online, I have managed to get Willforge up and over level 30, which means a new zone is available for him to start leveling in-Monster Island!  Odds are good that this zone will be providing the meat of most of the xp as I start the push to the max level of 40 in the game (but there are two other zones that can get the attention later!).  Canada will probably still see some activity, though.  For now, though, it’s time for Willforge to deal with man/animal hybrids, the ever-present threat of ARGENT (those corporate greedheads!), on the way to somewhat larger problems.

The levels gained recently mean a new power pick for Willforge, and I wound up taking a maintained personal area of attack ability that theoretically “incapacitates” and damages enemies in its radius.  I honestly thought when I picked it up that it was a standard ranged area attack ability, and I was tempted to hop to the Powerhouse to change it-but it’s worked out nicely in tandem with some of the other powers Willforge is using, so I let it go.  I don’t believe there are likely much more in the way of powers to be gained for the character at this stage; I believe there will be another travel power coming up, and maybe one more standard power, and that will be it-so Willforge’s power picks are as set as they get without a full respec.

In addition to the Monster Island thing, I also started an attempt on the Serpent Lantern adventure pack-a series of missions that are linked together by a coherent story.  Unfortunately, Willforge hasn’t done so well in that, so I shelved the attempt until I get a few more levels under my belt.  I’m not sure that this will make a difference-one of the bosses consistently makes mincemeat out of Willforge, and let’s face it:  he’s neither a tank nor a DPS guy, so it’s looking more like I’ll just skip the Adventure Pack.  (I’m not ruling out one of the comics series, which are similar, though-they may not be as rough, and the Demonflame Adventure Pack was never on my list.)

My leveling has been supplemented by doing some Alerts, usually to refresh the xp bonus I get from them.  I could conceivably finish leveling entirely by doing Alerts and nothing else, but that’s no fun!  Particularly since there’s still two more zones to level up in and visit.  For now, continuing to fight in a land where the line between man and beast becomes blurred.  (Thanks, Dr. Moreau!)  Plus, there’s that pesky Nemesis still out there; I recently got a new Nemesis clue that should lead to a cover-worthy moment next time.

WF: Total Eclipse of the Nemesis

Synopsis:  In the wilds of Canada, dark spirits are assaulting the Hunter-Patriots.  Argent is ramping up activity in the area.  And the alien Gadroon are continuing to work a transformation to convert the environment to one of their liking.  Into all of this comes Willforge, who must stop their plans and face a super-villain who is working to increase his own power with a magical artifact that will make him unstoppable!

The Champions Online adventure continues!  I’ve had Willforge return to Canada to continue his push to level 30-he’s over halfway there, which has gone substantially faster than I remembered.  Either the slowdown is occurring later in the leveling chain, or the Alerts I’ve done to boost the xp gains have really done a benefit.  It occurs to me that there are players who exclusively level their characters through Alerts as soon as possible….

One thing that’s been scarce, though, has been Nemesis-related missions.  Some background:  once you get a Nemesis, in theory, you can be ambushed by their minions at any time-or more specifically, when you pick up one of the little boost drops that occasionally come from defeated opponents-think of them as instantly activating boosts to damage, or accuracy, or you health or energy bars.  This sometimes triggers a spawn of the Nemesis minions, and one of them should drop what is known as a “Nemesis Clue”-which enables a mission related to the Nemesis.  Often it’s just to stop the minions from doing something; sometimes you get a shot at the Nemesis.

This is sort of the theory, anyway.  There’s a few ugly things that seem to happen sometimes.  There is a timer of sorts involved, for example, so you don’t end up hit with minions within seconds of each other.  In fact, the clues have a timer, too-and I think it starts when you complete the Nemesis mission (but I can’t prove that).  That’s not a major problem.  The bigger problem is that sometimes, when the Nemesis spawns in, they suddenly spawn out before you get a chance to start fighting them-or even while you do so.  This, of course, robs you of any chance to get a Nemesis Clue.  Plus, some of the Nemesis missions are level-gated, which means if one is slated to come up, you simply won’t get a the Clue or perhaps even spawns until you get to a level which can do that mission.

This may or may not be why I’ve had but a single Nemesis mission to date-to smack the minions around a pipeline, if memory serves.  Nothing worth writing home about.

Brighter sides:  I am closing in on level 30 rapidly, and may do so by the time of my next post here.  The character arcs in Canada of late have focused on the groups from Argent, the Hunter-Patriots, and undead serving the villain Eclipse.  The next arc on my list, though, will take us away from corporate skulduggery, revolutionaries, and magic and into good old classic mad science!