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Posts
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Joined
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As you may notice, the combat log is from the same battle. Omega doesn't die during any of this.
edit: Aha! I figured it out. The heal is centered on the enemy. I had always thought it was centered on you. Is that the way it's supposed to work?
edit #2: I guess it helps if I read the actual power instead of just going off of assumptions. -
...is it bugged, or is there something I'm missing.
I haven't played a kin very far along, but I currently have a level 12 Grav/Kin that I'm playing mostly AE arcs with, and it seems that the heal from Transfusion is often missing. Here's a copy of the combat log. You can see that Omega doesn't die, as I know that could cause the heal not to fire, is there anything else that would cause the heal to legitimately not fire, or is this bugged. And it was happening quite a bit too.
You activated the Transfusion power.
HIT Omega! Your Transfusion power had a 95.00% chance to hit, you rolled a 5.39.
Genin HITS you! Exploding Shuriken power had a 65.00% chance to hit and rolled a 10.14.
Outcast Torch HITS you! Flares power had a 50.00% chance to hit and rolled a 16.72.
Your Transfusion siphons the endurance and regeneration rate of Omega
You drop Omega to the ground for 15.84 points of smashing damage!
Omega HITS you! Entangling Arrow power had a 78.00% chance to hit and rolled a 58.81.
You activated the Gravity Distortion power.
HIT Omega! Your Gravity Distortion power had a 95.00% chance to hit, you rolled a 40.58.
Outcast Torch pelts you with his Flares for 12.6 points of fire damage!
Genin hits you with a Exploding Shuriken for 11.67 points of lethal damage!
You continue to burn from the Flares for 3.54 points of fire damage!
Genin HITS you! Shuriken power had a 65.00% chance to hit and rolled a 30.45.
Omega immobilized you with a Entangling Arrow!
You have been immobilized!
Your Gravity Distortion holds Omega, paralyzing them!
Your hold on Omega with your Gravity Distortion was even more powerful
...
You activated the Transfusion power.
HIT Omega! Your Transfusion power had a 95.00% chance to hit, you rolled a 5.39.
Genin HITS you! Exploding Shuriken power had a 65.00% chance to hit and rolled a 10.14.
Outcast Torch HITS you! Flares power had a 50.00% chance to hit and rolled a 16.72.
Your Transfusion siphons the endurance and regeneration rate of Omega
You drop Omega to the ground for 15.84 points of smashing damage!
Omega HITS you! Entangling Arrow power had a 78.00% chance to hit and rolled a 58.81.
You activated the Gravity Distortion power.
HIT Omega! Your Gravity Distortion power had a 95.00% chance to hit, you rolled a 40.58. -
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2. Ability to NPC possess when other people are running your arcs, if they consent to it.
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Once more in English, please?
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I think he means that he want the author of an arc to be able to take control over one of the ally NPCs while some other player is playing his arc.
eg. Author has an arc with a Mary Sue. Player plays Mary Sue arc and rescues Mary Sue ally (or fights Mary Sue boss). Author joins Player's team AS the newly rescued Mary Sue. (or PvPs against Player AS Mary Sue boss) -
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Stuff I would love MA to have:
1. Dialog NPCs - NPCs that say something or drop clues when clicked.
2. Branching Missions - On mission failure, proceed to mission 2, else proceed to mission 3.
3. Deactivation of objectives by completion of other objectives - For example, hacking into base's computer network removes all robot patrols. Finding Uberboss' weakness despawns Uberboss and spawns weakened Uberboss.
4. Multiple Contacts in an Arc - I'd like it to be possible to have a different contact each mission.
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#1: you can create an ally surrounded by friendlies that has dialog when you come near. Check mission #2 of @Lazarus's "MacGuffin Delivery Service" arc. -
1. Defeat animations for bosses: allow them to be able to - teleport out, explode, bow out (concede defeat without being killed/medi-transported)
2. Glowies can now fade in, and they can also be a chained objective. Although when you chain them, they are always there, but just don't glow until their activation condition is met. I'd like to have the option to make it not appear at all until the activation condition is met. (although, I haven't tried chaining along with the fade-in option)
3. Clues added to defend object objective, and patrols. You could get information out of a patrol.
4. Sectioning outdoor maps for front, middle, and back locations. -
This section is more for technical questions, it's with the other player help sections of the forum.
Also, the MA Arc Finder global channel is good to use. Though it's also primarily used to advertise arcs, there are many knowledgeable MA users that are often available and willing to answer questions. -
I won't go into too much detail, since this has already pretty much degraded to a shouting match: "TA sucks when I compare it this way" "No, TA is great because of THESE factual numbers" "But TA's debuffs and controls aren't as good as the other sets debuffs and heals" "etc. etc."
I'm in the pro Trick Arrow camp. I have a lvl 50 Bot/TA mastermind, a lvl 47 TA/Psi defender, and a lvl 37 TA/Ice defender (or blastroller). I love it because those three are all completely different beasts. I love using Flash Arrow for the -perception, and use it all the time on my TA/Psi (superteam build). I love Ice Arrow, and always 6-slot it for acc/rech/hold. And on my TA/Ice, I had enough tricks up my sleeve, I even postponed Oil Slick for a several levels (notably because I absentmindedly picked Natural and couldn't light it myself outside of temp powers) but still had enough tricks up my sleeve to be good on my own. (even soloed Hercules EB with her).
Anyway, Trick Arrow is a good set at what it does. If you don't realize what it does, I'm sure you think other sets are better. And what does it do? It's awesome, that's what it does.
That's all, back to your regularly scheduled bicker session. -
I would be happy if, instead of color-tinting minions (which wouldnt be that impressive for the non-humans, just look at color tinting non-human models on test AE), we would be allowed to choose from a small selection of different model choices.
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This week's theme is... Horror! Give me some good horror themed arcs. Preferably straight up horror without a bunch of humor. Or, as usual, give me a good arc for one of my characters of the week, just let me know that it's not in the theme.
This week's characters of interest:
Burnt Matchstick: lvl 40 fire/fire Brute
Cerulean Archer: lvl 37 TA/Ice Defender (or Blastroller as I think of her)
Let's Start a Riot: lvl 12 Shield/Mace tank
Cerulean Strike: lvl 14 elec/energy Blaster -
Horror to Puzzles/Riddles
Horror
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Astoria in D Minor (41565) -- Heroic
Dark Dreams (3615)
D!E COUNT DADDY MACULA D!E! (10619) -- Heroic (1970's Action/Horror)
Don't Play With The Dead (31813) -- Neutral
The Amulet of J'gara (1709) -- Heroic
Project: Perilous - Into the Chthonian Pit (#3586) - Neutral (Unless you happen to be a mad cultist, in which case, go nuts!)
Small Fears -- Heroic
Lights, Camera, Scream! (#68627) - 3 Mission arc that get's you into the B-Horror film circuit.
Duality --Heroic -- 84105
Hunting the Hunters --Villainous -- 93362 - Help a vampire find out who is hunting his people
Creepy Crawlers - Arc ID: 82553 (Lv 41 - 52, a short, solo-friendly ghost story. Best played alone.)
I Will Dance On Your Grave - Arc ID 92630 Any level, no EBs or AVs, Voodoo, Necromancy
Movie Monster Madness.. - 102058
Something Comes to Yarmouth(58812) - Heroic, levels 25+ (masearch link)
The Zombie Apocalypse Task Force: Something wicked this way comes.
The Children of Astoria (217499)
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Large-Scale Crisis
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Alpha and Omega (60015) -- Heroic
Is it Live or is it Memory-X - Arc ID #70210 - Heroic
This Is War, Part I - the Revenge of Hro'Dtohz -- Neutral
Win the Past, Own the Future - Heroic
A Warrior's Friend - Heroic
The Clockwork War -- Heroic (18672)
Flight of the Valkyries - Precursor (20272) -- Neutral
War of the Worlds - The Anakim Invasion - Part 1, Neutral (15006)
War of the Worlds - The Anakim Invasion - Part 2, The Terran Revolt, Neutral (46711)
Bleed the Freak - Arc ID #6919 - Heroic
The All-Seeing Eye - Arc ID #57352 - Heroic [SFMA, Soloable, No EB/AVs, Auto-SK to 30/41)
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Magic
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The Magical Miss Fitz (5079) -- Heroic
Chains of Blood (5492) -- Heroic
A Deal with Destiny -- Heroic
The Broken Chain (82378) -- heroic
Croatoa's Great War: The Parfait Family Reunion -- Neutral -- 71880
Rex is Missing! - Heroic - 51702
The Tannhäuser Gate (Arc 96322)
I Will Dance On Your Grave - Arc ID 92630 Any level, no EBs or AVs, Voodoo, Necromancy
Deal with The Devil's Pawn Heroic (#113615)
A Dream of Awakenings - #132616. Heroic. 4 missions. Level 30+ recommended.
The Shadow Rune of the Warlocks (124319).
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Military
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Redoubt Operations #1: Fires over Kalago -- Heroic
Red Typhoon (Arc 4912) -- Heroic
Whitehawks (113811) -- Heroic
Axis and Allies -- Villainous (1379)
Vanguard AQUA (58475) -- Neutral
Wings of Deception, 101926
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Misc. Adventure
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Impossible Kung Fu Mission -- Nuetral (111367)
The Portal Bandits (3326) -- Heroic
A Glitch in the Wyre- Arc 73197-- Neutral (Fun for both the good kids and the bad kids too!)
The Council Cargo - Arc ID: 36951 (Heroic, Lv 26 - 31, solo or team)
Hero Therapy! (TM) - 119228
The Second Coming of the Mega Mech - Heroic (122274)
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Mutant
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The Legion of Mutants vs. the Iron Agents - (200364), Neutral
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Mystery
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Blowback (18575) -- Heroic
Dream Paper -- Heroic (13030)
Dream Paper 2: Restless Sleep -- Heroic (16797)
Dream Paper 3: Broken Dreams -- Heroic (13064)
Hunter of Beasts: It begins with a riot... Arc ID: 110465 - Heroic
Females for Hire - Neutral (Heroic and/or Mercenary motivations) (110723)
The Fireside Poet - #189439. Heroic. 5 missions, but a fast run. Levels 1-14.
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Mythology
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Atlantis Attacks! -- Neutral (30898) -- Click for Promotional Poster
The Seelie War -- Heroic
The Unseelie War -- Villainous
The Seeds of Yggdrasil[b/] -- heroic
Tales of Cimerora, volume 1 : Of feathers and fur -- Heroic
The Aegis Affair - Heroic - **** - 16376
Witches and Warriors (53006)- Heroic
Rites of the Maenads (61159) - Heroic
The Parable of the Fruit Salad -- Heroic -- 65369
The Eye of Balor (88176) - Heroic
Madness And The Minotaur - Neutral - 90124
The Four Treasures of the Tuatha De Danaan - #164100 - Heroic
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Nemesis Plots
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Brass Reaver: Part 1 -- Neutral
The Handbag Plot -- Heroicish -- 36414
Rise and Fall of the Iron General -- Heroic -- 142200
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Player-Chosen Outcome
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Hunting the Dark Dragon -- Heroic
Playing Gods -- Heroic (51106)
Time's Maelstrom -- Heroic #147296
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Public Domain Characters/Literature
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The Praetorian Invasion of the Land of Oz - Heroic (Contains at least one AV on each mission. Last mission has 3 (but with two helper EBs)
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Puzzles/Riddles
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Grim Riddles (#1396) - Heroic
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Sci-Fi
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Above Mars - Part 1: The Wellington -- Neutral (13215)
Adventures of the Space Marines -- Neutral
Adventures of the Space Marines 2 -- Neutral
The Adventures of the United Earth Rangers -- Neutral (29549)
The Continuing Adventures of the United Earth Rangers -- Neutral (70237)
The Final Nemesis
The Fracturing of Time -- Heroic (171031)
The Knights of Rularuu -- Heroic (75386)
Reach for the Stars -- Neutral (78904)
Spaced Invaders --Heroic(56856)
That Mysterious Buzzing Sound - 12774
The Nemesis Theory - 171203 - Villainous
The Balance of Power - 26931 - Neutral
Welcome to Donut World - 1233 heroic
City of the Apes - 171184 Heroic
Assault on Aru Prime (Arc 173115 - EVIL.. VERY EVIL)
Ctrl + Alt + Reset! -- Neutral (137561)
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Un-themed Survival/AV/Time Challenges
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The Meatgrinder -- Neutral
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Happy birthday!
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Thanks for the sketch, and thanks again everyone for the birthday wishes. I appreciate it! -
Arc Name: A Stitch in Time....
Arc Id: 59925
Author: @Remnar
Morality: Heroic
Level Range 1-54: 5th Column
Played at: Level 11
My contact today is Montague Castanella who sends me back to 1954 in order to find out some information on a member named Gruber. Since it's a recent excursion in time, Montague warns not to seek out any of my family members. I will remember to stay away from any punch card computers of the time.
So, I seek out Gruber's personell file in one of the 5th column bases. Tucked in a safe in one of the corners is his personnel file with standard information, including his wife, Marie. Apparently, it's unusual to have personal information like that in a personnel file. It seems standard to me, but what do I know.
Next up, Montague wants me to go to Marie and tell her that she's married to a member of the 5th Column. Well, they're already there for some reason and holding her hostage. She is shocked by the revelation and vows to end the relationship. When I get back, Montague reveals that Marie is his mother, and keeping her away from Gruber keeps him in existance, though it's not mentioned anywhere who's trying to get rid of his existence, or how he's still talking when his existence is in question.
Finally, it's time to go after Gruber for some reason. He's hanging out at 5th Column headquarters and it's a simple enough job to take him out. I return to Montague and he thanks me for a job well done, though I'm not sure what I really accomplished. It feels like I changed history back to the way it should be, but I have no idea how it got changed in the first place. Or why Montague is sending me back when it's his existence I'm supposed to be saving. Just another trip back in time for me.
Three Stars: Good. -
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while it is lower on my appreciation list of my two posted arcs you might be interested in my welcome to donut world arc for creative contacts. it will not be appearant at first, but you will understand. the cumtoms have been reworked and the maps have been moved around. so i will need any feedback you can give me.
but then again, my favorite arc, hero therapy, also has what i feel is a fairly different approach with the contact since he is not only a contact, but an active though passive participant too.
i guess what i am saying is take you pick... the links and info are posted in my signature.
thanks!
RG
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I'm going to make this a quick review since I noticed you saying in other threads that you're getting burnt out on MA in general and will be taking a couple months off.
Played Donut World as a lvl 11 corruptor named Nucular Homer. Made it through the third mission with some somewhat higher level help, but was still quite rough going. Played through again with my lvl 47 TA/Psi defender, with two other TA/A defenders from my superteam. Both run throughs were pretty tough with the minions having a mix of +perception, stealth, and mezzes. The custom group was pretty interesting, and also threw me off since you have some minions and lieutenants with the same names. It works for the group though as they are all named things like "Plain Jane" and "Normal Natalie" or something similar.
Anyway, the story starts off with Ms. Liberty running up to you in a panic talking about rescuing "Dime Bag". When you find him, he is ranting and raving about a Donut World and (non-nemesis) automatons called the collective. Ms. Liberty thinks that's weird, and you go help him find his marble against Liberty's advice. Turns out the marble is an automaton control device that Dime Bag uses to speak through automaton Ms. Liberty. I liked this hook by the way, though I think it could be condensed a bit. Especially by mission 3, things started to feel repetitive. Speaking of mission 3, this is where you rescue Dime Bag - again, who's all the way up on the top floor of a multi-floor office building, and you have to lead him all the way back to the entrance. Next, you have to rescue him again! (note even more repetitiveness) although you find him dead and take out the one who did it. Finally, you're sent against the core of this collective named The Matriarch to put all the rest of the automatons into an inactive state. Although I think the boss mentioned that they were only the boss of a certain sector (might be in the bio), but the mission complete says you shut all of them down. Also, pretty much all the explanation of what's going on is in the final mission debriefing.
Overall, it was a pretty interesting hook, somewhat overpowered mobs (teamed with a high teens brute, high teens mastermind, and two 50 defenders, and had wipes with all teams at one point), the story was interesting, but moved a little slowly and was repetitive with all the interesting bits at the very end, and not visible to non-leaders. Also, the donut world title is misleading as the title alone makes it sound like a humorous arc, even taking account the description, which it is not. But wouldn't mind playing it again if you edit it in a few months. Good luck! -
Will definately run it when my character Time Shifter gets high enough level. Always looking for good time travel arcs.
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The only thing I don't understand is that the "not accepting invites" people show up AT THE TOP OF THE SEARCH PAGE. So, you click "not accepting invites" so you're not bothered, and you're more likely to be bothered by people that don't bother with paying attention to the flags.
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Nice, liking everything so far. I agree that you should do Pinky sometime soon, love that cartoon.
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I'm always looking for more opinions on my arc: Ctrl + Alt + Reset 137561 (previously called Time Loop).
Venture's Review 3 stars: Just a bunch of stuff that happened. -
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Creative contacts, eh? Might as well submit:
Arc Name: MacGuffin Delivery Service
Arc ID: 1567
Morality: Villainous
Level Range: 35-40
Factions: Tsoo, Family, Carnies, CoT, Freakshow, Council, PPD
Difficulty Level: Easy to Moderate, lots of Bosses but no EBs at all.
Synopsis : A routine late-night pawn shop robbery turns into a major ordeal when you pick up a mysterious little statue that everyone seems to want for themselves. You don't know what it does, why it's so important, or why you can't seem to just get rid of it.
I can't remember if you've run this one before. You'll know what I mean by creative contact when you start it.
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Well, the contact was pretty much one of the examples I listed in my post. Not a journal exactly, but your computer, where you recall the details of your latest heist. Was going to run as my 36 Storm/Dark defender until I saw the warning that the Carnies would spawn at level 40, so instead I played as a level 40 fire/fire Brute on challenge level 4, solo. Died quite a bit with all the Psi, but I was on challenge level 4 so no real complaints there.
My first stop is a pawn shop where I feel like a kid in a candy store with all this unguarded loot lying around. I start grabbing things with no problem until I come to a mysterious old box. Suddenly, I hear someone up front. It's the Tsoo! And they're after this Emerald Parrot. I take them out, and the Family arrive in the back. It's their pawn shop and they're not happy that I took their MacGuffin, I mean Parrot, or was it Parakeet. My notes say parakeet, but I feel like I'm remembering Parrot. Whatever, from now on, I'll just call it what it is: The MacGuffin.
Back at my computer, I decide it's time to pay a visit to my fence to sell all my stuff. So, I pay a visit to her to sell my haul, including the MacGuffin. I go in, chat with the security, Wave to Hed(kraker), wait around a bit with the Archon, before heading to the back to see my fence. Nicely done by the way. They stand in place, talk when you come by, and talk again when the fight starts at the end. The family already got to your fence and you have to rescue her first.
So you can't sell your MacGuffin there. Between missions, you try getting rid of it in other ways. But like the song goes: The MacGuffin came back the very next day. The Macguffin came back, you thought it was a goner but the MacGuffin came back, it just wouldn't stay away. So you decide to check out Oranbega to see if you can find some information on this obviously magical artifact so you can finally get rid of it. There's plenty of objects scattered around to check out, all with their own interesting and funny interact text. But your real goal is to find the information in one out of six books in the library. The library is filled with interesting books and some bosses. Lots of funny stuff in here too.
According to the book, you have to find a magical container to store the MacGuffin. You know, just like the one you took it out of. But that will be well guarded. Your next best choice is the MAGI vault, should be a cakewalk, and of course, you let everyone know you're going to be there so they know you don't have the MacGuffin anymore. And hopefully some other hapless fool will end up with it.
There's not too much else to say, the humor was well done. The story also made sense and worked. The use of Mission Architect features was excellent and innovative. The only problems I have are that the dialog for the patrol talking about the potion in mission 3 was repeated. Also, there were a lot of fun, optional, glowies in mission three. But they weren't listed in the nav bar so I wasn't sure if I caught them all or not. And one was a little out of the way. In other words, nothing major. Had an absolute blast, even though I was fighting a bunch of psi enemies which hurt in a bad way. Five stars, loved it! -
The first round has been up since Monday! Next round will be in two weeks. We've got 7 submissions ready, and still 5 more needed. Sorry for the delay to those that are in this first round. There were complications beyond my control. Next round should be on time barring lack of submissions. Keep 'em coming!
edit: horoscope format is welcome, but not required. Also if you want, mention something the arc will bring you (eg. luck, money, love, etc.) -
Mission intro?
No
Random custom?
No
Viewable Comments?
Yes -
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I've never seen the bug you mentioned, although I have seen the contact become invisible. May just be a random bug. To "Mop the Floor with someone" means to kick his/her butt. Pretty common expression... which I used in place of "Defeat All". I've yet to figure out why it seems to be including the glowies as part of the defeat all.
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Well that explains that. I'm familiar with the term, but wasn't sure if it referred to a boss fight or a defeat all, and the bug made me wonder even more since it stuck around after they were all defeated.
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Too bad you didnt mention the clues leading up to the hostage in the final mission ... oh well, I tried.
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I noticed them, didn't figure it out (though didn't really try either) until the reveal. I think I'm feeling like this ended up being a bit of a choppy review compared to my usual ;^_^. I felt like I showed off some interesting screens at least?
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Hmmm, I've never had any problems with the parties ... Horatio tends to hide in corners at times.
You didnt like the Pirate jokes?The point was that they were torturing the guests with bad jokes.
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Not a problem spawn, mostly just that it was a large, multi-floor office building with several paths. And I had to backtrack to find those extra paths I passed up. And torturing the hostages with bad jokes can do the same thing to the player to a lesser extent: they both have to hear the bad jokes -
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Opening/Login Screen -
First Zones -
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Quite possibly addressed in the upcoming "Going Rogue" expansion. I would imagine it will definately have a new opening screen. Possibly animated, but you never know. And I hope there will be a new - neutral or praetorian - starting zone choice.
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Weather/Days -
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I wouldn't mind it, but I don't miss it, and I would rather see development time go to other things.
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Civilians/Cars/Contacts -
Giant Monsters -
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Agreed. -
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This one could probably fall under the category of creative contact.
Arc Name: Pirate's Quest: A Tale of Sound and Fury
Arc ID: 217930
Morality: Heroic
Factions: Almost all of them( I kid you not ), Custom
Difficulty Level: Moderate to Hard. Mission 4 has EB/AV.
Synopsis : In your private residence., you discover an old chest with a treasure map inside. Worried about who left it, and the possible disclosure of your secret identity, you resolve to get to the bottom of the mystery.
( Keywords: Pirate, Humor, Comedy )
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Factions: Almost all of them( I kid you not ), Custom - I saw this and was expecting more custom factions, unless I just wasn't in a good level range. Though this was also right after playing an arc called "Meet the Occams" which had an enemy group with practically every available mob in the 15-25 level range.
Anyway, ran as a level 27 fire/fire tank on challenge level 1, solo. The contact is an interesting choice, and playing this arc makes me understand a few complaints I've had on my arc with a contact that doesn't speak directly to the player, but has descriptions. The problem is very noticable on this arc as you are given vague information from the map as to where you are going and what you are doing. But when you actually get into the mission, your nav bar has several objectives that come out of nowhere. (in lots of rainbow colors too, a little bit overboard) It's hard to completely resolve this. My best working solution was to have a pop-up stating what you saw more or less when you come in. This might work here as I don't remember any pop-ups.
In the first mission, you're fighting some spirits and have a couple red herrings that are optional collections: A row of lockers with some... interesting contents, A whiteboard floating mysteriously in the air, a pile of bones (which has a joke that I also use a variation of), and a body with suspicious tire tracks on it. Which leads to the GM... as in General Motors as a ghost car you have to destroy. The worst thing I have to mention here is the map choice. It has the dreaded layer cake room AND the weird twisty turny room that I always seem to have trouble finding the correct way though. The GM spawned on a ramp that I had the hardest time trying to find. Also, this was a problem in mission 4 as well with the big sprawling office map.
Next up, I'm sent to the Tiki Lounge fighting some Tiki spirit masks and pirates, who only made a brief appearance in mission 1. Also, it's not really a bad thing, just an odd way that things turned out through no fault of the author, but in the mission sendoff text, it's all to the right of the picture of the chest except one lone word way off on its own just below the picture of the chest. Another odd list of objectives in multiple colors: "take out the trash", something about a barrel, rescue someone, and "mop up the floor" (only the ones in quotes are...uh... quotes). I never did figure out exactly what "mop up the floor" was. I rescued the guy first, defeated all the mobs, and still had the other three objectives left. Clicked the barrel and trash, and got the mission complete. Unless "mop up the floor" meant "defeat all enemies" and just didn't go away until the other two glowies were completed.
Mission three comes and I'm in the burning Skulls building rescuing some hostages including Amanda Vines (though she was made more generic as just Amanda with a removed bio), some guy, and a foreign dignitary looking guy with a beret and a briefcase that would probably be familiar to other players, but not me. I also fight A pirate boss! Don't remember his name (I should probably take better notes) And finally there's a clue in an urn (which I probably shouldn't have drank first) which completes the mission.
The final mission is in a sprawling office where you have to break up six parties (which consist of various destructibles like a keg, though some are repeated). You also rescue Serafina who was mentioned in the last mission and tags along with you. She's a pretty powerful ally and helped greatly, though some might think a bit too much. You also fight Coursair, the real Pirate boss who masterminded this whole adventure just for some laughs, and I think maybe to return to this world. And you also fight the boss from the last mission whose back for round two, and the car is re-assembled.
Like I mentioned, I had a bit of trouble in this large and sprawling office map finding the last party and the last two bosses. But I had no problems with any of the mobs, even the mission where I was autosk'd up to 40. The humor was pretty constant throughout, though some were better than others. The pirates guarding the hostages use lame jokes, but that's also supposed to be part of the overall joke. But making a joke about a bad joke isn't much better than just the bad joke. Overall, I enjoyed it pretty well. The mobs were well chosen, most of the humor was quite enjoyable, and even searching over the big maps for the last objective wasn't too horrible.