Traveling in Style - An advanced travel guide


Aggelakis

 

Posted

Traveling in Style - A guide for getting to those hard to reach places

I've seen guides on travel powers, but there’s a lot more to getting around than just taking a pool travel power. This guide attempts to provide the next step in getting there quickly. The idea is there's lots of situations where traditional travel is slow, or maybe you want to skip on travel powers in your build. There are now many options making these situations better. So I've come up with my top ways to get around faster. If you want a standard travel powers guide, I suggest you go here. I'm also not including any power that goes away after a period of real or game time (like the holiday jet pack) because I feel they have much more limited usefulness (they often wear out sooner or can't be regained quickly.)

Order of importance I loosely ranked as:
1) How soon you can get them
2) How broadly they can be used
3) How fast they actually are.

Here goes:

1) Supergroup Teleporters
First Level Available: 1
Location/Way to get it: Join a Supergroup (SG) that has them, then go to a supergroup portal or use the supergroup teleportation vet power to get in the SG base.

2) Raptor Pack
First Level Available: 1
Location/Way to get it: Jetpack Vendor - Grandville Near Arbitor Apolis at a cost of 10,000 infamy, or in the Shadow Shard zones at a cost of 10,000 infamy see this Wiki for exact locations.
Travel Ability: Flight for 2 hours of continuous use

3) Market Teleporters
First Level Available: 1
Location/Way to get it: a) Marketeer badge - for being logged off near a market. You build up charges the longer you're logged off at the market b) Buy a 1-time use black market teleporter for 10,000 inf. Can only have 1 at a time
Travel Ability: a) Gives teleportation to the market of your choice once every 5 or 15 minutes depending on how long you've been offline near the markets. b) Teleportation to the markets usable every 30 min.

4) Raptor Pack
First Level Available: 5
Location/Way to get it: Mayhem Mission/Safeguard Mission
Travel Ability: Flight for 2 hours of continuous use

5) Good vs. Evil Powers
First Level Available: 1
Location/Way to get it: Buy the Good vs. Evil Booster for $9.99
Travel Ability: There are 2: a) Jump pack b) Pocket D VIP pass
Usability: a) The jump pack lets you jump high with minimal lateral movement, so is more for going over things or breaking your fall, but not covering distances. Combines well with Super Speed (or Jump abilities when you need extra height.) It only works for 30 seconds before a cooldown. b) The Pocket D pass lets you teleport to a special room within the club every 30 minutes.
Note: I feel these packs are "harder to get" than the Raptor pack because going from lvl 1 to 5 takes a few minutes, but it takes both a few minutes and $10 to get this and the next pack.

6) Mission Transporter
First Level Available: 3
Location/Way to get it: Buy the special edition game, or the Super Booster pack for $9.99
Travel Ability: You teleport within 120 feet of a mission door, even across zones.
Usability: Every 2 hours. Does not work in Pocket D or missions with jails

7) Jump Pack
First Level Available: 10
Location/Way to get it: Mayhem Mission/Safeguard Mission
Travel Ability: Super Jump usable for 2 hours of continuous use

8) Goldbricker Jet Pack
First Level Available: 15 - for Villains only
Location/Way to get it: Cap Au Diablo - Marshall Brass Mission
Travel Ability: Flight for 90 minutes of continuous use

9) Antigravity Matrix
First Level Available: 20 - for Heroes only
Location/Way to get it: Independance Port - Oswald Cuthbert
Travel Ability: Flight for 90 minutes of continuous use

10) SkyRaider Jet Pack
First Level Available: 20 - for Villains only
Location/Way to get it: Sharkhead - Lt Chalmers Mission
Travel Ability: Flight for 60 minutes of continuous use
Note: It’s a timed mission for getting this, so be ready

11) Ouroboros
First Level Available: 25
Location/Way to get it: a) Ask a lvl 25+ to drop an oro portal, go in, and go to the top of the building's spire to get the "Chrononaut" badge there to get the power, b) go to your Super Group's Pillar of Ice and Flame and run a mission there, or c) Complete a time traveling mission that grants the "Entrusted with the Secret" badge.
Travel Ability: Using the portal, you enter the Oroboros zone (fast loading small zone.) Once there, just click back on the Oroboros portal that’s sitting open next to you to transport to any of 5 zones (and train missions blue side.)

12) Pillar of Ice and Flame
First Level Available: 25
Location/Way to get it: Get to a pillar of Ice and Flame, either using the Oroboros temp power (see Oroboros travel power) or just go to the one your Supergroup hopefully has in their base.
Travel Ability: Select a story arc with a contact in the zone you want to go to. Once you've accepted the arc, re-click on the pillar, and it takes you directly to the contact. Handy ones include Sister Airlia(CoV) or Deadalus(CoH) in Cimerora and Tina McIntire in Peregrine (she's near Portal Corp so you skip traversing the island.) You can cancel the strike force/task force once you enter the zone. Of course this won’t work if you’re already on a Strike Force or aren't the leader of your team as you can't select the mission.
Note: This was actually my inspiration for making this guide. I know lots of veteran players who want to get to "out there" zones faster. This is especially handy for zones that take some effort to get to like Cimerora and I think the Shadow Shard or if you don't have easy access to all the SG teleporters.

13) Emergency Base Teleporter
First Level Available: 1
Location/Way to get it: after 24 months of game membership you get the "Devoted" vet badge. With it is the option to claim this power. Find it in your badge list.
Travel Ability: You teleport to the Supergroup base.
Usability: Every 30 minutes.

14) Assemble the Team
First Level Available: 1
Location/Way to get it: after 42 months of game membership you get the "Fervent" vet badge. With it is the option to claim this power.
Travel Ability: You teleport your whole team to your location.
Usability: Every 30 minutes.
Note: This one doesn't get YOU around but can be very handy for helping teams stealth missions (great in Ice Minstral SF and CoV respec SF last mission), and its nice for getting the team across a huge zone.


Additional tools: People requested maps or lists of the connections between zones. Here's two links to maps zombie man provided (note level restrictions no longer apply), or if you prefer, EmperorSteele posted a list below for Heroes.

1) Heroes Zoning Map
2) Villains Zoning Map

Notes: Please keep posting additional options! I’d love to hear of other ways to get there from here.

Also, some of the information was easier to steal than rewrite myself, so thanks to Direwolf21's thread on villain temp travel powers and the Paragon Wikis. Also thanks to the people who posted below to turn this into a more powerful guide than I had planned on


 

Posted

Quote:
Originally Posted by Geoff_NA View Post
11) Raptor Pack
First Level Available: 40 because of zone level restrictions - for Heroes only
Hazard zone level restrictions were removed with I16.

Quote:
I know there’s a Christmas jet pack, but didn’t include it because as far as I know you can only get it for about 1 week a year.
3-4 weeks, depending on how long the event remains active, it lasts for two weeks and it's possible to get it after the event ends by using the Present power which is granted by another player (bestows random goodies, such as inf*, prestige or, sometimes, a Jingle Jet).

You left out the market teleporters, available for purchase and as a day job power, and the base teleport day job power.

There's also a Shadow Step mission reward for villains, though I can't recall which mission it is. It's in the early levels (before 20), you're doing something with a nictus fragment... *shrug*

Heroes can also get a temporary teleport power in a later (30s) mission. It lasts for... 30m, I think, and is available only during the mission (is removed when you call in to the contact). The mission has you investigating an enemy group suspected of stealing Rikti tech, you're supposed to recover two devices, both are awarded as temp powers during the mission. That's all I remember about it.

And there's the Jump Pack, which is available for those who purchase(d) the Good versus Evil edition of the game, and the Pocket D teleporter, which is also available with the GvE edition. There's also a separate "item pack" which grants the GvE goodies.

One can also pick up a 30 day jet pack for $5 at the NCSoft online store.

Aaaaaaaaaand NCSoft Game Cards grant a 30 day jet pack as well.


 

Posted

Thanks Luminara!

Those were some great suggestions.

I added all the "semi-permenant" powers to the list. I didn't add the teleport power or 30 day jet packs because those only last for a defined period of real time, whereas 60 min or more of use in game generally lasts longer than a month (at least from my experience).


 

Posted

Nice little guide!

One thing:

Quote:
Originally Posted by Geoff_NA View Post
3) Market Teleporters
First Level Available: 1
Location/Way to get it: a) Marketeer badge gives teleportation to the market of your choice once very 15 or 5 minutes depending on how long you've been offline near the markets. You build up charges the longer you're logged off at the market b) Buy a 1-time use black market teleporter for 10,000 inf. Can only have 1 at a time and can only be used every 30 min.
Travel Ability: Flight for 2 hours of continuous use
The part in red should be removed from this.




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Posted

Quote:
Originally Posted by Geoff_NA View Post
[b]

5) Good vs. Evil Powers
First Level Available: 3
Location/Way to get it: Buy the Good vs. Evil Booster for $9.99
Travel Ability: There are 2: a) Jump pack b) Pocket D VIP pass
Usability: a) The jump pack acts like super jump but only works for 30 seconds before a cooldown. b) The Pocket D pass lets you teleport to the club every 30 minutes.
Note: I feel these packs are "harder to get" than the Raptor pack because going from lvl 3 to 5 takes a few minutes, but it takes both a few minutes and $10 to get this and the next pack.
The Jump Pack works at level 1. I've used it in the tutorial on many occasions, and I've used it to get the Top Dog badge in Atlas right after leaving the tutorial (or after skipping the tutorial).

Also it doesn't really work like super jump. It lifts you up but does not increase your lateral travel speed, so it's useful to jump over things or up onto things, but not as a way to go forward faster. Also, unlike superjump or the temp power you get from the bank mission, you can drop a bit, then hit it again and go back up before hitting the ground. You can jump off a high building and hit it several times on the way down to break your fall, so that you don't take any damage on landing. So it's very different from super jump.



my lil RWZ Challenge vid

 

Posted

Polite request: Could someone please expand this or add another page, that lists all the Zone shortcuts and perhaps explains the best way to use them all.

e.g.

Oro portal - list possible destinations
Pocket D - list locations/possible destinations
Vanguard - list locations/possible destinations
Midnighter base - list locations/possible destinations
etc.

I'd love to have this info all in one place, I'll print it out and tape it to my PC case.


 

Posted

Quote:
Originally Posted by RobertoLyon View Post
Polite request: Could someone please expand this or add another page, that lists all the Zone shortcuts and perhaps explains the best way to use them all.

e.g.

Oro portal - list possible destinations
Pocket D - list locations/possible destinations
Vanguard - list locations/possible destinations
Midnighter base - list locations/possible destinations
etc.

I'd love to have this info all in one place, I'll print it out and tape it to my PC case.
Sure I'm bored.

Ouro: Your contact's zone if flashbacking, Train missions, Atlas, IP, Talos, Founders Falls, Peregrine Island.

Pocket D: Your base, KR, Faultline, Talos, FF

Vanguard/RWZ
: Train Mission, Your Base, Atlas, FF, PI. Base TP drops you off in the south side of the open zone. NO LONGER connects to Crey's Folly (mentioned for prosperity)

Midnighters: Steel Canyon, Founders Falls, Croatoa, Cimerora.

Other notable cross travel zones (all have base entrances, so i needn't mention those):

Steel Canyon: Yellow and Green lines; access to Perez, IP, Midnighter's Club, and sole entrance to both Siren's Call and Boomtown. Base portal drops you off in the north end of the zone near the green line train and Icon.

Skyway City: Huge, but it has Yellow and Green Line access, doors to Perez, Hollows, KR and Faultline, and a helicopter to Bloody Bay. Base TP puts you in the middle of the zone.

Founder's Falls: Green Line, Pocket D, Talos island (though deep in the south pit) Vanguard DPO, Midnighter's Club, sole entrance to Eden. Base TP plops you near the Eden entrance. Ouro drops you off in the middle of the zone.

Talos Island: Green line, FF, Pocket D, PI, Striga Isle, sole entrance to Dark Astoria. Busy zone due to a Wentworth's. Ouro and Base TPs drop you off pretty close to WW/train.

Independence Port: Green Line, Steel Canyon, KR, Brickstown, Striga Isle sole entrance to Terra Volta. Base TP and Ouro both drop you off near the train.

Atlas Park: Yellow Line, Perez, Hollows, Steel Canyon, Vanguard DPO, sole entrance to Recluse's Victory, has a Wentworth's. Base TP plops you near Perez entrance. Ouro drops you near City Hall.

Kings Row: Yellow Line, Pocket D, Indy Port, Skyway, and sole entrance to Warburg. Base TP plops you near the train, a hop skip and jump away from Pocket D, the market and PvP zone entrance (which is right next to the base portal... very compact!)

Peregrine Island: actually the furthest thing from a cross travel zone, but notable because lots of things GO there. Ouro, Base portal, and Talos ferry all drop you off in the south side of the zone. Has the only entrance to the Shadow Shard. Fun fact: hitting the zone boundary zones you back to Talos.

Brickstown: Worse than PI above. Has a green line, attaches to IP and has the only entrance to Crey's Folly... the Base TP puts you right in front of the CF entrance.

Croatoa: Green Line, Midnighter's Club. Base TP puts you between War Witch and Katie Hannon in the north part of the zone.

Eden: Connects to FF, only entrance to The Hive. Base TP drops you off right in front of the Eden trial contact, and spitting distance away from the Hive entrance.

The only non-hazard zones that leaves are Galaxy City and Faultline. The former is only notable for having the Respec guru Jack Wolffe (and a yellow line), and the later only has 2 ways in or out: A door to skyway and a Pocket D entrance. Base portals to either zone plop you near where you need to be if you're there to do anything important.

I think that about covers it. I won't cover the hazard zones because most only have one way in, and the Base TP locations tend to be insignificant.


-STEELE =)


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Posted

Quote:
Originally Posted by Organica View Post
The Jump Pack works at level 1. I've used it in the tutorial on many occasions, and I've used it to get the Top Dog badge in Atlas right after leaving the tutorial (or after skipping the tutorial).

Also it doesn't really work like super jump. It lifts you up but does not increase your lateral travel speed, so it's useful to jump over things or up onto things, but not as a way to go forward faster. Also, unlike superjump or the temp power you get from the bank mission, you can drop a bit, then hit it again and go back up before hitting the ground. You can jump off a high building and hit it several times on the way down to break your fall, so that you don't take any damage on landing. So it's very different from super jump.
The GvE Jump Pack can increase your fly speed . . . you have to almost aim at the ground to have the vector go forward, but it does work.

The GvE Jump Pack is a wonderful benefit for anyone taking Super Speed. It recharges quickly enough that it can give one good 30 second vertical boost for most trips you need -- allowing you to save the Raptor or Zero-G packs for other times. It is also a big help to Super Jumpers when they run into something really high.

The Pocket D teleporter from the GvE Edition sends you to an exclusive room in Pocket D -- the Tiki Club looks like a nightclub, and you appear on the stage. The really nice recent addition is the Icon/Facemaker representative, making it easy to get a costume change without having to run through a zone.


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Posted

Quote:
Originally Posted by EmperorSteele View Post
Vanguard/RWZ: Train Mission, Your Base, Atlas, FF, PI. Base TP drops you off in the south side of the open zone. NO LONGER connects to Crey's Folly (mentioned for prosperity)
Pretty sure you mean "posterity" - prosperity is getting rich.


Quote:
Originally Posted by Local_Man View Post
The GvE Jump Pack can increase your fly speed . . . you have to almost aim at the ground to have the vector go forward, but it does work.
GvE jump pack increases fly speed no matter which direction you are pointing, it doesn't care whether you're going up or not. You don't have to push the space bar for it to activate. Additionally, you don't have to have the jets animating for the fly speed increase, that's just there for pretties.

Additionally, I want to clarify that the GvE pack gives unlimited vertical movement when jumping, and does NOT give any sort of forward jumping mobility. ONLY what forward jumping mobility you already have will allow you to move forward while GvE-jumping. If you don't have any jump buffs, you're NOT going to go forward very much at all.


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Posted

Thanks again for the edits and additions. I've tried to incorporate them into the guide.


 

Posted

Wow you fellas really outdid yourself - and Zombie I should apologize - I've seen that most awesome flow-chart style map before, just forgot about it.

I'm printing out both posts (well d/l-ing the map) and will keep them handy as I play.

Many thanks for your time and effort!


 

Posted

Quote:
Originally Posted by Geoff_NA View Post
12) Pillar of Ice and Flame
First Level Available: 25
Location/Way to get it: Get Oroboros temp power (see Oroboros travel power) or just go to the one your Supergroup hopefully has in their base.
Travel Ability: Select a story arc with a contact in the zone you want to go to. Once you've accepted the arc, re-click on the pillar, and it takes you directly to the contact. Handy ones include Sister Airlia(CoV) or Deadalus(CoH) in Cimerora. You can cancel the strike force/task force once you enter the zone. Of course this won’t work if you’re already on a Strike Force
Note: This was actually my inspiration for making this guide. I know lots of veteran players who want to get to "out there" zones faster. This is especially handy for zones that take some effort to get to like Cimerora and I think the Shadow Shard or if you don't have easy access to all the SG teleporters.
It's also very handy for Peregrine Island. The highest-level stuff all happens at the far end of the zone (where the Portal Corp. buildings are) from where you enter, even if using the base porter instead of the ferry. But Tina McIntire is on the far end of the zone right in Portal Court. When I want to go to the business end of PI, I take one of her arcs (unless I'm on a team), click and port to her, and cancel the arc, to skip motoring the length of PI.


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----------------------------------------------------------

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Posted

The GvE Jumppack has a small +flyspeed effect even without the angled flight jump-boost option...
(NB this effect is only noticeable at low levels.)

The angled flight jump-boost effect also works on the Zero-G Jumppack...

You can use a Raptor or other fly power alongside the tilt jump-boost speed of both the GvE and Zero-G at the same time too.


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Posted

I made a couple more small edits to incorporate Sailboat and Coolio's info.