Finishing Alpha: Making Choices Matter I'm not your father You know what’s always bugged me about Alpha? Both routes end in exactly the same way. The only difference is if you break the Compliance Nexuses or if you dump antivenom into the vents, and then the same shit happens. To me (and a lot of others, which is why I pushed this to the forefront of my workload), this makes Alpha scream “unfinished” so I did that thing that I do and now we’ve got a thread. Unleashing Hell: Breaking the Compliance Nexuses Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler tl;dr version: Breaking the CNs makes the Colonists remember that they have weapons at the Armory that they can use and they decide to run there to arm themselves. After choosing the route and deciding to destroy the Compliance Nexuses, Alpha Company receives a transmission from Priyanka informing them of the colonists’ presence south of the Armory. Another colonist (we’ll call him Charles) chimes in, saying that there are a ton of weapons at the armory that were confiscated upon the miners’ arrival to Apollo. While mostly just personal defense weapons (home shotguns and handguns with maybe a few hunting rifles), they are still weapons, and the colonists want them. Upon the marines arrival to the houses, all of the colonists pile out (more colonists than there are in Route A, the zombies that attack upon rescuing the colonists are non-infested, so increase each colonist group by about 5) and make a run for the Armory. All colonists are computer-controlled. Gearing Up and Bunkering Down Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler tl;dr version: Colonists loot the Armory and a huge group of hostiles is sighted, so the few that found weapons get on the armory walls to defend while the rest stock a truck with items to take to the colony ship. The players defend the armory with the colonists, and the CN failsafe activates: a non-attacking but very disable heavy boss, which the players will have to deal with during the hordes. The colonists find the confiscated weapons and assign them to their previous owners (roughly 14 handguns, 6 hunting rifles, 2 shotguns, and 2 SMGs). General Koller contacts the players, saying that the Compliance Nexuses were keeping a large (previously unseen) horde of zombies docile in addition to the colonists, and now that they are active, they have started to amass and move rapidly in the direction of the players. The armed colonists take up positions on the walls of the Armory to defend it while the rest stock a truck with ammo and supplies. The horde that attacks the players comes from either side of the Fort, with a Titan spawning for every living player in addition to a huge amount of Immortals, Hulks, and Seekers. About the time that the horde reaches the players, Corvus spawns in the middle of Apollo and begins making its way towards the Armory. Corvus, the Messenger of Peace Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Corvus Detector Base Hitpoints: 40,000 Armor: 8 Movespeed: 2.5 (flying) Unit type: Mechanical, Heroic, Massive, Armored Model: Black-tinted Battlecruiser Lore: The Corvus is a large armored transport that houses droves of “Beesting” Anti-Riot Drones. It is the proverbial “eye in the sky”, dispatched to handle riots and civil unrest in a nonlethal fashion. Most major cities have four or five on hand, and one was installed in Apollo as a failsafe for if the Compliance Nexuses ever went offline or were damaged and a riot broke out amongst the colonists. The colonists gathering weapons from the armory triggered its activation, and it could not have come at a worse time with the now enraged hordes bearing down upon Alpha Company. Abilities: Pacifier: Corvus is not actually equipped for battle, and therefore is not a direct threat. It is, however, equipped to subdue riots. Togetherness: Corvus will periodically dispense Gravity Grenades. Roughly a 15 second cooldown on this, aimed at the highest concentration of units. Wretched Hive: Corvus unleashes BARDs in swarms to disable potential rioters. Roughly every 10 seconds, Corvus spawns 5 (8 on Nightmare) BARDs. Upon death, it releases 20. BARD Hitpoints: 50 Armor: 0 Movespeed: 4 Unit Type: Mechanical, Light Attack: Sting Damage: 2 Attack speed: 3 Range: 2 Unique: Stuns non-heroic enemies for 2 seconds. Slows heroic enemy’s movement and attack speed by 50% for 2 seconds. Getting the hell out Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler tl;dr version: The players beat the hordes (and Corvus). The players begin the escort to the colonist transport ship. If the colonists and the truck are destroyed, there is no escort necessary, and the next event will trigger when the enemies from the horde are defeated. After defeating the horde of enraged Infested and dealing with Corvus (trigger-wise, killing all of the Titan spawns and Corvus), the colonists begin the trek to the ship. Because all of the infested ran to the armory (and got killed), the ambient spawns are relatively low, and therefore the escort is fairly easy (to give the players a bit of a break after the difficult horde/boss situation). The armed colonists are the last ones to enter the ship, and the truck full of supplies counts as four colonists. If the players failed to defend the armory and all of the colonists are killed, then they lose 5 Karma and are required to kill the trigger-specific enemies before the next event happens. In which Alpha is attacked by living goop Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler tl;dr version: Dome B explodes, unleashing Charon, the “final boss”. The players must kill it before it reaches the colonist transport. If they don’t, then many difficult enemies spawn and the players are required to fight a very dangerous boss. Shortly after the last colonist enters the transport ship (or after the last trigger-specific enemy is killed), General Koller contacts the players warning them that something is happening at Dome B. After about a minute’s delay after the warning, Dome B explodes and Charon emerges with a cabal of Seekers, heading for the colonist transport ship. If the players do not kill Charon in time, then it enters the colonist transport, rapidly infesting it and all of the occupants within. The ship then breaks apart, unleashing a large amount of Infested Marines, Immortals, Hulks, and Charon transformed into his full form: Nyx. Killing either Charon or Nyx ends the campaign, with Black Ops arriving and extracting Alpha Company (different from the Route A ending, Black Ops actively fights the infested upon arrival and a transport arrives). Charon, the Ferryman Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Charon Model: Changeling Base hitpoints: 75,000 Regen rate: -5/sec Armor: 15 Movespeed: 0.62, unaffected by creep Unit type: Biological, Massive, Heroic, Light Trail of Infestation: Charon spreads creep wherever it goes. Same stuff that Overlords do, just always on. Radius of 5. Amorphous Body: Charon is mostly living goop. Piercing weapons are no good, but it’s deteriorating rapidly. Explanation of the negative regen rate. Primordial Soup: Charon’s dropped chunks turn into random enemies. Be ready for anything! Every time Charon takes damage, it has a 10% chance to spawn a random enemy: a Hulk, a Seeker, a Zombie, an Infested Marine, or two Larva. This ability has a 3 second cooldown. Unstoppable Tide of Flesh: Charon cannot be slowed. Unfinished: Charon’s body is only half complete, and it’s going to consume the colonists to finish the job. Don’t let that happen! If Charon makes it to the Colonist Transport, he morphs into Nyx (using the standard morph effect, so the hitpoint count transitions). Nyx, Hatred and Madness made flesh Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Nyx Detector Model: Aberration (tinted black, team color of black) Base hitpoints: 75,000 Armor: 20 Movespeed: 1.5, affected by creep Unit type: Biological, Massive, Heroic, Armored, Psionic Attack: Eviscerate Damage: 150 Armor Reduction: 15 Attack speed: 1 Range: 2 (Melee) Abilities: Hateful Gaze: The eyes… Nyx lowers the armor of all units in a frontal cone by 2. Shred: The shrapnel of the transport ship has augmented Nyx’s claws, making them extremely sharp. 100% chance to apply Open Wound on attack. Night Shade: Nyx can bend darkness to its will, and will use it to its advantage. Every 20 seconds, players are afflicted with Blind. I hope you brought flares! Carrion Call: Nearby Infested deal additional damage and regenerate more rapidly near Nyx. +15% damage, +1 hp/sec.