Trina Furst

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Overview

Trina Furst
Trina Furst.jpg
Mystic Anchorite of the Carnival of Light
Zone First Ward
Coordinates (-2243, 83, -197)
Level Range 20-29
Introduced By None
Introduces None
Enemy Groups V badge Apparition.png Apparitions
V badge Carnival.png Carnival of War
V badge Dregs.png Dregs
V badge DUST.png D.U.S.T.
V badge Shepherds.png Shepherds
v  d  e

Trina Furst is a Praetorian contact in the Mercyview neighborhood of First Ward at coordinates (-2243, 83, -197).  Her level range is 20-29. Trina Furst only offers missions to characters of heroic, vigilante or Resistance alignments.

Notes: Trina Furst is an endless source of missions.

Introductions

Contact Introduced By

  • None

Contact Introduces

  • None

Information

Mystic Anchorite of the Carnival of Light

Trina Furst has dedicated her mental powers to the discovery of fresh minds arriving in First Ward and recruiting brave individuals to find them before the less-scrupulous denizens of First Ward do.

Prior to Introduction

Missing Prior to Introduction Dialogue

Initial Contact

I'm very excited to meet you, Character. I am Trina, Trina Furst, one of the illustrious Carnival of Light. I have taken it upon myself to help the people of First Ward by undoing at least some of the wrong done to them. They were sent here to disappear, but that does not have to be their fate. Here in First Ward there are plenty of people who have been found, and it is I who finds them.

Greeting

  • First Ward needs people like you, Character.
  • I am pleased to see you again.
  • Shall we get to work?

Too Busy

It seems you have tasks that are much more pressing than what I need done. Your desire to help is appreciated, but I need people who can concentrate on what needs to be done, not have their concentration scattered to the 8th dimension.

Too Low Level

Missing Too Low Level Dialogue

Too High Level

There is always something that needs doing in First Ward. Sometimes you just need to look harder; other times you just need to feel a rumble in your belly.

No More Missions

  • None

Store

  • None

Missions

Apparitions Preying on Newcomers

Briefing

Most of the exiles that are sent from Coleside make for the Survivor Compound in Eltentown. It's been a something of a tradition, even in the gumbo, where that idea barely holds. The Apparitions have cottoned to this; perhaps because newcomers to First Ward leave an easy to follow trail of fearful disquietude. Whatever the case, the Apparitions have started hunting for host bodies in that area.

As troubled as the regime of the Compound is, they have always had the support of the Carnival of Light, and it is my role to protect those recently arrived to the Ward. This grisly business serves both ends.

  • Discourage the Apparitions from troubling Eltentown.

I cannot promise that the Apparitions will be driven away completely from Eltentown. Something blocks me from seeing if they have any true agenda beyond their own ravenous hunger. But your work will not be wasted.

Know this, however: though some Apparitions dare to wander about as they like, as a whole they tend to appear more frequently in the evening.

Unnecessary Solicitation

The Apparitions still trouble the Eltentowners. Do your best to cull their numbers.

Mission Objective(s)

  • Defeat Apparitions in Eltentown
    • Defeat 8 Apparitions

You've culled the number of Apparitions seeking hosts in Eltentown!

Enemies

V badge Apparition.png Apparitions

Debriefing

So, the Drummers move against us again. It won't be the last time. The schism is widening. Thank you for your aid, Character.

Carnival of Light Troupe Missing in Action

Briefing

A fresh batch of exiles arrived in First Ward recently. I sent a troupe of my cohorts to retrieve them, but I've lost their signal. On all channels, including the psychic personascape that the Carnival uses regularly. I need you to find out what happened to both the exiles and those Attendants I sent after them.

  • Investigate the disappearance of the Attendant recovery team.

Also, find the source that's blocking our contact. The Carnival can't afford to be isolated like this.

Unnecessary Solicitation

Your work is not done, Character. Stay on the path.

Mission Objective(s)

A strange sensation hits you as you enter, a constant and strained keening of psychic power.

  • Mind the missing Attendants
    • 2 Attendants to rescue
    • 2 exiles to rescue
    • Lead out the exile
    • Defeat the Mistress of War and her cohorts

You saved both the Carnival of Light's Shining Attendants and the exiles they were attempting to rescue themselves!

Enemies

V badge Carnival.png Carnival of War

Notable NPCs

  • Mistress of War


Carnival of War Chatter 

Acolyte of War: The Apparitions are everywhere.
Acolyte of War: That's why we'll starve 'em out.


Acolyte of War: The Lighters endanger us all.
Attendant of War: Ach, and they hardly know why..!


Exile Dialogue 

Before Combat:

Fresh Exile: I can't even understand you.
Acolyte of War: An' know one asked ye, too, either, boyo.

Combat Start:

Anchorite of War: 'Ere we go!

Upon Rescue:

Fresh Exile: Why did they call me food? Food for what?

At Exit:

Fresh Exile: I've got to get back Cole-side!

Before Combat:

Fresh Exile: I'll leave if you let me.

Combat Start:

Attendant of War: And we're not gonna let you, so shut it.

Upon Rescue:

Fresh Exile: These people are insane!

At Exit:

Fresh Exile: I'm gonna make a run for it!


Attendant Dialogue 

Before Combat:

Shining Attendant: When did yer brainpan start leakin', brother mine?

Combat Start:

Eremite of War: Cake eaters, all of you Lighters. And to the detriment of us all.

Upon Rescue:

Shining Attendant: Eck-ack, I'm out!

Before Combat:

Shining Attendant: War or no war, big top, this is just madness!
Anchorite of War: No, madness is keeping these exiles alive!

Combat Start:

Anchorite of War: They are FOOD for the Apparitions! We should just kill them all!

Upon Rescue:

Shining Attendant: Good on ye, Character!


Ambush Dialogue 

Eremite of War: The weak one's getting away!


Eremite of War: Kill the Lighters' pet!


Mistress of War Dialogue 

Combat Start:

Mistress of War: Kill Trina's little errand runner!

First Blood:

Mistress of War: Tell her it was easy to block her signal. THE DRUMS ARE TOO LOUD!


Debriefing

So, the Drummers move against us again. It won't be the last time. The schism is widening. Thank you for your aid, Character.

D.U.S.T. Kill Team Threatens Safe Passage of Exiles

Briefing

D.U.S.T. is ever trying to oppose the Carnival's efforts to give safe passage to exiles recently sent to First Ward. The Rangers need more victims to practice on in the Free-Fire Zone, you see. One of their Kill Teams recently took out a Carnival troupe escorting some newcomers to the Survivor's Compound. We can no longer help the exiles -- they are scattered and lost in the Ward -- but we can strike back at the D.U.S.T. cell commander that gave the kill order. Perhaps it will give the Rangers pause before crossing our paths again.

  • Defeat the Kill Team Leader

I've telesent the Kill Team's current base to your psyche. Take out their cell leader, and sabotage any further intelligence that D.U.S.T. has gathered on Carnival activities in the Ward.

Unnecessary Solicitation

The longer you delay, Character, the more exiles will end up as fodder for the Free-Fire Zone.

Mission Objective(s)

Crippling an entire D.U.S.T. cell may prove difficult, but First Ward will be safer for it.

  • Counterattack the D.U.S.T. Kill Team
    • 2 intelligence databanks to wipe
    • Defeat D.U.S.T. Cell Commander and his cohorts

You've taken down the D.U.S.T. commander and wiped out his cell's intelligence on the Carnival's activities in First Ward!

Enemies

V badge DUST.png D.U.S.T.

Notable NPCs

  • D.U.S.T. Commander


D.U.S.T. Chatter 

D.U.S.T. Ranger: Took 'em again.
D.U.S.T. Ranger: Yeah, it's getting easy. Or they're getting sloppy.


D.U.S.T. Ranger: I hate being holed-up inside.
D.U.S.T. Ranger: That's just your enhanced ADHD kicking in.


Before Combat:

D.U.S.T. Ranger: Finally spotted that big Hamidon thing. See it?
D.U.S.T. Ranger: No, I was too busy actually being on mission. Now shut it.

Combat Start:

D.U.S.T. Ranger: See?!

D.U.S.T. Ranger: Gun's been acting faulty ever since we tackled that troupe.
D.U.S.T. Ranger: Grab a spare compensator grip when we break.


Before Combat:

D.U.S.T. Ranger: You hear that?
D.U.S.T. Ranger: No, you just KEEP hearing stuff.

Combat Start:

D.U.S.T. Ranger: Target!

Before Combat:

D.U.S.T. Ranger: Half wanted to steal one of their masks.
D.U.S.T. Ranger: The ones with bullet holes or the ones without?

Combat Start:

D.U.S.T. Ranger: Speaking of bullets..!


D.U.S.T. Commander Dialogue 

Combat Start:

D.U.S.T. Cell Commander: Open up and rip him / her apart!

75% Health:

D.U.S.T. Cell Commander: Units be advised: the target is a worthy one.


Debriefing

The Ward is indebted to you for what you have done today. D.U.S.T.'s numbers, though, cannot be counted. We may see such foolish actions on their part again.

Recover Emotional Ordnance from the Shepherds

Briefing

The Shepherds have grown bold of late, going so far as to raid our random uplifting thought salvo caches that we hide in the Shadowed Paths. By twisting these micro-munition memetics into more dubious and fear-ridden forms, they can sow fear into the Last Worders and bolster their ranks thereby.

First Ward is too fragile for these doomsday cultists to run unchecked with emotion ordnance that they can barely control. I want you to find the Shepherd coven called The Eternal Prophets where you can, put down their cult leaders, and retrieve what they've taken from us. Otherwise, more newcomers to the Ward will just become more lost than they normally are.

  • Lessen the influence of the Shepherds.

Don't underestimate the Shepherds, Character. The Vortex seemingly enhances what influence they do possess, and especially in times of anger or fear. For this reason alone, we cannot let them become more of a threat to the Ward.

Unnecessary Solicitation

Have you recovered our stolen thought ammunition from the Shepherds yet?

Mission Objective(s)

Look for treasure chests. The Shepherds like keeping with the theme of doomsday fanatics of a piratical bent.

  • Search First Ward for Shepherd havens
    • 4 chests to check for Carnival memetic micro-munitions
    • Defeat Fist of Heaven and Bodyguards

You successfully recovered the memetic micro-munitions stolen from the Carnival of Light!

Enemies

V badge Shepherds.png Shepherds

Notable NPCs

  • Fist of Heaven


Fist of Heaven Dialogue 

Combat Start:

Fist of Heaven: He / She is a pawn of the Carnival!

First Blood:

Fist of Heaven: The Vortex shall swallow the whole of the Ward!

50% Health:

Fist of Heaven: Begone, thief-taker!


Debriefing

Already some of the bullets you've returned are filled with emotional conflict. These cannot be fired again until they are steered back to happiness and joy.

Rescue Exiles from the Dregs

Briefing

I sense new minds in First Ward. More who have fallen out of favor have been exiled to First Ward; I can taste their fear. We must find them and bring them to safety. I was too late to detect them before the Dregs got to them, but I know where they have been taken.

  • Rescue new exiles to First Ward.

Their fear tastes like bitter lemon, we must save them.

Unnecessary Solicitation

Your work is unfinished, we must return to the field; the innocent must be protected.

Mission Objective(s)

The Dregs have taken the recent First Ward exiles to this old, decrepit office for who knows what purpose.

  • Rescue recent First Ward exiles
    • 4 exiles to rescue
    • Lead the exile out!

You saved a group of exiles recently sent to First Ward from the clutches of the Dregs!

Enemies

V badge Dregs.png Dregs

Notable NPCs

  • None


Exile Dialogue 

Before Combat:

Fresh Exile: I didn't do anything to you...

Combat Start:

Mudbelly: Awww, for flip's sake, why doesn't anything ever go according to plan?
Raider: Quit your whining.

Upon Rescue:

Fresh Exile: Bless you!

At Exit:

Fresh Exile: What did I ever do to get sent here?

Before Combat:

Fresh Exile: What did I ever do to get sent here?
Mudbelly: Quit toying with it, those pukes from the Last Word are gonna show up any second.

Combat Start:

New Exile: Please just don't hurt me.
Mudbelly: Oh crap, here comes the cavalry!

Upon Rescue:

New Exile: Thanks.

At Exit:

New Exile: I'll make for the Survivor Compound!

Before Combat:

New Exile: Please...don't.

Combat Start:

New Exile: Help me!
Mudbelly: Take 'em out!
Raider: Don't give us any grief and things'll go easy for you.

Upon Rescue:

New Exile: Thank you thank you thank you!

At Exit:

New Exile: Maybe I'll see you around?

Before Combat:

Confused Exile: This isn't happening. This isn't happening.

Combat Start:

Confused Exile: This still isn't happening.
Mudbelly: We got company!
Raider: Boy, the Seers sure did a number on you. You don't know if you're comin' or going.

Upon Rescue:

Confused Exile: Is this really happening?

At Exit:

Confused Exile: I guess it's all true then, I am in First Ward.


Ambush Dialogue 

Wastelander: We got another escapee!


Wastelander: Ha ha ha! Where are you going, little lamb?


Raider: Back up's comin'!


Raider: You ain't goin' nowhere, mudbellies!


Debriefing

These exiles are safe now, thanks to you, and the Last Word will be stronger for it.