|“||Robot invaders threaten the galaxy... Do you have what it takes to board the mothership and defeat their fearsome leader Jumbotron? Team up with your friends and bring the laser heat!||”|
— Against Gravity, Update Page
AboutThe Rise of Jumbotron is the second quest available to players. It is set in a futuristic theme with laser guns and robot construct enemies. It is a difficult and long challenge, and if you want to survive you need to stay near cover and communicate with your teammates.
After gathering your team in front of the theater stage, one of you has to activate the "Start" button by pointing at it with a virtual laser pointer and pulling the trigger of your controller.
You spawn in a dressing room (similar to the Quest for the Golden Trophy) with a mirror on the left wall, some decor and credit-filled monitors along with 2 laser pistols and 2 laser submachine guns on the back wall. You exit the dressing room by gathering all players on the platform and teleporting through the door at the back wall. Remember that you have to reload the laser weapons by pulling grips back or down, and remember that there is friendly fire. Dead players can be revived by a high five from a player who is still alive.
Entering the Armory, you will find a large open room, as you move through the room flying bat bots will burst fire 3 lasers at you. Moving ahead will spawn more, so stay back and kill them all before going ahead. When every enemy has been killed, you will hear a distinct tune, letting you know that it's okay to move to the next area.
Next up is the Cargo Bay, which has ground tread bots, mouse bombs, along with the previous bat bots. The tread bots will shoot slow moving orbs at you, however, they often spawn in groups of 5-10, so do not underestimate them. After fighting through some tread bots and bat bots, you will come across a group of mouse bombs, small but fast robots which explode when close. They can do massive damage but have little to no health. Attempting to move ahead will spawn a wave behind you, and killing that wave will spawn another one. Proceeding forth, there will be a decently tough fight involving all of the above robots. Stay away from vents as the mouse bombs will spawn inside it. Killing all of the waves allows you to teleport to the next area.
The Engineering room introduces lasers, which upon touching kill you. This area is mostly made up of tread bots in groups, however, there are some bat bots in the second to last room and added mouse bombs in the final one.
The Bridge is an open area with a new enemy called assassin bots. They aim with a pink laser and deactivate, then shoot where the laser last was before it was turned off. They have high health but the battery pack on their back's is a weak point. There will be waves of tread bots and bat bots with some assassin bots sprinkled in. It should also be noted that there is an armory just to the right of where you enter the bridge.
Now there is the Flight Deck, a very large open room with little to no flooring, with a space ship in the center. Pushing the large green button on the center console will play a small projector scene of flying through space and approaching The Jumbodome. This will also initiate a heavy attack from the bots, spawning tread bots, bat bots, and mouse bombs alike in different places. After killing all of the waves another projector scene will play, showing the ship docking at the Jumbodome. The place is now clear, and you can enter the next area.
Space is an area in which it is difficult to understand your teammates due to every sound being muffled in an underwater like way. There will be a horde of tread bots waiting for you, with an explosive barrel to their right side. Shooting it will kill all but 2. Moving ahead there will be lasers, tread bots and bat bots. Some bots will spawn behind you. Near the end you will encounter an elite tread bot. It shoots 5 orbs at the same time in different directions.
The Hanger is a large open area, consisting of 2 large rooms. the first consisting of elite bat bots, which shoot in bursts of 5, and regular bat bots. Staying in the spawn area is advised. The second room contains elite bat bots, elite tread bots, both of their normal counterparts, and some assassin bots. Killing all of the robots will as usual, allow you to teleport to the next area.
The Supply room is the second to last room, and it is possibly the hardest, apart from the boss himself. the starting area has some extra guns, and the next rooms contain quite a bit of everything. Off to the side there is also a small room, containing a goblin and pot from Quest for the Golden Trophy There isn't much you can say for this, other than don't run ahead and stick together.
The final room is Jumbotron himself, in a large arena. He has 4 panels that you must destroy and he has an invincible turret below him that will target one of the players - preferably one who is not taking cover. After a panel is destroyed, he will summon tread bots and bat bots which will spawn in multiple points, so when you hear him yell "Reinforcements!" watch yourself. Upon destroying the four panels, it will destroy his turret, and kill any enemies remaining in the room. You will get loot depending on the Quest Rating achieved by your team.
Final team score is the cumulative score of each member and determines your Quest Rating which determines the rarity of loot you get after the last boss, so if you plan on beating the quest it is important for each player to have as high a score as possible.
There are only so many points, referred to as credits in this mode, that your team can possibly attain, but there are unlimited that you can lose by dying or committing friendly fire.
Ways to obtain credits are by killing Robots, destroying monitors, detonating explosive barrels, and destroying computer systems.
The player that does the destruction is the only one that gets credits, except in the case of multiple people damaging it before it dies such as killing robots, in which case the credits are split.
Every time a player is shot by a bot, they lose 2000 credits. Every time a player commits friendly fire, they lose 1200 credits.
If a player is prone to dying, it might benefit the team if that person did not destroy the breakable objects for the extra credits, because that is just more for them to lose, which hurts the whole team. Your score cannot go below zero, so if you have few credits and die, it is less harmful than if you have lots of credits and die.