Excellent work everyone.
Excellent work everyone.
Originally shared by David Dellsperger
The Legend of Zelda The Kansas City Resistance Babysits Artifact #40
Thursday evening: KC Resistance gets notice of Artifact #40 (Zelda) being in Hays, KS. (roughly 4 hours west of Kansas City) The plan was to have Texas link to the portal in Hays, KS and pull it down to Texas, but they would not be ready until the following day. In order to keep Zelda free from those pesky frogs, it was decided to divert Zelda to Kansas City. Below is the timeline of the events that occurred from Thursday evening/night until Zelda hit Bay St. Louis, Mississippi on Saturday at 1500 CDT
Thursday - 1630 CDT
A group of the resistance hear of Zelda being in Kansas and start to prepare for the 3-4 hour drive to Hays to move Zelda to Olathe, KS to be safe from the ENL. A few places come to mind as agents are scattered around the whole area so response time should be fairly quick if anything happens.
Thursday - 1730 CDT
A group of 3 L8 agents have a plan to head to the west to clear links that are in the way of Zelda making her way to the park where she will be bouncing around all night.
Thursday - 1800 CDT
Plan is in place to bring Zelda to Olathe, KS at around 2000 CDT if possible. The blocking links have been determined and the link furthest away is about 2 hours and 30 minutes drive away from Kansas City. While this planning is going on, Zelda ends up moving to a portal that is on property that is closed to the public outside of hours. The plan changes to instead of just clearing links, to clearing links and then getting to hays (another 1 hour drive) and linking back to Olathe.
Thursday 1900 CDT
Lone Elm Park is decided as the night-time resting spot for Zelda as it closes at 2200 CDT and would be safe there for a while. Thirty minutes later, a plan is hatched to both get the portal in Hays up to the right level AND portals that have not previously been graced with Zelda's presence. The key transfers to get the keys to Hays can't take place until 2100 CDT and there are a few issues with getting the portals to the proper level for transferring Zelda properly, but a plan is hatched. The three amigos (Donnie Jones Raven Nacht Shannon France) head out and clear a blocking link South of Topeka, KS.
Thursday 2030 CDT
There are a group of L8 Resistance players who are on their way to Hays to babysit Zelda, meanwhile the three amigos have recently taken one of the blocking links down and have a 90 minute drive to the next blocker that's up. Intel operators have settled in for the night on their computers (rather than phones/tablets) and coordinating begins to become more seamless. In Hays, there is a fight between the ENL out there and the RES out there (meanwhile Myself and Jason Frank are up having fun in Des Moines at the #NL1331 event)
Thursday 2130 CDT
A new blocker comes up in Lawrence that needs to be knocked out, we have a key transfer that needs to take place, and the group clearing blockers in the western part of Kansas is still driving out. Links within the park are being made to keep Zelda under our control, and away from the clutches of the evil toads.
Thursday 2200 CDT
The battle in hays was heating up, the evil frogs nearly escaped with our precious Zelda, we have backups ready to hit up Hays for the next hour so that we can properly transfer Zelda into the safety of smurf blankets. The Enlightened agents that are in Hays are still active, reinforcements have arrived, but it is likely that both teams will be on their way out soon enough.
Thursday 2230 CDT
The three amigos arrive at the other blocking link in Clay Center, KS and neutralize it. While in Dexter Park, two local frogs came to see why 3 Smurfs had descended on their area. To keep the plan under wraps, one of the three mentioned we were out in the area hunting unique visits and captures. To make good on their claim, they proceeded to clear and claim all portals that are accessible to the public after 2300 CDT.
Thursday 2300 CDT
Word comes out from Hays that the Enlightened agents actively fighting have left the area Toby Murray (Agent @TooBee) has a great stat list on the battle here: https://gist.github.com/ToeBee/15e6fbf48e7e63872730, giving us the ability to get a L7 portal and bring Zelda to safety. Keys have been transferred again to an agent who is able to make the links by midnight to pull Zelda into the safety of resistance portals. For the next 2 hours, the portal is put to L7 and prepared for receiving a link from Olathe to reel Zelda into safety.
Friday 0045 CDT
Link is made from Olathe to Zelda's current position in Hays, KC
Friday 0100 CDT
Zelda lands safely in Olathe with proper links into the center of the park. Smurf blanket plan ready, but the link to Hays remains meaning that, with the 1-hour virus cool down, either the Hays portal will need to be flipped (agents have left) or that Zelda will have to move into the park, source portal virused, then a field put in place. The latter option was chosen so the field could not be throw until after 0200 CDT
Friday 0230 CDT
Smurf blanket (best kind of blanket) is put in place and all agents head home to get some sleep. Zelda is safely in the clutches of the KC Resistance with a plan to go back to Hays in the morning and have Texas link up to Hays and pull it down
Friday 0700 CDT
Looking for plans as to how to get Zelda safely in Texas. It is believed that Zelda may be staying more than one night in Kansas City, possibly 3 or 4 until the crew in Texas has the keys to Hays or KC can find keys to portals in Texas that would be suitable. Based on blocking links, sending the portal from Hays would be easier and less cleaning than sending from Kansas City going through a lot of Major Cities.
Friday 1000 CDT
The thought of linking to #NL1331 for a jump arriving at 1900 comes up as it is known that the #NL1331 portal will move from Des Moines to Omaha between 1900 and 2000, more of a way of seeing how well Ingress deals with some additional chaos for Artifacts. We're all laughing at the idea of trying to use knowledge of movement of #NL1331 to mess with things, but we quickly decide that trying to get it up there is likely to cause more problems than solutions. Backup plans (not going through Hays) begin to pull into the mix as we have some long links that were planned already and things could be put into place early in the morning. A small fight between which portal to use comes into question, but it is known that that portal will not be able to be high enough level to fly the link.
Friday 1100 CDT
The secondary plan of going through Iowa seems more and more likely to become the primary as getting to Texas seems to be less and less likely to happen. An Enlightened Agent arrives on the scene of our precious Zelda. With the likelihood of the secondary plan becoming primary, we realize that we need to get the keys to get up to the connecting portals so that the secondary plan can be put into action without too much extra work.
Friday 1200 CDT
Enlightened agents get the portal to L6 with two L8 resonators which means that they are scary close to being able to make links and move the artifact. As the hour runs on, there is talk of trying to innoculate/flip the portal to keep it in our possession. We flip the portal and rebuild it to R7. Zelda has been at the same portal for 3 hours now so it is likely that she may randomly jump to another portal (she gets very bored staying in the same place, take note everyone)
Friday 1300 CDT
Zelda doesn't jump. (clearly we're entertaining her enough at this point) The protective field is taken down and a new portal is searched out for the next jump, there are many 'work' portals that it can go to and be safe.
Friday 1400 CDT
Zelda jumps to the Garmin Headquarters and is in a safe location Looking for the next jump starts happening. The Veterans Memorial Park (VMP) in Olathe is chosen as it's all R7 and linked up. At this point, the intel maps starts to become laggy and unusable which makes planning these jumps VERY difficult with ghost links/fields in place. The plan to move it to VMP is enacted and links made.
Friday 1500 CDT
Zelda makes it to VMP a spreadsheet is started to keep track of the portals that Zelda has visited. A joke about having a spreadsheet to keep track of spreadsheet kills it in the planning hangout. Intel map is still showing signs of being laggy and stupid, so the only people who are able to report are on site. The plan is to let Zelda bounce around the scenic VMP, but the Enlightened have taken out the portal where Zelda is held so she can't go have fun.
Friday 1600 CDT
We find out that an agent from Flordia has found Zelda and starts playing in VMP. Enlightened agents are on site with Zelda and others are just getting off of work so they are on their way to VMP (traffic is pretty bad, so they're getting delayed)
Friday 1700 CDT
People are getting off of work and making their way to VMP to join in on the fun some with significantly less sleep than others due to the previous nights events. As people arrive, the plan is to make as many L8R portals as possible so that we can prevent the Enlightened from successfully making any moves of Zelda. A Zello channel is set up and planning moves from the Hangout to our Zello Channel, making for interesting communications. We find a new home for Zelda for a bit and make it R7 for linking, in the last few minutes we get Zelda's portal to R7 and throw a link to the new place with the hope that Zelda moves.
Friday 1800 CDT
Zelda makes it to her new home portal and a plan is enacted to protect her for the night in a park that closes at midnight. Fields are put up around where Zelda is to keep her from moving without our plans. These fields are put up and taken down over the next 4 hours. Zelda remains at the portal safely for quite a while, Agents are coming and going based on work, family, etc. A core group of people continues to hold the portal when needed to keep Zelda under control. As people leave the portal area, they are told to go to the park where Zelda will sleep for the night and upgrade the portals to get them to L7.
Friday 2000 CDT
A group of Resistance agents make their way to the Mexican restaurant close by in order to get some food leaving the Enlightened agents able to take the portal and make links. During this hour Resistance agents stop by and tear the portal down every now and then dropping the links to exterior portals making the Enlightened agents waste keys trying to put them back up later.
Friday 2100 CDT
Zelda stays at her portal, we're worried that she's going to want to jump again before we can get her into her safe resting spot for the night. Knowing this, a plan is made to link her back into VMP to pre-stage for her bedroom. Three agents head to VMP to make an L7 portal, keys are exchanged and then with 1 minute to go in the window, a link is made between Zelda's current portal and the planned portal for a safe jumping spot.
Friday 2200 CDT
With 2 L7 portals linked together, Zelda decides to stay where she was (clearly we should not be picking portals for her). This confuses us, but we're okay with it. Things are a bit crazy, but we adapted without too much problem. It is at this time that we find out that our keys to the north (to get Zelda to Iowa) are not going to be in our possession tonight. In the meantime a backup backup plan is started. I (David Dellsperger) decide that we need the keys to Lebanon, KS and the only way we'll get it is to drive to Lebanon. I gear up for a 9-hour round-trip to and from Lebanon to get keys, but the intel team looks for closer alternative portals.
Friday 2300 CDT
We move Zelda to VMP by linking to multiple L7 portals in VMP to ensure a proper delivery and get her into a holding pattern for transfer to the Prairie Center Park (PCP). Backup plan is still being looked into so that I don't have to drive for 9 straight hours
Friday 2330 CDT
Backup plan is put into place, the new middle-man portal is in Easton, KS. I head that way as do (John) and (Shannon). The remaining people get links set up to send Zelda into her hotel for the night at PCP.
Saturday 0000 CDT
Zelda arrives for her proper midnight check-in time at PCP and she is tucked under a Smurf Blanket for the night.
Saturday 0100 CDT
The three blind mice (David, Shanon, John) make their way to Easton to build the R7 portal. It turns out that there is no cell service in Easton, KS (2 agents have Verizon, 1 has Sprint), fortunately there is an unsecured network (from the local bar) that is available close to the proposed linking portal. The portal is set up with a couple of heat sinks and farmed for keys. After farming keys, the portal is flipped and rebuilt for linking. The portal obtains the R7 level and there are keys farmed for it and in the possession of the right person for the morning linking plan. Backups are put in place in the event of shenanigans.
Saturday 0200 CDT
Blocking links are clear between Easton and Osceola by Elmer / Greywolfe56 and other clearers are set up for the morning and the backup secondary plan is now the primary plan for getting Zelda to Osceola. All agents (and Zelda) have a restful night of sleep and prepare for battle at 0700 CDT.
Saturday 0630 CDT
Looking for people to take down links re-commences (as normal people are sleeping at 2 AM). The ENL take the portal with Zelda and our plans begin to come to fruition. As my area is Easton and there was no service, I look for alternatives for internet access up there and end up purchasing a T-Mobile mobile hotspot for trying to get internet in Easton.
Saturday 0730 CDT
Link removers are on their way to remove links and they knock them down Linkers are en route to the portals to move Zelda out of the area and to Osceola for her long journey down to Mississippi. In the meantime Agents from Missouri, Arkansas, and Mississippi begin to clear the lane between Osceola, IA and Bay St. Louis, Mississippi for the final jump.
Saturday 0900 CDT
After 2 unsuccessful links to Easton, John (Robertson) attempted the link twice, both times the scanner says “link established” but there is no link and the key is eaten. Through Andrew a link finally makes its way to Easton and at 0900 CDT Zelda has officially left the Kansas City Metro area. The next step is to move it to Osceola, IA by 1000 CDT. I arrive at Easton, the T-Mobile hotspot is no use, but the bar's wifi is still on and working. A second agent is dispatched to Easton as contingency.
Saturday 1000 CDT
Link to Osceola is made and Zelda makes it to Osceola without any problems.
NOTE: with no cell reception, ingress kills itself often, which is pretty annoying
Saturday 1030 CDT
The crew from Des Moines makes it to Osceola and Jarvises the portal housing Zelda after upgrading it enough to be put to L8 for flying the link to Bay St. Louis, Mississippi. The shields are Ultrastriked off of the portal and it is prepared for link amps
Saturday 1130 CDT
Portal is ADA'd and prepared to be linked to Mississippi. It turns out that the blocking links have not been cleared yet, so Zelda stays for JUST a bit more.
Saturday 1230 CDT
With the blocking links still in place and people roughly 90 minutes out from removing the blockers Zelda is given back to the Enlightened agent JARVIS.
Saturday 1330 CDT
Zelda is brought back to the right color and prepared for linking (hoping the blockers are down) and hoping especially that she doesn't get bored at the Casino
Saturday 1400 CDT
The link down to Mississippi can not be made and Zelda is patient enough to stay put for at least one more hour. Blocking links are set to be cleared in 20 minutes
Saturday 1420 CDT
The last blocking link is cleared and link is set to go up at 1440 CDT and have defenders at both sides
Saturday 1440 CDT
Link established from Osceola, IA to Bay St. Louis, Mississippi. @teffys now has a new longest link (1259km) and a story to tell.
Saturday 1500 CDT
Zelda finds her way to Mississippi safely and she is now in the hands of the people who will be able to get her to Australia safely (hopefully)
Artifact #40 has been codenamed Zelda because as Rob Adams / XCVIIValk said, "well, she really likes a link, so she must be Zelda"
Agents who got to meet Zelda or helped to move her (in agent alphabetical order):
Adam Lusk @AdamantiumSmurf VMP, Fielding
Alan Talkington @JonathanConner Intel, Leader, Order Barker
Amanda Frye @foobulous VMP, Fielding
Andrew Buter @zayin Lone Elm Park, Garmin
Andrew Esau @FireSpy Intel, PCP
Brookelynn Gilreath @Celmer18 Lone Elm Park
Cade Roux @caderoux Link Killer, Intel
Chad Evert @CryoChrome Lone Elm Park, VMP
Chris Giese @Ramrodzergy VMP
Christopher Leeson @Wyvernblade Lone Elm Park
christian schmidt @sprocket007 Link Clearer
Christy Giese @Darkcaster VMP
Connor Hammerschmidt @Bornoldis VMP
Daison Kirkbride @Wiz4t Intel, Planning
David Dellsperger @ddellspe VMP, Easton, Key Bearer, Intel, Planning, Three Blind Mice Member
Dominick Redo @Shilofax Link Clearer
Donnie Jones @LittleDonnieJ Link Clearer, Three Amigos Memeber
Elmer Reuse @greywolfe56 Link Clearer
Holly Henry @gracelesshopper Link Clearer
James Skivers @MrSkivvies Lone Elm Park, VMP, Crazy Man
Jason Frank @theupside Intel
Jason Warren @Ohmalot Multiple Artifact Links for Jumps
Jason Wendel @CompTech VMP
jenn ferson @teffys Osceola
Jeremy Sylvis @jsylvis Osceola
Jerry Oliver @Jeroli VMP
john robertson @ionekoa VMP, PCP, Three Blind Mice Member
John Stimmel @slipsec Intel
Jon Mosher @JMosh Link Clearer
Kain Banford @kainbanford VMP
Kim Leeson @Wormgirlie Lone Elm Park
Lisa Ciuffi @LayDBoss Link Clearer
Matthew Harris @ZeroDivided Osceola
Meghen Jones @meghen Link Clearer
Michael Finley @BIGFin86 Intel
Nathan Robertson @NATESWORLD Link Clearer (sorry, couldn't tag you)
Norman Redo @zzoomm Link Clearer (no g+ account)
Paul Gottesburen @CmpltCombustion Lone Elm Park
Raven Nacht @RabeNacht Link Clearer, Field Maker, VMP, Three Amigos Member
Ravi Vaishya @Codename00 Lone Elm Park
Rob Ciuffi @Undaboss Link Clearer
Ryan Wiegert @Wiegler Link Clearer
Shannon France @Ashglenn Link Clearer, VMP, Easton, Three Blind Mice Member, Three Amigos Member
Sujay Shah @DakuMangalSingh Lone Elm Park
Todd Hammerschmidt @Aracarn Lone Elm Park, VMP
Will Richardson @VedicPolarbear Link Clearer VMP
Joe Philley Ingress Brandon Badger Ethan Lepouttre Niantic Project NIA Ops
#ingress #shardifacting #artifact40 #zelda #KCResistance #Resistance #Teamwork #needsleep














Originally shared by David Dellsperger
The Legend of Zelda The Kansas City Resistance Babysits Artifact #40
Thursday evening: KC Resistance gets notice of Artifact #40 (Zelda) being in Hays, KS. (roughly 4 hours west of Kansas City) The plan was to have Texas link to the portal in Hays, KS and pull it down to Texas, but they would not be ready until the following day. In order to keep Zelda free from those pesky frogs, it was decided to divert Zelda to Kansas City. Below is the timeline of the events that occurred from Thursday evening/night until Zelda hit Bay St. Louis, Mississippi on Saturday at 1500 CDT
Thursday - 1630 CDT
A group of the resistance hear of Zelda being in Kansas and start to prepare for the 3-4 hour drive to Hays to move Zelda to Olathe, KS to be safe from the ENL. A few places come to mind as agents are scattered around the whole area so response time should be fairly quick if anything happens.
Thursday - 1730 CDT
A group of 3 L8 agents have a plan to head to the west to clear links that are in the way of Zelda making her way to the park where she will be bouncing around all night.
Thursday - 1800 CDT
Plan is in place to bring Zelda to Olathe, KS at around 2000 CDT if possible. The blocking links have been determined and the link furthest away is about 2 hours and 30 minutes drive away from Kansas City. While this planning is going on, Zelda ends up moving to a portal that is on property that is closed to the public outside of hours. The plan changes to instead of just clearing links, to clearing links and then getting to hays (another 1 hour drive) and linking back to Olathe.
Thursday 1900 CDT
Lone Elm Park is decided as the night-time resting spot for Zelda as it closes at 2200 CDT and would be safe there for a while. Thirty minutes later, a plan is hatched to both get the portal in Hays up to the right level AND portals that have not previously been graced with Zelda's presence. The key transfers to get the keys to Hays can't take place until 2100 CDT and there are a few issues with getting the portals to the proper level for transferring Zelda properly, but a plan is hatched. The three amigos (Donnie Jones Raven Nacht Shannon France) head out and clear a blocking link South of Topeka, KS.
Thursday 2030 CDT
There are a group of L8 Resistance players who are on their way to Hays to babysit Zelda, meanwhile the three amigos have recently taken one of the blocking links down and have a 90 minute drive to the next blocker that's up. Intel operators have settled in for the night on their computers (rather than phones/tablets) and coordinating begins to become more seamless. In Hays, there is a fight between the ENL out there and the RES out there (meanwhile Myself and Jason Frank are up having fun in Des Moines at the #NL1331 event)
Thursday 2130 CDT
A new blocker comes up in Lawrence that needs to be knocked out, we have a key transfer that needs to take place, and the group clearing blockers in the western part of Kansas is still driving out. Links within the park are being made to keep Zelda under our control, and away from the clutches of the evil toads.
Thursday 2200 CDT
The battle in hays was heating up, the evil frogs nearly escaped with our precious Zelda, we have backups ready to hit up Hays for the next hour so that we can properly transfer Zelda into the safety of smurf blankets. The Enlightened agents that are in Hays are still active, reinforcements have arrived, but it is likely that both teams will be on their way out soon enough.
Thursday 2230 CDT
The three amigos arrive at the other blocking link in Clay Center, KS and neutralize it. While in Dexter Park, two local frogs came to see why 3 Smurfs had descended on their area. To keep the plan under wraps, one of the three mentioned we were out in the area hunting unique visits and captures. To make good on their claim, they proceeded to clear and claim all portals that are accessible to the public after 2300 CDT.
Thursday 2300 CDT
Word comes out from Hays that the Enlightened agents actively fighting have left the area Toby Murray (Agent @TooBee) has a great stat list on the battle here: https://gist.github.com/ToeBee/15e6fbf48e7e63872730, giving us the ability to get a L7 portal and bring Zelda to safety. Keys have been transferred again to an agent who is able to make the links by midnight to pull Zelda into the safety of resistance portals. For the next 2 hours, the portal is put to L7 and prepared for receiving a link from Olathe to reel Zelda into safety.
Friday 0045 CDT
Link is made from Olathe to Zelda's current position in Hays, KC
Friday 0100 CDT
Zelda lands safely in Olathe with proper links into the center of the park. Smurf blanket plan ready, but the link to Hays remains meaning that, with the 1-hour virus cool down, either the Hays portal will need to be flipped (agents have left) or that Zelda will have to move into the park, source portal virused, then a field put in place. The latter option was chosen so the field could not be throw until after 0200 CDT
Friday 0230 CDT
Smurf blanket (best kind of blanket) is put in place and all agents head home to get some sleep. Zelda is safely in the clutches of the KC Resistance with a plan to go back to Hays in the morning and have Texas link up to Hays and pull it down
Friday 0700 CDT
Looking for plans as to how to get Zelda safely in Texas. It is believed that Zelda may be staying more than one night in Kansas City, possibly 3 or 4 until the crew in Texas has the keys to Hays or KC can find keys to portals in Texas that would be suitable. Based on blocking links, sending the portal from Hays would be easier and less cleaning than sending from Kansas City going through a lot of Major Cities.
Friday 1000 CDT
The thought of linking to #NL1331 for a jump arriving at 1900 comes up as it is known that the #NL1331 portal will move from Des Moines to Omaha between 1900 and 2000, more of a way of seeing how well Ingress deals with some additional chaos for Artifacts. We're all laughing at the idea of trying to use knowledge of movement of #NL1331 to mess with things, but we quickly decide that trying to get it up there is likely to cause more problems than solutions. Backup plans (not going through Hays) begin to pull into the mix as we have some long links that were planned already and things could be put into place early in the morning. A small fight between which portal to use comes into question, but it is known that that portal will not be able to be high enough level to fly the link.
Friday 1100 CDT
The secondary plan of going through Iowa seems more and more likely to become the primary as getting to Texas seems to be less and less likely to happen. An Enlightened Agent arrives on the scene of our precious Zelda. With the likelihood of the secondary plan becoming primary, we realize that we need to get the keys to get up to the connecting portals so that the secondary plan can be put into action without too much extra work.
Friday 1200 CDT
Enlightened agents get the portal to L6 with two L8 resonators which means that they are scary close to being able to make links and move the artifact. As the hour runs on, there is talk of trying to innoculate/flip the portal to keep it in our possession. We flip the portal and rebuild it to R7. Zelda has been at the same portal for 3 hours now so it is likely that she may randomly jump to another portal (she gets very bored staying in the same place, take note everyone)
Friday 1300 CDT
Zelda doesn't jump. (clearly we're entertaining her enough at this point) The protective field is taken down and a new portal is searched out for the next jump, there are many 'work' portals that it can go to and be safe.
Friday 1400 CDT
Zelda jumps to the Garmin Headquarters and is in a safe location Looking for the next jump starts happening. The Veterans Memorial Park (VMP) in Olathe is chosen as it's all R7 and linked up. At this point, the intel maps starts to become laggy and unusable which makes planning these jumps VERY difficult with ghost links/fields in place. The plan to move it to VMP is enacted and links made.
Friday 1500 CDT
Zelda makes it to VMP a spreadsheet is started to keep track of the portals that Zelda has visited. A joke about having a spreadsheet to keep track of spreadsheet kills it in the planning hangout. Intel map is still showing signs of being laggy and stupid, so the only people who are able to report are on site. The plan is to let Zelda bounce around the scenic VMP, but the Enlightened have taken out the portal where Zelda is held so she can't go have fun.
Friday 1600 CDT
We find out that an agent from Flordia has found Zelda and starts playing in VMP. Enlightened agents are on site with Zelda and others are just getting off of work so they are on their way to VMP (traffic is pretty bad, so they're getting delayed)
Friday 1700 CDT
People are getting off of work and making their way to VMP to join in on the fun some with significantly less sleep than others due to the previous nights events. As people arrive, the plan is to make as many L8R portals as possible so that we can prevent the Enlightened from successfully making any moves of Zelda. A Zello channel is set up and planning moves from the Hangout to our Zello Channel, making for interesting communications. We find a new home for Zelda for a bit and make it R7 for linking, in the last few minutes we get Zelda's portal to R7 and throw a link to the new place with the hope that Zelda moves.
Friday 1800 CDT
Zelda makes it to her new home portal and a plan is enacted to protect her for the night in a park that closes at midnight. Fields are put up around where Zelda is to keep her from moving without our plans. These fields are put up and taken down over the next 4 hours. Zelda remains at the portal safely for quite a while, Agents are coming and going based on work, family, etc. A core group of people continues to hold the portal when needed to keep Zelda under control. As people leave the portal area, they are told to go to the park where Zelda will sleep for the night and upgrade the portals to get them to L7.
Friday 2000 CDT
A group of Resistance agents make their way to the Mexican restaurant close by in order to get some food leaving the Enlightened agents able to take the portal and make links. During this hour Resistance agents stop by and tear the portal down every now and then dropping the links to exterior portals making the Enlightened agents waste keys trying to put them back up later.
Friday 2100 CDT
Zelda stays at her portal, we're worried that she's going to want to jump again before we can get her into her safe resting spot for the night. Knowing this, a plan is made to link her back into VMP to pre-stage for her bedroom. Three agents head to VMP to make an L7 portal, keys are exchanged and then with 1 minute to go in the window, a link is made between Zelda's current portal and the planned portal for a safe jumping spot.
Friday 2200 CDT
With 2 L7 portals linked together, Zelda decides to stay where she was (clearly we should not be picking portals for her). This confuses us, but we're okay with it. Things are a bit crazy, but we adapted without too much problem. It is at this time that we find out that our keys to the north (to get Zelda to Iowa) are not going to be in our possession tonight. In the meantime a backup backup plan is started. I (David Dellsperger) decide that we need the keys to Lebanon, KS and the only way we'll get it is to drive to Lebanon. I gear up for a 9-hour round-trip to and from Lebanon to get keys, but the intel team looks for closer alternative portals.
Friday 2300 CDT
We move Zelda to VMP by linking to multiple L7 portals in VMP to ensure a proper delivery and get her into a holding pattern for transfer to the Prairie Center Park (PCP). Backup plan is still being looked into so that I don't have to drive for 9 straight hours
Friday 2330 CDT
Backup plan is put into place, the new middle-man portal is in Easton, KS. I head that way as do (John) and (Shannon). The remaining people get links set up to send Zelda into her hotel for the night at PCP.
Saturday 0000 CDT
Zelda arrives for her proper midnight check-in time at PCP and she is tucked under a Smurf Blanket for the night.
Saturday 0100 CDT
The three blind mice (David, Shanon, John) make their way to Easton to build the R7 portal. It turns out that there is no cell service in Easton, KS (2 agents have Verizon, 1 has Sprint), fortunately there is an unsecured network (from the local bar) that is available close to the proposed linking portal. The portal is set up with a couple of heat sinks and farmed for keys. After farming keys, the portal is flipped and rebuilt for linking. The portal obtains the R7 level and there are keys farmed for it and in the possession of the right person for the morning linking plan. Backups are put in place in the event of shenanigans.
Saturday 0200 CDT
Blocking links are clear between Easton and Osceola by Elmer / Greywolfe56 and other clearers are set up for the morning and the backup secondary plan is now the primary plan for getting Zelda to Osceola. All agents (and Zelda) have a restful night of sleep and prepare for battle at 0700 CDT.
Saturday 0630 CDT
Looking for people to take down links re-commences (as normal people are sleeping at 2 AM). The ENL take the portal with Zelda and our plans begin to come to fruition. As my area is Easton and there was no service, I look for alternatives for internet access up there and end up purchasing a T-Mobile mobile hotspot for trying to get internet in Easton.
Saturday 0730 CDT
Link removers are on their way to remove links and they knock them down Linkers are en route to the portals to move Zelda out of the area and to Osceola for her long journey down to Mississippi. In the meantime Agents from Missouri, Arkansas, and Mississippi begin to clear the lane between Osceola, IA and Bay St. Louis, Mississippi for the final jump.
Saturday 0900 CDT
After 2 unsuccessful links to Easton, John (Robertson) attempted the link twice, both times the scanner says “link established” but there is no link and the key is eaten. Through Andrew a link finally makes its way to Easton and at 0900 CDT Zelda has officially left the Kansas City Metro area. The next step is to move it to Osceola, IA by 1000 CDT. I arrive at Easton, the T-Mobile hotspot is no use, but the bar's wifi is still on and working. A second agent is dispatched to Easton as contingency.
Saturday 1000 CDT
Link to Osceola is made and Zelda makes it to Osceola without any problems.
NOTE: with no cell reception, ingress kills itself often, which is pretty annoying
Saturday 1030 CDT
The crew from Des Moines makes it to Osceola and Jarvises the portal housing Zelda after upgrading it enough to be put to L8 for flying the link to Bay St. Louis, Mississippi. The shields are Ultrastriked off of the portal and it is prepared for link amps
Saturday 1130 CDT
Portal is ADA'd and prepared to be linked to Mississippi. It turns out that the blocking links have not been cleared yet, so Zelda stays for JUST a bit more.
Saturday 1230 CDT
With the blocking links still in place and people roughly 90 minutes out from removing the blockers Zelda is given back to the Enlightened agent JARVIS.
Saturday 1330 CDT
Zelda is brought back to the right color and prepared for linking (hoping the blockers are down) and hoping especially that she doesn't get bored at the Casino
Saturday 1400 CDT
The link down to Mississippi can not be made and Zelda is patient enough to stay put for at least one more hour. Blocking links are set to be cleared in 20 minutes
Saturday 1420 CDT
The last blocking link is cleared and link is set to go up at 1440 CDT and have defenders at both sides
Saturday 1440 CDT
Link established from Osceola, IA to Bay St. Louis, Mississippi. @teffys now has a new longest link (1259km) and a story to tell.
Saturday 1500 CDT
Zelda finds her way to Mississippi safely and she is now in the hands of the people who will be able to get her to Australia safely (hopefully)
Artifact #40 has been codenamed Zelda because as Rob Adams / XCVIIValk said, "well, she really likes a link, so she must be Zelda"
Agents who got to meet Zelda or helped to move her (in agent alphabetical order):
Adam Lusk @AdamantiumSmurf VMP, Fielding
Alan Talkington @JonathanConner Intel, Leader, Order Barker
Amanda Frye @foobulous VMP, Fielding
Andrew Buter @zayin Lone Elm Park, Garmin
Andrew Esau @FireSpy Intel, PCP
Brookelynn Gilreath @Celmer18 Lone Elm Park
Cade Roux @caderoux Link Killer, Intel
Chad Evert @CryoChrome Lone Elm Park, VMP
Chris Giese @Ramrodzergy VMP
Christopher Leeson @Wyvernblade Lone Elm Park
christian schmidt @sprocket007 Link Clearer
Christy Giese @Darkcaster VMP
Connor Hammerschmidt @Bornoldis VMP
Daison Kirkbride @Wiz4t Intel, Planning
David Dellsperger @ddellspe VMP, Easton, Key Bearer, Intel, Planning, Three Blind Mice Member
Dominick Redo @Shilofax Link Clearer
Donnie Jones @LittleDonnieJ Link Clearer, Three Amigos Memeber
Elmer Reuse @greywolfe56 Link Clearer
Holly Henry @gracelesshopper Link Clearer
James Skivers @MrSkivvies Lone Elm Park, VMP, Crazy Man
Jason Frank @theupside Intel
Jason Warren @Ohmalot Multiple Artifact Links for Jumps
Jason Wendel @CompTech VMP
jenn ferson @teffys Osceola
Jeremy Sylvis @jsylvis Osceola
Jerry Oliver @Jeroli VMP
john robertson @ionekoa VMP, PCP, Three Blind Mice Member
John Stimmel @slipsec Intel
Jon Mosher @JMosh Link Clearer
Kain Banford @kainbanford VMP
Kim Leeson @Wormgirlie Lone Elm Park
Lisa Ciuffi @LayDBoss Link Clearer
Matthew Harris @ZeroDivided Osceola
Meghen Jones @meghen Link Clearer
Michael Finley @BIGFin86 Intel
Nathan Robertson @NATESWORLD Link Clearer (sorry, couldn't tag you)
Norman Redo @zzoomm Link Clearer (no g+ account)
Paul Gottesburen @CmpltCombustion Lone Elm Park
Raven Nacht @RabeNacht Link Clearer, Field Maker, VMP, Three Amigos Member
Ravi Vaishya @Codename00 Lone Elm Park
Rob Ciuffi @Undaboss Link Clearer
Ryan Wiegert @Wiegler Link Clearer
Shannon France @Ashglenn Link Clearer, VMP, Easton, Three Blind Mice Member, Three Amigos Member
Sujay Shah @DakuMangalSingh Lone Elm Park
Todd Hammerschmidt @Aracarn Lone Elm Park, VMP
Will Richardson @VedicPolarbear Link Clearer VMP
Joe Philley Ingress Brandon Badger Ethan Lepouttre Niantic Project NIA Ops
#ingress #shardifacting #artifact40 #zelda #KCResistance #Resistance #Teamwork #needsleep














Thanks Joe Philley!
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