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Lacquered Porcelain Shard
You find a shard of lacquered porcelain. Looking it over, something piques your interest.
After studying the shard of porcelain, you can feel that the lacquer has not fully set, due to the mild stickiness of the surface. As you're about to toss the shard away, you recall hearing that the Carnival of Shadows has been working on this side of the pond lately. If this shard came from one of DeVore's masks, then it seems she's creating them somewhere nearby.
The masks worn by members of the Carnival are reputed to draw energy from the wearer and give their energy to a master mask. If these masks are being produced nearby, it's possible that you might be able to extract the secrets of the masks from the people actually making them. And with those secrets in hand, you just might find a way to make a master mask of your own and create your own network of psychics.
However, if these masks actually are able to offer its wearer these powers, this might be your opportunity to stop the competition from moving in on business. At the very least, it'll be fun to hear the Carnival Queen's screams of anger echoing through the Rogue Isles.
VILLAIN: Rough up DeVore's clowns and have them create a master mask for you.
Everybody knows what the Carnival of Shadows' masks do. In short: the wearer of the master mask draws power from those wearing other lesser masks. Not to mention the wearer of the master mask can see through the eyes of everyone on that psychic network. You definitely want in on that. Perhaps you can convince one of these mask makers in the nearby mask making facility to build you one of these master masks.
Considering how tight lipped the Carnival members have been in the past about anything to do with their organization, you doubt they're just going to 'fess up right away. You'll likely need to be very convincing.
Abandoned warehouse, Carnies. Objective is to find the Mask Tender. She is a hostage; freeing her gives you a new objective to escort her to an altar. There she makes your mask; clicking the altar ends the mission.
Debriefing: Success! If that Carnival Mask Tender was telling the truth, you should be able to connect to any Carnies who put on the masks built in this facility. That is, provided the mask actually works.
ROGUE: Destroy the process by which the masks are made to cut down the competition.
The Carnival, they--like the Freakshow--know how to throw a good party, but they can sure be a thorn in your side. You've been presented with a perfect opportunity to shut down the Carnival mask production process for a good while. All you have to do is destroy whatever masks they've already created and take out whoever creates these masks. Afterall, you can't have these idiot clowns interfering in your business.
Since this lacquer is still sticky, that would not only mean their facility is somewhere nearby, but it would also point to a way to ruin their scheme. Find where they're making these masks, destroy them and then take out whoever is responsible for making them.
Abandoned warehouse, Carnies. Objectives are to destroy 3 crates of materials and take out the Mask Tender. The Tender is only an Illusionist but when she gets to half health the Overseer Mistress, a Master Illusionist, shows up with guards. Defeating her ends the mission if all crates are gone.
Debriefing: You successfully destroyed all of the masks in this warehouse and the Carnival Mask Tender who is capable of creating new masks. This will likely slow the Carnies down for awhile, but will really anger Vanessa DeVore.
Old Russian Ballad
You overhear a song being played nearby in a foreign language - you recognize it as Russian. Looking nearby, you see it's coming from a small music box, dropped by someone. Examining the box, you see the figure inside carrying a small note...
Arachnos have finished the plans on the MK II Nullifier Gun. My plan has so far gone perfectly, but now I need you to go retrieve said item, just as we spoke of earlier. I have listed the location of the base in Grandville where they have the specs for the new gun. Bring it to me and I will give you a portion of the money that Longbow is willing to pay to have the item back. Maintain radio silence until operation is complete.
-Lt. Demitrovich
You recognize the name Lt. Demitrovich - she is the Longbow turncoat in Nerva Archipelago - of course Longbow doesn't know that, but you know what side Demitrovich plays for - her own. It's fortunate that whoever was tasked with this delivery has...lost their way. It will offer you a good chance to take advantage of the situation. The amount of money Demitrovich is offering is pitiable - however...you could steal the schematics for the MK II Nullifier Gun for yourself...and give Demitrovich a modified version of it. Say...a modified version where the gun explodes upon activation.
Of course, Demitrovich probably has much more money to throw around. And she has a lot of secrets too. Secrets Longbow would be willing to pay for. This could be the perfect opportunity to make some money by taking advantage of all the parties involved here.
VILLAIN: Steal the schematics and modify them!
You're not too interested in Lt. Demitrovich's payment for the new Nullifier Gun MK II. However, if she plans on giving the schematics to Longbow, you don't see why you couldn't...have some fun with this.
She wouldn't know, of course, about the additions you made to it - neither would Longbow, until their Nullifiers suddenly get a face full of fire when they try to use the guns. And then...who will Demitrovich blame? The villain who sold her the Nullifier Gun? Or Arachnos, who originally got their hands on the gun from Demitrovich?
You figure out that Arachnos is keeping the schematics inside of one of their bases in Grandville. While outsiders might think this would be an impossible task to handle, you know differently - it'll be all too easy getting inside of that base.
Arachnos base, Arachnos. Objective is to find the schematic. Shock Treatment is present as an optional ally hostage, even less coherent than usual. One spawn gives up a Clue about Hollow Point, claiming he has amassed enough followers to become a significant threat to Arachnos and may be allying himself with Blitz. Recovering the plans triggers two Malta ambushes, one by agent "Decoy 4", a Boss. Defeating Decoy 4 ends the mission.
Debriefing: You modified the schematics and delivered them to Lt. Demitrovich. She was very appreciative of your help and said she would deliver the information to Longbow right away.
Perfect.
ROGUE: Blackmail Demitrovich after selling the information to Longbow!
Lt. Demitrovich is a woman who closely guards all of her secrets - from the villains she deals with in the Isles and from the soldiers she serves with in Longbow. You're sure that the people in Longbow would be very generous in their payment for outing a traitor in their group.
You're also certain that Demitrovich would be willing to pay a good amount of money to keep her secrets safe. As long as she doesn't know about Longbow having the information until it's too late for her to do anything about it.
It's just a matter of tracking down the evidence to present to Longbow.
After doing some extensive research, you find out, to your dismay, that the one group who has all the information regarding Demitrovich's activities are...Malta. Of course.
Looks like you'll really be earning your money today.
Warehouse, Malta. Objective is to find the data on Demitrovich. There are three computers to search, one of which has the data. The other two have snippets on Ajax and Shock Treatment. Once you have the data you must use another computer to signal Longbow with your offer. They wire the payment to your account in exchange for a copy of the file. You then must meet up with Demitrovich back at the entrance to extort a bit more cash out of her. You can choose whether or not to tell her about giving Longbow a copy first; there's no combat either way.
Debriefing: Sometimes the best way to make a profit is to play all the sides that are involved. Longbow will no doubt be after the good lieutenant now. While she's on the run, you'll be sure to be spending all that money she so...graciously gave to you.
Rikti Artifact Rumors
You hear some interesting rumors regarding a deactivated Rikti Artifact.
You've heard from a reliable source (who knows what'll happen if he's lying) that a deactivated Rikti Artifact was discovered in the sewers beneath Peregrine Island in Paragon City. Some serious havoc could be caused with this device. According to your informant it is a device that the Rikti lost during the first Rikti War. This ancient piece of technology is said to be able to greatly enhance the wearer's psychic powers, and if activated it will alert the Rikti to its presence. This gives you some interesting ideas.
You could activate it cause the Rikti to go crazy searching for it. This would likely cause mayhem in Peregrine Island as the Rikti raid the area searching for their Artifact.
Alternatively you could wait for someone else to activate it and use the distraction to reveal the Rikti raid leader's base and steal any valuables not bolted down.
VILLAIN: Activate the Rikti Artifact to cause mayhem.
This should be pretty straightforward. Take the sub to Peregrine Island in Paragon City, sneak into the sewers, locate the artifact that your contact told you about and get out of there. This Rikti Artifact will cause the Rikti to go berserk while trying to find this artifact. This will cause untold damage as well as serving as a great distraction.
As if causing destruction in Paragon City isn't incentive enough, this could also create a distraction that will allow you to carry out other plans unnoticed for a short time. You head off towards the sub that will take you to Paragon City.
Sewers, PPD and Longbow. Initial objective is to find and activate the artifact. Doing so calls five waves of Rikit ambushes and spawns your final objective, one each of Longbow and PPD Bosses arguing over jurisdiction. Defeating them ends the mission.
Debriefing: Your distraction worked as intended. As soon as the artifact was activated Rikti started pouring into the area and causing mayhem. The heroes in the area won't know what hit them.
ROGUE: Wait for the Artifact to be activated, then go loot the Rikti base.
The plan is simple. Spread some rumors about the Rikti Artifact, hitch a ride to Paragon City on a sub, wait for someone to activate it and wait for mayhem to ensue. Then, you're free to hit up that Rikti base and procure not one, but hopefully several Rikti Artifacts!
You've spread the rumors. Any time now someone should try to activate the artifact. It's time to set off to Paragon City and raid that Rikti base. You head off to catch a ride to Paragon City. You can almost smell the cash you'll make after you sell those Rikti devices.
Rikti base, Rikti. Objective is to steal three artifacts. There are actually four crates, one of which contains Rikit medical supplies. That one does not count and spawns three ambush waves. Collecting the required three triggers a Rikti Boss ambush (with guards). Defeat him ends the mission.
Debriefing: What a haul! You knew someone would go after that Rikti Artifact, which gave you the perfect opportunity to see where the Rikti raiders were coming from. That lead you this Rikti base, which you picked clean.
Seeds of Destruction
Casually disregarding this seed at first as nothing special, you notice an odd pattern that has been etched on its surface.
Looking closer at the pattern, you recognize mystical etchings similar to the kind that the Circle of Thorns use in their rituals. As you continue to inspect the seed, a sickening purple glow begins to swirl around the runes. Instinctively, you throw it - and not a moment too soon, for it bursts into an explosion of dark magics.
With this seed being innocuous enough that someone of your ilk is able to overlook it, how many more of these seeds are making their way around the Rogue Isles? Additionally, who is it that these seeds are intended for? And even more importantly - why aren't you in on this scheme?
Then again, maybe these seeds have a nasty catch to them. It might be a good idea to eradicate them entirely.
VILLAIN: Find the source of these seeds and take them for your own uses.
The power those seeds contain would allow you to do all manner of... Interesting things. However, the first step will be to get them out of the hands of the Circle of Thorns and into yours. Once you've found the source of their creation, you could really go to town with these. And by town, you're thinking Paragon City... or maybe even bigger!
The best place to start looking for the cultists is likely within one of their old temples. And you know exactly where to find one. Head off in that direction and rip those vessels of destructive magic from their zealous hands!
Oranbega, Circle of Thorns. First objective is to find the Summoner responsible for the seeds. This objective really means "defeat Desdemona" as she's here as well looking into the plot. Two waves of Circle ambush you during the fight. On her defeat she gives up a Clue imploring you to destroy the "Book of Kantikos". Your new objective is to find the book. The book is just a chest glowie; it gives up a Clue but you can't read it because it also ends the mission.
Debriefing: The seeds of destruction were nothing more than a lure for Desdemona to walk into the Circle's lair. Even though you found the book used to create the seeds, that too was booby trapped. Ultimately, you were able to take out your frustrations on that turncoat, Desdemona, so at least the day wasn't all bad.
ROGUE: Find the source of these seeds and destroy them.
These seeds might be too dangerous for even someone like you. Small and unassuming, anyone could come across them without noticing what kind of danger they're in. You're not so much concerned about other people being victim of them but rather you running into another one.
Perhaps it would be best if you tracked down these Circle of Thorns cultists and put a stop to whatever their scheme is!
You have a pretty good idea where to find the ones responsible for these strange seeds. If your hunch is right, you'll likely find them in the act of creating more of these deadly little bombs.
Find some clues as to how they're making them, then take out those crazies!
Oranbega, Circle of Thorns. On entry you hear a "mysterious voice" saying that the cultists have been stopped but the speaker is captured. First objective is to find the speaker. That turns out to be Desdemona. She is too weak to fight after you rescue her and runs off, triggering an ambush by "The Low Chanter", a Circle Boss. He calls in another ambush wave as you beat him down. The seeds turn out to have been a ruse, presumably to lure in Desdemona.
Debriefing: Desdemona, demon summoner turned hero, beat you to the punch. Although you might see that as a bad thing, she was the one who did all the work. All you had to do was lift a finger, and now she owes you a favor.
Taper Of The Frozen Flame
You find a very interesting item in a recently acquired magic tome.
While flipping through the pages of a recently acquired supposedly demonic magic tome, you're largely disappointed with your findings. However, one artifact mentioned in this so-called catalog of demonic artifacts stands out. Something called the Taper of the Frozen Flame. This candle is said to be inexhaustible and on its wick burns a cold-fire. A ritual mentioned in this tome explains that the taper can be used to multiply a user's power over cold by a factor of a hundred. This could amplify a relatively powerful person's cold manipulation power to a near unimaginable level.
This book hints at the location of this artifact. If your understanding of the riddles found on these pages is correct, then the artifact rests deep under what is now known as Grandville in Oranbegan ruins.
You could set off to obtain the Taper of the Frozen Flame for yourself.
Alternatively, you could destroy it, as it is far too dangerous to leave for someone to find.
VILLAIN: Take the Taper of the Frozen Flame for yourself!
This artifact's potential isn't missed by your keen eye. With it you could...well the possibilities are nearly endless! Plus, it's best to snatch up that artifact before someone else does. Should this fall into the hands of the unworthy, who knows what would happen.
If your suspicions are correct and the Taper of the Frozen Flame is still here, you're about to become a very powerful man. The likelihood of someone knowing about the taper is pretty high, so you should prepare yourself for that possibility. You head off to where you believe the Taper of the Frozen Flame lies.
Oranbega, Circle of Thorns. Objective is to get the Taper. One spawn's speech reveals the Circle made 50 copies of that tome and spread them around the Isles to lure villains in. This is reinforced when you find a chest full of copies. A Death Mage named Thesaedes reveals after you beat him down that the plan was to lure in a villain with cold powers to increase the power of the Taper so they could use it to cover the world in endless winter. Finding the Taper triggers an ambush by Polar Shift (shocking, I know) and Longbow guards; defeating them ends the mission.
Debriefing: It wasn't easy, but you now have in your possession an artifact that will greatly amplify the power of someone's ability to manipulate cold. The villain Polar Shift attempted to thwart you, but she was no match for you.
ROGUE: Destroy this artifact before it falls into the wrong hands.
This Taper of the Frozen Flame's power is incredibly tempting. You could sell it, or perhaps use it for your own ends. However, you keep coming back to the same conclusion. Doing either can only end in catastrophe. The only solution is to destroy the artifact.
If someone with truly ill intentions got their hands on this artifact it could spell the end of everything. Catastrophes aren't good for business, namely your business of making a name for yourself in the Rogue Isles. You head off to where you believe the Taper might be.
Oranbega, Circle of Thorns. Objective is to destroy the taper. This parallels the Villain mission exactly, except you destroy the taper instead of stealing if for yourself.
Debriefing: The Circle of Thorns was intending to lure villains to their lair to harness their energy to use the power of the Taper of the Frozen Flame. Not only that, but you were attacked by Polar Shift, who was also after the artifact. Your gut feeling was right, that artifact needed to be destroyed. After defeating Polar Shift, she seemed to come to some sort of realization and snuck away in tears.
This is How She Dies
The signal on your radio goes in and out for a moment and then you hear the following: 'She's been causing too many problems, that Overdrive. I want her whacked, got it? The Family will pay big. Do the job and you got your money. Or maybe even a place in our cozy little family. Just make sure you drop a tulip next to her so we know it was you, got it? She's currently investigating one of our warehouses in the Rogue Isles.'
This is exactly the kind of lead you've been looking for. The Family is so far beneath you any reward they could offer would be laughable. However, the opportunity to go face to face with a real hero--this Overdrive--gets your blood pumping. The look on Overdrive's face as you crush her beneath your boot will be reward enough.
The Family doesn't have much that interests you, however you definitely see an opportunity here. You could let Overdrive know that the Family is gunning for her, you could always use more contacts in Paragon City should you need someone to watch your back.
VILLAIN: Hunt down Overdrive and make her suffer.
It's hard to pass up a situation like this. Overdrive is practically being given to you thanks to the Family tipping you off that she was in the Rogue Isles. There's the small matter of dealing with her bodyguards, but you figure a warmup is in order before taking on Overdrive.
Overdrive is currently investigating an abandoned office for Family activity with a large group of Longbow. Now's your chance to swoop in and take her out.
Abandoned office, Longbow. Objective is to defeat Overdrive. An early spawn's speech hints that Desdemona is around too. She turns up as an ambush after Overdrive snuffs it. Beating Desdemona and her guards ends the mission.
Debriefing: That was unexpected! You managed to not only take out Overdrive, but Desdemona as well. When word of this gets around, the Rogue Isles will fear your name even more than usual.
ROGUE: Warn Overdrive of the hit put on her.
The Family wants Overdrive killed. They themselves would have a heck of a time doing that, though; she's no joke. They'll likely hire mercenaries and other villains--like yourself--to do it. Your hope is that by warning her you might earn a favor that you'll be able to call in.
The Family has a lot of resources to throw at their problems. It wouldn't be out of the question to expect other big hitters in there. You're hoping she's grateful enough to owe you a favor.
Abandoned office, Arachnos. Objectives are optionally to recruit Desdemona and to find Overdrive. Rescuing Desdemona triggers a few waves of Arachnos ambushes. Freeing Overdrive, a combatant escort, triggers an attack by Mangle, whom has been promised a Patron position if he can bring in both Overdrive and Desdemona. Escorting Overdrive to the door ends the mission.
Debriefing: You managed to wade through the mess that was created when the call went out to kill Overdrive. You managed to save her life, which is something you'll bring up if she ever tries to take you to the slammer.
Surely that's something those do-gooders will keep in mind, right?
Two too many Flambeaux
Out of the corner of your eye you spot a flier that catches your interest.
You find a party flier that raises an eyebrow which reads:
Flambeaux Festival
Your lovely hostess Flambeaux invites you to the first annual Flambeaux Festival! This year's celebrations include me (the amazing Flambeaux) battling myself to the death! Intrigued? You should be! I recently acquired and reprogrammed this really cool robot that totally looks like me. You can never have too much of me, right? We'll fight, and it'll be like totally awesome! Tell your friends! The Rogue Isles will burn baby burn!
Ugh, does this wannabe villain ever quit trying to draw attention to herself? She's very clearly come into possession of a Nemesis automaton clone of herself, and you think everyone knows it. She was sharing it with everyone who would listen (and even to some who wouldn't) at Pocket D last weekend.
You could crash her party and teach her how real villains of the Isles operate.
Or, you could bail Flambeaux out of there. You know this is going to get ugly fast.
VILLAIN: Crash Flambeaux's little party.
Flambeaux is a shining example of what a villain should aspire NOT to be. You're sick and tired of this little twerp showing up and demanding attention. Infamy is earned by causing some havoc, not by throwing a stupid party and inviting everyone. Knowing her, she'll be surprised by you showing up and wanting to break up her pointless grab at attention. How sad.
Flambeaux will probably not see this coming, and you're probably not going to be the only villain in there that wants to see her eliminated. This fiery little tart needs to be taught a painful lesson today. Just to discourage her from doing this ever again, you think you'll destroy any other automatons she might have around the warehouse. You ball up the Flambeax Festival flier, toss it over your shoulder and head out to where it is being held.
Freakshow Warehouse, Freakshow. Objectives are to optionally get Mangle's help, defeat both copies of Flambeax and destroy three crates of automaton parts. There are a few Nemesis Automatons attending the part as well, other than that, no surprises.
Debriefing: You not only taught Flambeaux a very painful lesson, but you've destroyed all her little mechanical toys. You don't know about everyone else, but you had a great time at this little party.
ROGUE: Prevent Flambeaux from getting in trouble.
Flambeaux is most likely going to be in a world of trouble. In an attempt to make everyone love her, she's inadvertently made everyone hate her guts. Her constant ploys to be the center of attention have made a lot of heroes and villains want to see her go away. Permanently. You've got to give her a hand.
Flambeaux annoys the heck out of everyone, including you, but you don't think she deserves to die. Perhaps you can get through to her that she needs to lay low, back off, and cool it. Otherwise, she may end up disappearing. You head off to the location where this party is set to happen.
Freakshow warehouse, Arachnos. Objectives are to find and rescue Flambeaux and find and rescue the REAL Flambeaux. Rescuing the fake (an ally) calls down at least two ambush waves. Rescuing both ends the mission.
Debriefing: It seems that even Arachnos wanted to take out Flambeaux. You managed to get her out of there despite all of the Arachnos agents. She seemed thankful, and you think you might have actually gotten through her thick skull. Or maybe she was just pretending to listen to you...who knows?
Wanted: UQUA. Dead: Alive
You find some Rikti writing carved in a nearby wall. It reads...'Wanted: Uqua. Dead: Alive'. Curious, you investigate the situation to see what exactly this is all about.
Rikti Traditionalists have had enough of the woman called Kelly Uqua, claiming she is actually part of the Restructurists movement and a hidden Rikti agent within Crey. With Vanguard's permission, the Tradionalists have put a bounty out on Kelly Uqua, asking for any able-bodied person to step up and bring her to the temporary base set up by the Traditionalists within the Rikti War Zone.
Investigating even further, you find out that this is one of the main Traditionalist bases of the Rikti, set up in a former Restructurist base. They have been stockpiling their supplies there in the hopes that they can somehow convince their fellow aliens to lay down their own arms in the name of peace.
You've heard rumors that Kelly Uqua has angered the Rikti through her actions at Crey - along with the possibility that she herself is actually a Rikti in disguise. It's somewhat interesting, though what's more interesting is this Traditionalist base in the Rikti War Zone. From the information you gathered, they're building up quite a force in there - perhaps with aid from Vanguard. Who knows what sort of useful Rikti technology could be there, just ripe for the picking?
However, that bounty to bring in Kelly Uqua is probably fairly decent - given the possibility that Vanguard is behind it. It could mean just a fat payday, or it could also mean a new set of impervium armor, courtesy of Vanguard.
VILLAIN: Rob and destroy the Tradionalist base!
Traditionalists...Restructurists...does it really matter what name they call the Rikti? Not to you, at least - you look at them and all you see is an opportunity. From what you've discovered, this Traditionalist base will be packed with Rikti technology - and possibly information. Vanguard won't be guarding it, as it's outside of the limits of their influence.
Which means that it's just sitting there...waiting for someone to walk in and take whatever is in that base for themselves.
You head off towards the Traditionalist base. Hopefully no one else has gone there before you - if so, you'll just have to...inform them that this base is yours for the picking.
Rikti base, Rikti. Objectives are to steal the technology, destroy 2 supply crates and defeat the Tradionalist leader. Defeating one spawn will trigger an ambush by Flambeaux with Arachnos guards. Once the initial objectives are complete a new objective appears: set a bomb to destroy the base. Doing so ends the mission.
Debriefing: You run out from the Rikti base with all of the stolen technology you found. Moments later, a large burst of fire erupts from underneath the ground, shooting out like a spurt from the hole you crawled out of. Nothing is left in that base now - including evidence that you were ever there.
ROGUE: Hunt down Kelly Uqua!
You've seen Kelly Uqua give several interviews on behalf of Crey. The look in her eyes has always made people uncomfortable - as if she was some sort of alien. It's quite frankly not too surprising to hear that she may actually be a Rikti in disguise - though it is a little disconcerting that the Rikti could disguise themselves as humans.
Regardless, there's a bounty out on her head, and you're not going to let something like the possibility of going through Crey get in your way!
You do some investigation to find out where Kelly Uqua should be - within one of Crey's offices, right in the heart of Grandville.
Office, Crey. Objective is to defeat Uqua. One random spawn, identifiable by its speech, will trigger an ambush by a Scorpinoid Boss on its defeat. Uqua spawns as a Rikti Magus with a dialog. At the end of the dialog you get a message saying "You have defeated Kelly Uqua!", but you really haven't: she turns hostile and calls in another Scorpinoid Boss ambush. You must defeat both it and Uqua to end the mission.
Debriefing: You drag Kelly Uqua to the nearest soldier in Vanguard. They know right away what you're there for, taking in Kelly Uqua, while handing you a card to claim your bounty. It seems they were quite serious about finding Uqua, as the card was actually a key to a large warehouse full of various pieces of technology! You'll have to do work for the Vanguard, or Traditionalists for that matter, more often!
My Other Selves (VILLAIN MORALITY MISSION)
You find an odd circle with a small button on it. Upon pressing the button, a small holographic image springs to life - and it's an image of you!
'Sparkdancer, listen to me. I am you from many years in the future. I have spent nearly all of my incalculable power to send this message back in time so that you can correct the one critical flaw that I - you - made in my - our - master plan'.
Deep down inside, you know that the person you're seeing might truly... be you. And if it is - and in the future you can span time and space - then you MUST know what that mistake is... and see to it that you never make it!
You continue listening to the message sent by your future self.
'Crey Industries has a secret lab that they are using to conduct experiments on the time-space continuum. I found it many centuries ago, and this is where I - you - would begin forming your - my - master plan. Within the lab are three matrices they're using to open rifts in time. Encoded in this message are three keycodes that will locate me - you - in the past - er - in your future.
You MUST know what you did wrong or EVERYTHING will be ruined!
Within the message projection device is the location of where your destiny lies. Go seek it out while you still have... time!
Praetorian lab map, Crey. First objective is to capture the Chief Temporal Scientist. He gives you the passcode to the "Primary Matrix Terminal", which calls an ambush (Paragon Protector and guards) and summons your future self. A dialog with your future self reveals that a) (s)he has no idea what you're talking about regarding the message, b) Frostfire is a hero in the future and your archenemy and c) he followed your future self here and you have to fight him. His defeat causes the terminal and your furture self to despawn, triggering another ambush and the spawn of a secondary matrix terminal, which spawns your far future self elsewhere on the map as you get close to it. Your far future self looks...different...and implies that both you and Frostfire drink from the Well of the Furies. Frostfire spawns again, along with a Crey ambush. Defeating him gives a new objective to access the tertiary matrix terminal. Again, another future you, this time the "ultimate you" spaws, and informs you that your "greatest mistake" was taking half the power of the Well and letting Frostfire get the other half, instead of letting him have it all. Frostfire would have used the power to create paradise; your ultimate self destroyed him and used its half to destroy all life in the galaxy. When you vow to take all the power for yourself when the time comes, ultimate you attacks. It turns out some of the phlebotinum responsible for Frostfire's demise is still about allowing you to defeat your godlike incarnation, ending the mission.
Debriefing: You - from thousands of years in the future - attempted to sway you towards the pathetic and pitiful path of righteousness.
Instead, you learned how to become a being of untold power one day. And you can make sure this happens with nothing more than one short, swift kick to the face.
In time, your master plan will be fully realized. In time.
Easy Job, Easy Money! (ROGUE MORALITY MISSION)
You are personally contacted by a lowly Arachnos operative during your travels. The man hands you a device - a hologram. When you ask what exactly is here, he informs you that it is for your eyes only. The operative walks away, leaving you with the device. You set it down and activate it, causing the image of an Arbiter of Arachnos to appear.
Greetings Konoros, I am Arbiter Becklo. Despite previous...actions on your part with Arachnos, we wish to offer you a job, a very well-paying one at that - and quite simple as well. It requires someone such as yourself who is rather powerful and isn't afraid of...well...let's say, crossing a few lines.
If you are interested, you can come contact me at an Arachnos base we have set up outside of Warburg - I'll have one of our men personally fly you over there from St. Martial.
There I will give you the exact details - it is not safe to release them in the current state of our...conversation.
I look forward to doing business with you. Good day Konoros.
One constant of Arachnos is how well they'll usually pay mercenaries in their employ - it gives them plausible deniability and a steady stream of support in their various small civil wars. It is somewhat...concerning that Arbiter Becklo wasn't willing to give you the details of what exactly the mission is. If you are going to go through with this, it would be best to first check in to the situation to ensure you aren't walking into some sort of trap.
You put out a call to some of your reliable contacts to find out everything you can about this Arbiter Becklo.
Soon enough you have all the information you need, including where he is at this very moment - Warburg. Becklo is a respected Arbiter, known for his extreme loyalty to Arachnos (as all Arbiters are) as well as being Arbiter Daos's 'go to' person for solving conflicts between the patrons - in other words, a man who has a reputation within Arachnos for being trustworthy. Of course, this is being trustworthy...within Arachnos...so how much that actually means is debatable.
At any case, even if it is a trap, it would be easy enough to get out of it from within Warburg - what do you have to lose?
You'll have to head towards the Arachnos Flyer within St. Martial, where Becklo assured you that a pilot would be waiting to personally fly you out towards their location within Warburg. Then it's just a matter of making the deal and going through with it - nothing that should be too difficult for you.
Instanced Warburg map, Arachnos. First objective is to speak with the Arbiter. He explains the job, which is to pilot a Malta Titan (it says here, yes, I know they don't have pilots) into the slums of Grandville to flush out rogue Bane Spiders. When you refuse, you get six waves of Arachnos ambushes, followed by another dialog with Blast Furnace who reveals the backup plan to fire missiles from the nearby Malta base into the slums, which was also how they were going to deal with you afterwards. Blast Furnace is wounded and can't help, so you have to go into the base after the leader. The leader uses a force fiend at 75% health to become invulnerable; you have to take out a nearby generator to shut that down. Once he's down Blast Furnace spawns again to thank you for you help...and arrest you. Beating him down ends the mission.
Debriefing: Despite your actions against Arbiter Becklo, Arachnos has backed away from any further conflict on the matter - most likely because they cannot risk the plan they had to be revealed, as it would give away Westin Phipps and his entire operation.
You showed Arachnos, though, that you are willing to do a job for the right price - but even someone like yourself has a line of what is acceptable.
When someone crosses that line, you're sure to be there to put them in their place. -
This is a list of Tip missions for Heroes in the level 40-50 range. It includes spoilers, though I didn't quite include every single detail. It's more than enough to let you know in advance if you want to avoid any of these missions due to enemy selection, themes, etc.
Note that some of the text differs slightly if you are a Rogue viewing these missions. I haven't documented the changes as they were very small and didn't affect the substance.
A Broken Nemesis Jaeger
You hear a series of clicks and smell the acrid stench of smoke coming from a nearby alley way.
Upon investigation you discover a Nemesis Jaeger robot. It evidently has broken down and is on its last legs. After bashing it open you're able to access its rudimentary computer and find out where it was going. This Jaeger among many others recently received a transmitted command to track down and eliminate a list of villains in the Rogue Isles and then store their bodies in a warehouse in Grandville. You're number 3 on this list.
You could teach Nemesis that you're a much bigger threat than number 3 and take out the person behind this scheme.
Alternatively you could check out this warehouse and see if there are any valuables to be pilfered, and it could be good to find out what Nemesis is up to.
VILLAIN: Show Nemesis that you're the real threat.
Not only has Nemesis significantly underestimated your power and your threat level, but he's also sent out a small army of automatons to kill you. This transgression shall not be forgiven!
You take note of the coordinates specified in the Jaeger computer. You believe this will lead you back to where the transmission came from. You have every intention of showing those Nemesis fools that you're a far greater threat than number 3 in the Rogue Isles.
Tech map, Nemesis. Objectives are to defeat the Threat Assessor and optionally help Shock Treatment. She is an ally hostage and irate over only making #4 on the threat list. The Assessor is a Fake debating with the "List Compiler" over your position on the list; as you beat them both down he decides to move you to #1 and then "#0". Beating them and their guards ends the mission.
Debriefing: You think you've managed to safely secure threat position 1 or 2 with Nemesis' army. This may cause more problems down the line, but at least Nemesis knows who they're dealing with now.
ROGUE: Investigae and loot warehouse.
You don't really care how big of a threat you are, in fact you'd prefer to not be on that list at all. It'd be easier to operate undetected in the Rogue Isles that way. What you do care about is what Nemesis is up to, and what valuables might be stashed away in that warehouse.
If Nemesis has successfully eliminated villains or heroes and brought them back to this warehouse, then perhaps their tools and equipment haven't been picked clean. There might be some incredibly powerful devices and artifacts there. You head off to the coordinates listed in the Jaeger's computer.
Abandoned warehouse, Nemesis. Objective is to investigate two body bags. There are a number of "decoy" bags that contain the bodies of villains you don't recognize. One bag is empty and labelled "Miss Thystle"; finding it triggers an ambush by her automaton and guards. The second is labelled for you and triggers an ambush by a doppleganger automaton and guards.
Debriefing: You didn't recognize any of the fallen heroes or villains; they were probably low on that Nemesis threat list. Unfortunately there was nothing of any value there, and you were lucky to escape with your life as you were assaulted by automaton copies of both Miss Thystle and yourself.
Bloody Bane Spider Helmet
You nearly trip over a small object on the ground. Upon inspection, you see it is a helmet belonging to a bane spider, with blood splattering the outside and inside of it. Whoever was wearing this must have been in quite the battle, though it isn't normal for Bane Spiders to discard their gear like this. You investigate this further by utilizing the tech inside the helmet to gather information about whoever discarded this...
It seems Arachnos has issued a bounty on a group of Bane Spiders - they've broken off from the mental network that comprises the soldiers and are trying to flee the Rogue Isles. This happened in the midst of an assault on a Longbow base in Grandville - now both Longbow and Arachnos are seeking these Bane Spiders, both offering a large reward for them.
You've heard of this happening before to a Bane Spider here and there - that was the last time you heard of those specific operatives, however. Arachnos is swift to handle any issue with the Bane Spiders, though now it appears to have become widespread within this group.
You could investigate where one of these Bane Spiders has run off to and collect on that bounty - either from Arachnos or Longbow. It would be a fairly good payday from either group and earn you some influence with one of the two groups.
Then again...it sounds as if the squad was in the middle of attacking a Longbow base when they disbanded. That means there's a group of Longbow out there still operating - still tracking everyone's movements, including your own. That's something that...can't be allowed to remain. Not when they're teetering on the brink of destruction.
VILLAIN: Destroy the Longbow base!
Longbow's presence in the Rogue Isles has done nothing but cause irritation after irritation - counting this latest one with the Bane Spiders. After doing some more investigating on the matter, you're able to piece together that the Bane Spider's link breaking was most likely caused by some agents within Longbow - they have had plans before to do this.
Which means they'll have Bane Spider turncoats at that Longbow base. Not that it'll matter - from the videos you've stolen, the base is already in ruins. Time for you to finish what Arachnos started and kick Longbow out of your turf.
However, just destroying the base won't be enough. You'll have to make an example out of the higher ups there. You're going to find key people there and make sure all of Longbow - and Paragon - know that you took them down.
You make your way to the Longbow base, ready to finish off the job Arachnos started - in a manner that they could never hope to replicate.
Abaonded tech lab, Longbow. First objective is to defeat the commander. Next is to defeat a rescued Bane Spider. Then you have to find and activate a live video feed. That gives you a Clue describing how angry the Longbow brass are at your performance, and a final objective to plant a bomb and destroy the base.
Debriefing: You get to a safe distance from the base before setting it to explode. Plumes of smoke rise from the ruins of the Longbow base, and they know exactly who did it. Good. They now have a face to associate with their nightmares.
ROGUE: Collect the Bane Spider bounty!
Some Bane Spiders acting up says one thing to you - opportunity. Longbow and Arachnos are looking for any of them and they're both offering top dollar for them.
Unfortunately for Arachnos, Longbow happens to have a bigger paycheck to spend for the Bane Spiders.
You do some investigating and get in touch with certain contacts to find out that Crey has already located one of the Bane Spiders and is currently holding him hostage in one of their warehouses.
It looks like you've got your lead, at least. Crey has enough money as it is - it's time to spread the wealth.
You head off to find the Bane Spider. It's lucky for you that Crey is keeping him nice and cozy until you show up...
Warehouse, Crey. Objective is to find the captured Bane Spider. One spawn, identifiable by speech, will call an ambush wave of Arachnos upon its defeat. The Bane Spider is an unguarded non-combatant and has a short dialog, which triggers four waves of Arachnos ambushes. Following that you must return to the entrance to meet Agent G, who pays you off.
Debriefing: You casually walk out of the Crey warehouse with the suitcase full of money - courtesy of Longbow. Not too bad of a payday, if you do say so yourself.
Classified Mission Directive
This appears to be a set of orders intended for members of the underground organization: The 5th Column.
'Until further notice, sleeper cell Macht will be charged with guarding the recent shipment of power nodules. Know that these nodules are all that are remaining in our possession and are needed for the recuperative procedures our great leader is undergoing. Your lives are less valuable than a single one of these nodules.'
Apparently the 5th Column has chosen to hole up here in the Rogue Isles and have within their possession machinery that is not only rare, but are also needed for healing who you would presume is the Reichsman.
Wouldn't it be a shame if these fascists were to somehow lose their little toys?
You can't allow those power nodules to get into the hands of the 5th Column or anyone else for that matter. It's best if you destroy them, and loot their base while you're at it.
VILLAIN: Steal the 5th Column power nodules!
The 5th Column are a blight. Their silly fascist agendas to take over the world, how cliche. Wouldn't it be a shame if you were to infiltrate the base where these Power Nodules are stored and take them for yourself? Perhaps that'll teach the 5th Column to conduct their business in the Rogue Isles.
They're likely skulking around in one of their former hideouts, licking their wounds. You've got a good idea where you can find them. Track them down and steal their Power Nodules.
5th Column base, 5th Column. Objective is to steal three power nodules. Each one triggers an ambush by a 5th Boss and guards. Defeating the last ambush ends the mission.
Debriefing: You secured the three Power Nodules. Not only will they serve you well, but it will also slow the recovery of the Reichsman. That kills two birds with one stone.
ROGUE: Destroy the power nodules and loot the 5th Column base.
Those Power Nodules can't be allowed to be used to empower the 5th Column's leader, Reichsman. If these were to fall into the wrong hands, the results could be catastrophic. It's best if you infiltrate that 5th Column base and destroy their Power Nodules and loot the place of any valuables. After all, the 5th Column are notorious collectors of priceless pieces of art.
Those Power Nodules need to go! No good deed should go without a reward, so you'll help yourself to any valuables within the 5th Column base. Sounds like a win-win situation. You make the Reichsman suffer and you get some priceless art.
5th Column base, 5th Column. Objectives are to steal three pieces of art and destroy three nodules. Two of the paintings are in safes; the third is in the hands of the base commander, an art collector who is more concerned with you stealing his goodies than with protecting the nodules. The nodules are destroyables with no surprises.
Debriefing: That was satisfying. Not only did you liberate a number of priceless paintings, you also destroyed the Power Nodules. That'll definitely leave the 5th Column reeling for awhile.
The Dagger of Caernoz
You've come across a box containing an old dagger with fiery sigils lining the blade. Inside the box is a note addressed to a hero named Desdemona.
'Your actions have convinced us that you truly wish to seal away Lord Caernoz rather than bind him to your will. We now send you the true dagger, not the replica you believe will seal him away. Only with this can you hold power over that infernal being. We believe you will use this power for the good of all. Know that you are trusted amongst us. - The Sightless Court'
Recently, Desdemona has been causing problems amongst the elite of the Rogue Isles as she tracks down some 'nameless being'. You remember hearing that she was last seen heading off to a Circle of Thorns temple to perform some ritual or another. Now you know what she has planned, and it seems she's woefully unprepared. What better time to pay her back for all the trouble that turn-coat has been causing than when she's about to get her rear kicked royally?
On the other hand, you're the one with the dagger, not her. She'd likely pay a pretty penny to get her hands on this at the moment she needs it the most.
VILLAIN: Beat down Desdemona when she's most vulnerable.
Having once been a demon-summoner filled with an unholy hatred towards all caped do-gooders, Desdemona's change of heart is rather... upsetting. Now it seems that she's managed to convince other people of her noble intentions, enough that they're willing to give her such a powerful object to *STOP* demons? No... she's gone too far this time.
Instead of just watching her grisly end at the hands of this powerful demonic entity, why not add to her failure by presenting this dagger to that demonic beast?
Who knows? Maybe it might grant you a reward in the process.
You have a pretty good idea where Desdemona might have gone. If you make it there in time, you just might be able to finish her off personally. The look on her face will be all the more delightful once you present this dagger to her demonic foe.
Oranbega, Circle of Thorns. First objective is to deal with Desdemona. She spawns up front with Knives of Artemis for guards. Defeating her spanws Lord Caernoz, a Death Mage. Your next objective is to offer him the dagger; as Desdemona predicted he tries to kill you in return. On death he claims as long as his altar survives his followers will be able to resurrect him, so your last objective is to find and destroy the altar.
Debriefing: Although you managed to humiliate Desdemona by defeating her in combat, you earned a new enemy by the name of Lord Caernoz, an infernal demon from the depths below.
Word of that is sure to spread like wildfire, and they'll all know it was *YOU*!
ROGUE: Profit off Desdemona's unfortunate situation.
Having once been a demon-summoner filled with an unholy hatred towards all caped do-gooders, Desdemona's change of heart is something that doesn't really concern you in the least. If she wants to go the holier-than-thou route, that's entirely up to her. According to this message, it appears she's about to face off against some demon or devil or whatever boogeyman she thinks she needs to fight. But seeing as you're the one with the object she needs to pull this off, you've got the upper hand when it comes to... negotiating a deal.
It would benefit you a lot more to let her succeed rather than watch her painfully die. When the day's done, she'll stop that demon of hers and you'll walk away with a fat sack of cash!
You have a pretty good idea where Desdemona might have gone. If you make it there in time, you just might be able to make a deal with her before that demon winds up eviscerating the girl. Remember, she's in no position to make any demands.
Oranbega, Circle of Thorns. Initial objective is to find Desdemona and make a deal with her. She is hostile and has Knives of Artemis for guards. At about 25% health she vanishes, asking you to seal the portal while she fights Caernoz. Next objective is to find and destroy Caernoz's altar. The last objective is to collect your rewards from Desdemona, which is a beating from her and her Longbow friends. She implores you to stop fighting and turn yourself in, after which she'll pay you for your help. Defeating her ends the mission.
Debriefing: After all the work you did to help that idiot of a demon summoner, all you got for it was a high-and-mighty speech about turning your life around. That's the last time you'll work out a deal with someone without seeing the cash FIRST!
Emergency Radio Broadcast
While flipping through the radio for possible 'opportunities', you overhear something noteworthy.
The broadcast you overhear is from a Crey laboratory that is under attack by Longbow agents led by the rather unscrupulous Polar Shift, a hero from Paragon City who is known to use rather unorthodox methods for dealing with crime.
You are presented with a unique opportunity to crush this fool Polar Shift and her allies for being arrogant enough to dare step on your turf.
However, Longbow must be after something specific if they're going through this much effort to raid a Crey lab. There must be something valuable there. Also it never hurts to have contacts in Paragon City. Especially ones that are as morally grey as you.
VILLAIN: Teach Polar Shift and Longbow a lesson they won't soon forget.
This Polar Shift character lives by her own set of rules, chaotic, dangerous and totally unpredictable. Somehow she's convinced some Longbow agents to assist her in taking down this lab. You can't have freaks like Polar Shift running loose in your city - they're bad for everyone.
You feel it's best to put this rabid dog down before she turns the Rogue Isles into a frozen wasteland. Being able to show Longbow what happens when they stick their noses in Rogue Isles business is just an added bonus.
This Crey laboratory's coordinates put it somewhere in Grandville. Getting in there and putting down Polar Shift and her crew is the only way to make sure she doesn't interfere with your plans in the future.
Tech lab, Crey and Longbow. First objective is to lure out Polar Shift by stealing experimental weapons. That causes her to ambush you. Defeating her and her guards ends the mission.
Debriefing: olar Shift was no match for you. However, before you could deal a finishing blow, she was teleported away. You figure you've either made a powerful enemy or struck fear into the hearts of those that might try to stop you. Either way the future should be interesting.
ROGUE: Loot the Crey lab and aid Polar Shift.
First order of business: if your assumptions are correct, there is a Crey lab filled with dangerous and valuable technology that is ripe for the picking. You figure whatever you find here can be sold on the Black Market for some serious cash. Lastly, Polar Shift is going to be in there somewhere.
You figure by extending a helping hand, maybe she will give you some breathing room and stay off your back. The last thing you need is an unstable and dangerous 'hero' like her running around the Rogue Isles.
You hope your intuition is right on this one. If so, there's some valuable Crey tech to pilfer, not to mention a possible ally to be made. While you're capable of making it on your own in the Rogue Isles, it can't hurt to be able to call in a favor in dire times.
Tech lab, Crey. Longbow spawns are getting killed off as you enter. Objectives are to steal weapons and free Polar Shift. No surprises, but both the weapons and Polar Shift have Clues and you'll only be able to read one.
Debriefing: Despite Polar Shift not being happy about it, you managed to procure some valuable exotic Crey technology. You're honestly not sure if you've made an ally or an enemy with Polar Shift.
Exotic Armor Schematics
You come across a series of blueprints that look similar to the armor the Rikti wore during their invasion.
What's important about these blueprints is that there are annotations all along the margins:
'Shorten length of arms' 'Add shield emitter' 'Increase power output' 'Add anti-missile chaff'' 'More plutonium'.
The only problem with these blueprints is that they're not complete. Some integral schematics are missing in order to fully assemble this military-grade armor. On the back of one of the blueprints is a hastily scrawled message from the engineer who created these blueprints. They state that he and the full blueprints were taken by the Rikti. Printed on each blueprint is the location of the Arachnos lab where the blueprints were made.
This armor belongs in your hands, not in the hands of whatever mad genius is assembling it. You could track down where the Rikti took the Engineer and more importantly the blurprints.
Alternately, you could try raiding the Arachnos lab where the Engineer was working on the blueprints and likely prototype armor.
VILLAIN: Get the Rikti Armor blueprints.
You don't really know what this armor is supposed to do, but the fact alone that it's being retro-engineered from recovered Rikti weaponry is all that matters to you. If the Rikti are interested in the armor, then it must be powerful indeed. You decide to track down where the Rikti would have likely run off with the Arachnos engineer.
You've got a pretty good hunch on where the Rikti could have taken the Arachnos Engineer. You wonder about the Rikti armor's combat capabilities. You'll have plenty of time to think about that later, first there are some blueprints you need to obtain.
Rikti base, Rikti. Objective is to kidnap the engineer. He is a hostage escort; freeing him changes your objectives to escorting him out and defeating an ambush by a Rikti Boss. The engineer gives you a Clue when he leaves but you don't get to read it.
Debriefing: True to his word, the Arachnos Engineer showed you where he stashed the Rikti armor blueprints. It the end, you're not sure how useful this armor will be in actuality, but it will at least make a decent trophy.
ROGUE: Raid the Arachnos lab.
Your reasoning is: why go after the blueprints when the armor on the blueprints might have already been built? At the very least you'll likely find prototype armor. You could likely sell this for a small fortune! Printed on each blueprint is an address. This is likely the address of the Arachnos lab where these Rikti Armor experiments were taking place.
The nearby Arachnos laboratory specializes in the advancement of Arachnos technology through adapting Rikti technology to meet their needs. There's bound to be some incredibly valuable tech in that lab.
Arachnos base, Arachnos. Objective is to steal three armor prototypes. Retrieving the third piece triggers an ambush by an Arachnos Boss. Naturally the armor is unstable, incomplete, etc.
Debriefing: You secured several pieces of Rikti-Arachnos hybrid armor prototypes. These don't meet the specs listed on the blueprints you recovered, but nonetheless they're likely fairly valuable.
Extremely Annoying Ring Tone
You hear an extremely annoying ring tone in the distance that doesn't seem to be dying down. You ignore it for a few moments before finally moving to shut it off. The source of the ring tone seems to be a bright red PDA. You push a button on it to make the ringing stop, but something on the screen catches your eye - a link to a file called, 'Doc Quantum's Moral Questions'. You click on it...
You're brought to a webpage full of large blocks of text. Reading it over, it belongs to the villain Doc Quantum, who is writing up various questions regarding morality.
His latest write up is in regards to the value of human life. Doc Quantum describes that he has stolen an important piece of Portal Corp technology and has agreed to bring it back in exchange for the hero, Miss Thystle. He muses that this will see just how far Portal Corp is willing to go for their research - will they give up the life of this heroine just for technology?
You could look in to what lab Doc Quantum stole the technology from. It's probably still recovering...which means you could swoop in there and destroy the remains of it - after taking everything in there for yourself. You'll summon in some...alternate dimension 'issues' for the people to deal with. It will remind them of your presence and show the people of Paragon that 'philosophers' like Doc Quantum are small-time compared to you.
On the other hand, Doc Quantum's days as a hero are officially over - not that no one hasn't suspected that for some time. The time of this posting was very recent - enough that you surmise that Doc Quantum probably isn't done preparing for the delivery of Miss Thystle. To make a large amount of cash you could find out where Doc Quantum is, take him down, then change his deal to match whatever you want.
VILLAIN: Wreak some havoc at the Portal Corp lab!
You find which Portal Corp lab in particular was robbed - interestingly enough, it is being housed in a Longbow base in the waters beneath Peregrine Island. As you suspected, it is still recovering - and vulnerable. A foolish move on the part of Portal Corp, given that there is still precious technology to be had within there. Precious technology that can be used by you against Portal Corp. Why not? The corporation isn't exactly using it themselves now...and it will certaintly leave a lasting impression on the group when they have beings from alternate dimensions flooding in. They will barely glance at Doc Quantum when you're done in there.
You head off to destroy the lab - in the most brutal and vicious way possible. They will remember this.
Longbow sub base, PPD. First objective is to kidnap a Portal Corp scientist. You then force him to open dimesional portals, causing spawns of Axis America and Rularuu to appear. Next objective is to find and defeat Miss Thystle. When she gets to about half health she teleports out and Earth 569 Miss Thystle teleports in. She gets replaced by Earth 118 Miss Thystle. She in turn is replaced by the original...along with Earths 5 and 99 Thystles. (All copies are Bosses, identical to the original, which makes this mission absolutely wretched.) Downing them ends the mission.
Debriefing: You leave the Portal Corp lab, stepping over the numerous unconscious bodies of the Miss Thystles. This will send a very clear message to Portal Corp, the PPD, and even Doc Quantum - you're the one to be feared, not some two-bit philosophical villain.
ROGUE: Trick Doc Quantum to get Portal Corp tech!
Doc Quantum's fall from grace wasn't exactly graceful, per se, given the various experiments he has performed. But the man does have a talent for finding very precious items. Whatever item he has in his possession must be quite important - and pricey. This could be just the thing you need to make a quick buck - or even use it to travel to other dimensions to make more money.
Given the fact that Doc Quantum is most likely working with Arachnos, you might be able to...trick your way into the base of operations to get what you want. Perhaps by offering your services to help Quantum, you can get in deep enough to steal the items he has.
You make various calls to set it up so that Quantum and his men will believe you're showing up to be hired off as extra 'muscle' for the deal. They'll never see the betrayal coming. Hopefully.
Warehouse, Arachnos. First objective is to talk to Operative Vargas, who has a lengthy contract for you to agree to. Once you have signed you can move into the warehouse freely; the Arachnos are all friendly...until you steal the crate. That triggers an ambush by Doc Quantum and guards and turns the rest of the spawns hostile. However, you don't need to find your way out so dealing with Quantum ends the mission.
Debriefing: You escaped from the Arachnos warehouse with the technology in hand from Portal Corp. They won't have to send Miss Thystle over now - and you'll be getting something quite nice out of this deal - either money or a chance to go explore some of those alternate dimensions that people have been talking so much about.
Filmed Announcement
While looking at the data on this disc, something piques your interest.
On this disc is a filmed announcement by that little upstart Flambeaux. Having thrown away her misguided life of being Little Miss Goody-Two-Shoes, she seems to be having a hard time getting the respect she thinks she deserves amongst the truly elite of the Rogue Isles. She announces that she will burn a massive stockpile of school books and emergency supplies, intended for the downtrodden in Grandville, unless her demands are met. She demands that a camera crew from WSPDR is present to record the whole evening. She's doing this as a cry for attention! She's not after the money. She doesn't want to strike fear into everyone's hearts. Flambeaux and her crazy Freakshow allies just want to hold some worthless junk for ransom and end up on television.
You're sick and tired of this wannabe villainess trying to steal the limelight. You could go to her little party, bust it up and show her how a real villain operates.
Alternatively, you could stop this attention seeker's plan and steal those books and emergency supplies and either sell them or give them to those who need them. It's really up to you.
VILLAIN: Show Flambeaux how a real villain operates.
You're not sure how many stunts like this Flambeaux has tried to pull off, but you'll keep stopping them. Maybe she'll eventually get the hint that everyone in the Rogue Isles is sick of her. Your plan is simple: give Flambeaux a thrashing she won't soon forget, burn those books and supplies, and eliminate anyone who dares get in your way.
It's going to be fun to watch Flambeaux's face as you burn the supplies and books she's holding for ransom. It's not like anyone cares about them anyway. The only people who could make any use out of the books and supplies are so far beneath your notice that it hardly even seems worth your time to burn them. However, the look of defeat on Flambeaux's face--as her little plan crumbles before her--will be worth it.
Warehouse, Freakshow. Objectives are to destroy 2 sets of school books and 2 boxes of supplies and to defeat Flambeaux. Destroying the second set of books triggers an ambush by T3h L34rn3r3r, one of Miss Francine's followers. There's a spawn of Arachnos mock-fighting a spawn of Freaks as well. Defeating Flambeaux and her guards ends the mission.
Debriefing: Today, Flambeaux had a taste of absolute defeat! She watched as you crushed her allies and destroyed the pathetic supplies she was holding for ransom. The look of despair on her face was all the reward you needed.
ROGUE: Steal the books and supplies.
What is Flambeaux thinking? Does she think this will actually end well? There might have been a time where you'd take pity on this girl, but that time has passed. This plan of hers is just really stupid... and you're going to show her the flaws in it and personally benefit from her foolishness.
Knowing Flambeaux, she didn't plan everything out completely. Thus, you're pretty sure that with all the attention she's gathering for herself, she won't notice you sneaking in and undoing her work. That is, until you go in and bring the fight to her. You know that these books and supplies are unlikely to be worth much, but there are probably some people who could use them.
Warehouse, Freakshow. Objectives are to steal 2 sets of school books, 2 boxes of supplies, optionally recruit Blast Furnace and defeat Flambeaux (whew). No surprises.
Debriefing: You almost feel bad taking down Flambeaux...almost. She really needed to be taught a lesson. Now you need to figure out what you'll do with crates upon crates of books and supplies.
A Hand Delivered Note
A shadowy figure gracefully leaps to the ground from the rooftops above and kneels before you. She reaches into a message bag and procures a scroll. With a bow she offers the scroll up to you. Immediately after taking and opening the scroll you notice the absence of the shadowy figure. The message reads:
Greetings Agent Cerulean,
Your name and deeds are well known in the Rogue Isles. Our organization does not often communicate with outsiders like yourself. However we are in need of someone with your particular talents. We need a message sent to a woman who goes by Silent Blade. She has betrayed our organization, the Whispered Hand, and left our organization with many of our secrets. We humbly request your help. A message needs to be sent. Subtlety is not necessary; in fact, it is discouraged.
A word of warning, you won't be the only one looking for her. She has greatly angered Longbow recently after she eliminated one of their most prestigious leaders. Do this and the Whispered Hand will not only pay you handsomely, but you will be granted immunity from our organization.
~K
You could do as the missive requests and take down Silent Blade.
Or you could let her know that her old colleagues are gunning for her. Perhaps she'll give you a reward.
VILLAIN: Take out Silent Blade!
Silent Blade once stood for something. She would eliminate targets for an organization and with a greater purpose. Now she's willing to take out anyone for a price regardless of the consequences. Heroes, Villains, those that walk in between those defined roles, they're all fair game.
It's time to beat some sense into her and make a fortune while doing it.
You've got Silent Blade's location. The hunt is on. You get to take down one of the world's most notorious assassins and bring the hurt to Longbow. It sounds like today might be a good day after all.
Abandoned office, Longbow. Objective is to defeat Silent Blade. Exactly what it says on the tin.
Debriefing: Silent Blade was as cunning and ruthless as you've heard, but in the end, she was no match for you. Once again you're approached by the shadowy figure, who hands you your payment before leaping away to the nearest rooftop.
ROGUE: Warn Silent Blade.
Someday Silent Blade might be hired to eliminate you which would be a complication you'd prefer to avoid if at all possible. You're presented with an opportunity to make an ally. Unfortunately, that would likely mean that you're going to anger the Whispered Hand. Perhaps having Silent Blade as an ally might prevent them from acting against you. Besides, you and Silent Blade have a lot in common, you'll do just about anything if it'll better your situation and it pays well enough. You think you'll head out and give her a hand.
As you head off to the office where Silent Blade is believed to be, you get the feeling that you're being watched by a dozen eyes. Hopefully Silent Blade will appreciate this gesture. It can never hurt to have more allies in the Rogue Isles.
Abandoned office, Longbow. Objective is to find Silent Blade. She is a combatant hostage guarded by Knives of Artemis (with a Boss named "Operative Tassett", completely contrary to the group's usual convention). Releasing her triggers an ambush by a "Whispered Hand Assassin", another Knives Boss; defeating her ends the mission (though I got another ambush after that by a Longbow Warden).
Debriefing: There was a feeling that you were being watched for good reason. After rescuing Silent Blade you were assaulted by a number of the Whispered Hand's assassins. Just as you hoped, Silent Blade has agreed to form a truce with you. She swore a blood oath to not take an assassination contract if it involved you as the target.
Just How Evil Are You?
You receive a communicator message from the twisted Doc Quantum.
This depraved pseudo-scientist has issued one of his famous moral challenges. The message reads:
Agent Cerulean,
I have prepared a fun little experiment that I know we will both enjoy. One of my favorite subjects, Hollow Point, has subdued three of Paragon's most patriotic heroes with the aid of his ex-Council cronies. I know these Virtuous Champions of Justice have probably caused you trouble in the past and I give them to you as a gift. Their costumes have been removed, their powers suppressed. All you have to do is get into the sewers that Hollow Point and his ex-Council cronies are hiding in and...well, it's up to you from there. They're waiting for your judgment, Agent Cerulean! Do with them what you will.
Oh, I almost forgot. There's a catch. You're not the only one I made this offer to. Best of luck to you.
You could enter the sewers and pummel those heroes silly as well as stop anyone who gets in your way.
Alternatively you could give those heroes a break and free them; they will definitely owe you a favor for saving their heroic hides.
VILLAIN: Eiminate weakened heroes.
You don't rightly care who those heroes are. It's always a wise idea to eliminate your enemies when the opportunity presents itself. This might be some sort of trap, but you don't care. The bait is just too sweet.
You take note of the location specified by Doc Quantum and set off to beat those heroes silly. Moral experiment or not, this sounds like too much fun to pass up. You'll show Doc Quantum your moral compass points in whichever direction suits you at the time.
From what you know of Mangle (sic), he's likely aligned himself with many likeminded individuals who wish to overthrow the government. It's not uncommon for him to recruit people from groups like the Council.
Sewers, Council. Objectives are to take out two heroes and optionally recruit Shock Treatment. The "heroes" are Longbow Officers that don't fight back; they just plead for their lives as you beat them down. Taking out the second one triggers an attack by Mangle and guards; defeating them ends the mission.
Debriefing: Well that was satisfying. Those are a couple of heroes that won't be causing you any problems for quite some time.
ROGUE: Get those heroes out of there.
Beating up harmless people has never been your thing. There's no satisfaction in doing something that requires so little effort. Not to mention these heroes could spread the word about you in Paragon City, plant the seeds as it were. Heck, they might even reward you for your help.
It's all about looking out for number one. Sometimes that means making connections, building alliances. The fewer enemies you have, the less you have to watch your back. Helping out these heroes will definitely give you an edge.
Sewers, 5th Column. Objectives are to rescue 2 heroes and optionally help Desdemona, a hostage ally. Rescuing one hero triggered an ambush by Mangle and guards, and then a few waves of 5th. The other just triggered waves of 5th.
Debriefing: Those guys were in truly bad shape when you found them, but you managed to lead them to safety. They were adequately appreciative for your aid and promised to tell others about your deeds. -
Quote:That information is for the player. It isn't possible that your character doesn't already know all of that, or for that matter "isn't from around here", there not being anyplace else for him to be from.
That contradicts the info in the tutorial. It seems our characters can be completely unaware of what the powers division is, what cole stands for, what hamidon is and indeed, not be from 'around here' at all. So, it seems there is no training/indoctrination programme for the powers division, anymore than there is a training programme for people who sign up as heroes in Paragon. -
Quote:Yes, they are. Your character knows perfectly well that the system is corrupt and trials, if any, are only pro forma. That makes him complicit in that corruption. The only mitigating factor is the mandatory conscription of those with superpowers. However....
If I were to arrest someone, the decisions and behaviors of others in the system are NOT my responsibility.
Quote:If I'm in a position to change any of it, then it is.
Quote:Don't forget, Golden, they're lying to the members of the Powers Division, too.
Quote:Those who take the Responsibility Path are the bright-eyed, naive fools who think everything is peaches and cream, just the way Cole wants them to.
Remember those 90% of Powers Division trainees that get "sent overseas"? They're the ones that wouldn't get with the program. If your character makes it to the tutorial he knows damned well he's a brownshirt in a fascist state. -
Quote:And then Scott has her killed.
You could knock out Washington from behind and tell him that you killed Cleopatra while he was out. You force Cleopatra to go underground. You stay on the Resistance alignment.
Quote:You defeat Cleo, but outright refuse to let Washington kill her, defeating him too if necessary.
Quote:Optionally, if the writers were being ambitious, it could open up a fight with an EB Marauder.
Quote:Afterwards, during her 'trial', you could break her out yourself and send her underground, defying Calvin Scott as well.
Quote:You could knock out Washington, but refuse to let Cleo kill him. Both of you go underground, again defying Mr. Scott.
Quote:There are many others that could have been undertaken from the beginning that would allow players a better, wider array of ethical choices.
You don't like what they're trying to do in the Praetoria content. That's OK, it's your prerogative. I don't care for it much myself for different reasons. But that doesn't make it bad. -
Quote:Sorry, but James T. notwithstanding the no-win scenario does exist. Sometimes you only get a limited menu of suck to choose from.
Either way, the player hoping to make the choices their character would end up locked out of those choices. -
Quote:In a meaningless, pedantic sense.
By definition a build that took stamina before will be tighter.
Quote:ie. Yay I can fit my patron pet in now. Darn I'd really like to add 3-4 slots to it so it performs better. Ergo tighter build. -
Quote:You can't get out of THE TUTORIAL without killing someone. There's no way to preserve your cover, whichever way you go, without someone getting silenced.
Like I said, for some, that may be acceptable. For me, it stinks of bad writing-- artificially creating a sense of seriousness by forcing the player's character to kill. "Praetoria is SrsBzns. You ain't gettin' outta here without pullin' the trigger."
We've had forced killing in the game since CoV, cf. the Stone Cold badge mission, Seer Marino's arc, many others. It's not new and there's nothing wrong with it per se. -
Quote:The whole existing respec system needs to be taken out back, shot in the head and thrown in a shallow grave out past Terlingua.
On the other paw, we have the most horrifying prospect. Thirty ******* respecs to do.
Ideally the respec system should work like Dynamic mode in Mids: your character gets loaded up in its current state and you get to move things around until you're satisfied with them. Really ideally there would be a compatible offline editor that produced build files the in-game editor could read so you could work up your build, cash in a respec and just load it.
In no case should your trays change except to delete powers you don't have any more. -
Quote:I hope not. I used the name "Ramiel" for an MA arc last Christmas.
I wonder if Mender Ramiel will be the contact who gives the story arc to unlock the Alpha Slot?
(#356477, "The Christmas We Get". ObPlug.) -
Quote:No. It won't.
All I said is that slots are already at a premium on some builds, and making slottable inherant Fitness will make tight builds tighter.
You can take the exact build you have now and not change it at all, except you get to add three powers that don't get any slots. This does not "make the build tighter" because you haven't lost anything you already had. All that's happening is you're not gaining as much more as you would like, but since what you're getting is free that's not really a fair complaint. -
Quote:On my main, an SR with defenses at or near the caps, Aid Self with just an Interrupt in it would indeed be useful. He doesn't get hit that much.
Or if a character is going to grab Aid Self, is it worth only having one enhancement in it? Sure, having the power itself can prove beneficial but the beneficial gain is less the negligible. -
Quote:Even unslotted, they'll be powers you otherwise wouldn't have had so they'll be good for something.
My only problem with inherent fitness is that we won't get any extra slots for the powers that we have to take in their place, so they will end up being unused dummy powers. -
If i20 is City 2.0 I'm betting it will be an in situ upgrade as opposed to a totally new product. Sequels to MMOs don't have good track records.
As for Fitness going inherent, I saw that or something like it coming. One of CO's advantages in gameplay is vastly reduced downtime. Giving everyone Fitness, which they can then choose to enhance by taking sets with their own heals and recovery boosts, is a big help there. Actually my #1 choice would have been giving Rest a zero recharge, but this is good too.As far as this dumbing down the game, please.
-
normalman. Probably not what you meant though....
-
Quote:Welcome to The Singularity.
But I also wonder about what Syndrome said in The Incredibles: if, in the future, everyone is "super", would we need to have these stories being told anymore, or would we simply pump up the character's power levels to remain above the new human baseline?
The question that is being asked here is essentially "what will superhuman heroes look like when the definition of 'human' has changed?" The answer is, as John W. Campbell told Vernon Vinge, "You can't write that story. Neither can anyone else". -
Mask Covered in Saliva
You found a Carnival of Shadows mask covered in saliva - the monstrous kind. You notice bite marks as well as holes made by a corrosive substance - Arachnoid acid. Investigating further, you find out the following...
Earlier today, the Carnival of Shadows were throwing one of their 'parties' in the main street of St. Martial. They were causing their usual chaos and destruction, until one of the Seneschals made the mistake of putting her torch too close to the wrong truck. The vehicle exploded, creating a large crater, which exposed a hidden Arachnoid cave underground!
Many of the Carnival fell in to the lair before it was sealed up by Arachnos. Now the Arachnoids are rampaging in one of the casinos, while the other Carnies are trapped in that cavern.
The Carnival of Shadows always seem to take their parties too far. Arachnos is too busy trying to contain the Arachnoid threat in the streets of St. Martial, meaning that casino is still crawling with Arachnoids.
Going in there and saving the patrons and manager of the casino would earn you their gratitude - but more so, you would have free reign over taking the money from the casino for yourself.
Then again...those Carnies are still probably fighting the Arachnoids in that lair. But if someone were to go in there and finish them off...well, that would be less Carnies around to keep their leader, Vanessa DeVore, powered.
VILLAIN: Finish off the Carnies in the Arachnoid cave!
The problems of the Arachnoids destroying a few casinos is too small to interest you. However, the Carnival of Shadows is another matter entirely. You're aware they're more dangerous than meets the eye - and growing more powerful with every member in that group. Vanessa DeVore's little collection of souls live to serve her every whim - a dangerous woman to keep around, if you're intent on not serving her.
Those Carnies may be able to hold out in that cavern until their kindly master comes to save them - that is, unless you step in.
There's only one way to deal with an issue like the Carnies - end them. And that's exactly what you plan to do.
Arachnoid caves, Arachnoids. Carnie spawns are getting killed as you enter. First objective is to take out the head Carnie Mistress. Taking her out ends the mission, no surprises.
Debriefing: Well, that's one group of Carnies that won't be bothering you anymore - or powering Vanessa DeVore, for that matter.
ROGUE: Save and rob the Casino!
The Carnies trapped in that cavern can help themselves - or not, there's nothing to gain really in helping them. But the casino? There's good money right there. Saving the manager of the casino will definitely help you in the future - though that's the second place prize. The real deal is in having those precious cash vaults in that casino all to yourself. You'll just have to dress it up a bit to make sure that it looks like the Arachnoids devoured the money - or that some Arachnos lackey was the one who stole their good money.
This is the kind of plan that really has no downside. Make a lot of money, save someone who makes a lot of money, then make a lot of money through them. The only downside is having to fight through those Arachnoids, but that's a necessary evil. At least this time.
Abandoned office map, Arachnoids. First objective is to rescue the casino owner. Next is to loot the safe. That spawns an ambush by Hollow Point, who had the same idea you did.
Debriefing: You sneak out the back of the casino with your prizes over your shoulders - this'll do nicely in the future.
Mind Splitting Headache
You suddenly get a mind splitting headache - even if it's physically impossible for you to have one. You try to figure out how this could suddenly happen and stumble upon the following...
It seems one Psymon Omega, the master psychic in Nerva Archipelago, is having a very rough day. Some sort of device is overloading his psychic powers, sending out massive pulses of psychic shockwaves.
There seems to be a connection to how intense these shockwaves are and how many psychics are in Nerva - the more psychics, the more powerful the shockwaves become. If too many psychics gather, it could mean a massive psychic explosion in Nerva - it would easily knock out any normal person on the Island, not to mention severely damage any psychic nearby.
You ponder over the situation after you find something to protect yourself from the psychic shockwaves.
Psymon Omega has always been a very overconfident psychic within the Isles - this whole incident was probably caused by someone he rubbed the wrong way. Given that Longbow is in Nerva, they'll be trying to minimize casualties by finding what exactly is causing this and destroying it. However...if you were to somehow lure enough psychics in the area, you could force the overload yourself. It'll leave Nerva and Agincourt ripe for the picking - as long as you have something to protect yourself from the damage.
However, you do imagine that Psymon Omega would be very gracious to whomever stops this - especially if said person was able to, say...ransom off to him the device causing all of this.
VILLAIN: Overload Psymon's Psychic Abilities!
Psymon's predicament will provide you with ample opportunities - mainly organizing the potential for a massive psychic explosion throughout all of Nerva! The amount of harm this will cause is massive - ranging from Longbow in Agincourt, to Crey, to the Circle of Thorns...
You'll have to get your hands on some Longbow communicators in order to radio in some of the big name psychics to come to Nerva as soon as possible. Then, it's a matter of sitting back and watching the chaos ensue - provided you have something to shield yourself from the explosion.
You do some investigating to discover a piece of Crey technology that will give the user temporary invulnerability to psychic shockwaves - you plan on activating this right before the main event, as the device will only work once. You wouldn't want to be knocked out with everyone else, of course.
Instanced Nerva, Longbow. Objective is to defeat three Communications Officers, all Wardens. Defeating them ends the mission, no surprises.
Debriefing: You walk away from the main square in Nerva, leaving all of the various people caught in your wake there. Nerva, even if it was for one brief moment, was entirely locked down, thanks to the problems of Psymon Omega.
The best part? Those in positions of authority are looking to go after him now for the incident - you were able to cause this amount of chaos and get away with it!
ROGUE: Retrieve the device in quesiton and ransom it off to Psymon!
You don't really sympathize with Psymon's plight, but you do see a chance to make some money off of it. You're willing to bet he'd pay anything in order to get his powers back under his control - and probably even more to find out what exactly was the cause of all this. You'll have to do some investigating - and fast - to discover the source of the problem before the potential psychic explosion rocks through Nerva Archipelago.
You trace the cause of Psymon's psychic dilemma to a small cavern in Nerva - there seems to be some pretty impressive technology at work. You'll have to find out whoever is controlling the technology causing these problems for Psymon, then take control of it for yourself. After that, it'll be a simple matter of just ringing up Psymon to determine just how...grateful he would be if you disabled the machinery. Hopefully for his sake he'll be very grateful.
Rikti base, Rikti. First objective is to defeat the High Commander. There's an optional glowie that gives a bit of info about the Honoroee. Next objective is to use a radio back at the entrance to talk to Psymon; after a short dialog he pays you to turn off the disruptor, ending the mission.
Debriefing: You emerge from the cavern to a headache-free Nerva Archipelago. And also with a great deal more money in your bank account. All in all, today turned out to be a pretty good day!
A Rather Persistent Spirit
A glowing ball begins to spin around the area. It follows you with a slight whisper. You can't really hear what it's saying, but the whisper continues despite any attempts on your part to bat it away. The spirit begins to circle around your head several times, the whisper growing louder to the point where you can make out what it's saying: 'HELP!'. You pause to hear what the spirit has to say.
You have to help me! My men and I went into the spirit world to try to destroy one of the Banished Pantheon's gods. Unfortunately the Circle of Thorns caught wind of our plan and have trapped us within the spirit world - we don't know why or how.
They are now threatening to unleash a demonic beast upon us if Longbow doesn't supply them with all the artifacts from the MAGI vault.
This astral projection of myself will not last long. Please, you have to find the Circle's lair beneath the island of St. Martial and free us!
Looks like the Legacy Chain got too cocky for their own good - did they really think they could take down one of the Banished Pantheon gods with the power that they wield?
It sounds like whoever is in that spirit world is pretty high up in the food chain - enough that if there was a bargaining chip for their lives, Longbow would probably pay anything to get them back. Besides, it's a better alternative than handing over everything from the MAGI vault.
However, that demon does sound pretty tempting. You could always wait for the negotiations to begin, kidnap a summoner from the Circle and get them to summon the demon for you into this plane. Then it's just a matter of...testing this demon out with your 'friends' in Longbow.
VILLAIN: Summon the demon and use it against Longbow!
Good guys trapped in the spirit world where they can't be a bother? Check.
Longbow in a bad situation? Check.
Circle of Thorns possessing a way to summon a powerful entity that can be controlled? Check and check.
The only thing missing from this list is you taking advantage of the situation.
You'll just have to make sure that this demon is fully controllable - you wouldn't want to have to go through all that trouble to have a wild demon to deal with.
Cargo ship, Longbow. First objective is to find a "Circle Summoner" who runs away when you approach him, giving you the demon-summoning ritual. Next objective is to click on an obelisk to summon the demon. This gets you a message claiming the demon Morthilia has been summoned. Morthilia turned out to be a Succubus spawned up near the front of the ship; she died in seconds. Final objective is to defeat a Commander Lewis.
Debriefing: Wherever those Legacy Chain are, they'll be stuck there for quite some time. And Longbow will be that much more fearful of making any deals in the Isles - as long as you're around.
ROGUE: Stop the Circle and sell the key to saving the Legacy Chain!
While the Legacy Chain might not be at the top of your list of concerns, the fact that Longbow are currently in negotiations with the Circle to release them can work towards your benefit. It would be a simple matter of attacking the Circle, stealing the incantation to release the Legacy Chain, then selling it off to Longbow.
Longbow might not appreciate that you're still selling this to them - in fact they certainly won't appreciate it - but it'll make you some money and they'll get those Legacy Chain back.
The Circle of Thorns lair seems to be in an underground cavern in St. Martial - different than their usual stomping grounds of Oranbega. Not that it's a problem, of course.
Roman caves, Circle of Thorns. First objective is to defeat the Circle Gatekeeper. A Tsoo Ancestral Spirit is present as a hostage enemy. Sky Dragon is also present, either possessed or mind controlled. The Gatekeeper is a Circle Boss; defeating him and his guards triggers the next objective which is to use an altar to contact Longbow, ending the mission.
Debriefing: You leave the cavern and see your contact from Longbow waiting for you. You make the deal with the man, who quickly walks off afterwards. The briefcase of money given to you has some weight to it - opening it up, you see a good amount of money inside. Longbow pays well when they want one of their own allies back. A good thing to remember.
The RIP Wants YOU!
Your vision is blocked by the words 'The RIP Wants YOU!' as a flier for the RIP literally falls onto your face. You remove the flier and read over the rest of the text...
Are you between the ages of 18 and 40?
Can you fire a gun?
Do you have a desire to fire a gun?
Do you feel comfortable with asserting authority over others who may be stronger than you?
Then come to the Rogue Isles Police Convention today in St. Martial! The best of the best will be there to see if you have what it takes to get the job done!
The RIP are organizing? There's a first time for everything. More than likely Arachnos has been getting tired of heroes sneaking into the Isles and need the RIP to shape up their act.
From the sounds of it, many of the 'higher ups' in the Rogue Isles Police are going to be at this convention in St. Martial - which means if someone were to swoop in and strike them all down, it would go a long way towards making a...lasting impression on them.
Then again, this would mean that the main RIP offices are understaffed - the perfect opportunity to sneak in there and steal some incriminating evidence against the higher ups. A news station like WSPDR would pay quite well for that information.
VILLAIN: Attack the RIP Convention!
If the Rogue Isles Police think you're just going to sit around while yet another organization bent on 'policing' the Isles tries to get organized, they have another thing coming to them. It's not that they would actually be able to stop any of your plans, but it certaintly won't help having to consider a new thorn from the many that can be in your side.
Striking down the RIP while they're all gathered will send a clear message to them - you're not welcome in Mother Night's town.
It'll be as simple as taking down the heads of the RIP, along with scaring a few of the potential recruits while you're there.
Office, RIP. Objectives are to scare off two Recruits and defeat the RIP Captain. The Recruits are "hostages"; they run off when you defeat their guards. One they're all taken care of your next objective is to defeat the event organizer, which turns out to be Savage Siren.
Debriefing: You don't think this is how the RIP imagined their convention ending. Savage Siren will also be hurting pretty badly after that encounter - maybe that'll show her that she's out of her league.
ROGUE: Blackmail the RIP!
It's known to everyone in the Rogue Isles that the majority of the Rogue Isles Police are corrupt - one trip to Mercy to see one of their infamous 'Infected Fighting Rings' will tell you that much. The fact that this convention is happening in St. Martial, one of the richest parts of the Isles, means someone else is backing them - either Arachnos, or one of the other several groups who have the police in their pockets.
This convention will mean the RIP will start getting some more press soon - the reporter Amanda Vines would probably kill to have some juicy information on them to release.
Given that she isn't one to kill, there's always the next best thing - being paid to blackmail the higher ups in the RIP.
One of the main RIP offices is in St. Martial. It would explain why so many of the officers can be found gambling instead of actually doing their job.
Office-to-sewers map, Carnies. Objective is to find three pieces of information. One computer reveals a "Captain Duffy" is really a 5th Column sleeper. A crate that says it should be protected but actually must be destroyed contains files on an Infected fighting ring in Mercy. The last Clue was on the final Boss, Mistress Julia, but I didn't get to read it.
Debriefing: The people from WSPDR were more than excited when you contacted them regarding the information you found. The deal was simple to make - they had a surprising amount of money to send your way for what you found. They should be airing it all in a weekly special called, 'RIP - Secrets Unveiled!'
Sounds of Utter Chaos
You hear from a communicator on the ground sounds that can only be described as utterly chaotic. You pick up the communicator and shake it a few times, trying to make out what is happening. The chaotic sounds continue, though you're able to piece together what's happening after listening to it over...and over...and over again.
It appears that Longbow discovered an Arachnos base hidden within Founder's Falls. Whatever Arachnos was making in there prompted Longbow to send all of their forces in - including Ms. Liberty. The raid only became worse when an explosion alerted a group of Devouring Earth, who burst into the base from underground. A group of Devouring Earth activists, hearing this, began to protest outside of the lab - believing Longbow was torturing the creatures.
The PPD showed up to try to calm the protests, however a group of Carnies attacked the police, who brought the battle into the Arachnos base. The Council, wanting to take whatever Arachnos was developing, rushed in, only for their group to be split in half by a group of sleeper agents from the 5th Column.
The battle now rages on with everyone in Founder's Falls focused on it.
...well then. It certaintly looks like there's a good amount of action going on in Founder's Falls today.
VILLAIN: Rob a bank in Founder's Falls.
Why not rob the bank in Founder's Falls? Everyone there currently seems preoccupied with whatever is happening in that Arachnos base - and from the sound of it, there wouldn't be too much chaos you could add to the whole mess.
Getting into Founder's will be simple if you use the system of canals they have set up. Then it will just be a matter of walking into that bank and taking what you want - there's a strong possibility it might not even be guarded!
You head off towards Founder's Falls. Perhaps you should time this to see just how fast you can rob this bank.
Bank, empty map...mostly. Your first objective is to "take out any guards". The only guard is a member of Hero Corp, who is terrified of you. You get a dialog with him; you can either attack him or tell him to run (I did, he ran). Next objective is to rob the vault. Doing so makes the map spawn with a new set of guards...reformed Freakshow sent by Miss Francine. The final objective is to defeat their leader, a Reformed Freakshow Noise Tank, and his guards.
Debriefing: Things got a bit hairy back there in the bank, but it was nothing you couldn't handle. You made off with a good payment for the day - even if it was at the cost of the college savings funds of those children in Founder's Falls. /* hello, FDIC? */
ROGUE: Wait for the battle to die down then see what it was all about.
This might be the most chaotic battle you've heard about in quite some time - and you've heard/seen your fair share of chaotic battles. Whatever caused Longbow to go in there with their full might must have been pretty impressive. Though judging by the chaos, it's likely that Longbow's purpose for going in there will be lost for some time.
Sounds like the perfect chance for someone like you to go in there once the dust is settled to see what exactly the big fuss was about - most importantly before someone else does!
You keep the transmission on, waiting to hear for the battle to die down. Sure enough, you hear the retreats being sounded by all the various groups - Longbow pulling out to treat everyone's wounds, Arachnos abandoning the base, the 5th Column chasing after the retreating Council...the Carnies getting bored and leaving. The Devouring Earth began attacking all of the activists outside, causing the PPD to chase the monsters out. Now is the perfect time for you to get in there and see what exactly the big deal was.
Flaming ruined tech map, Rikti. First objective is to "find out what Arachnos was doing", which you do by finding a computer. Its Clue reveals this was the site of an Arachnos cloning lab incorporating Rikti DNA into clones of the best Arachnos warriors. The next objective is to retrieve a key device from the Rikti commander. He destroys the device as you defeat him as a dog-in-the-manger move.
Debriefing: There wasn't any real profit to be had by that expedition, but you did ensure the safety of the world by stopping the Rikti from obtaining that device. That will at least make future deals smoother - things tend to get lost in translation when a Rikti dropship is bombing the building you're doing business in.
Syringe Oozing Goo
You find a syringe oozing purple goo. On the syringe are the words 'CREY INDUSTR', cut off by the broken shards of glass. You use some of your contacts to try to figure out what exactly Crey is doing with this odd substance. One of your more reliable contacts lets you know that they found the following message from a Crey scientist...
Formula is complete. We're always moving forward in Crey. This needs to be top secret - apologies for the odd method of delivery. This cannot fall into the wrong hands. Dr. Creed is mad, but a genius. We've taken the serum he used for the Infected and broadened it.
If it is mixed in with water, we can create a controlled detonation. Plan to use it on Arachnos, gain some leverage on their technology, maybe Project FURY. Then use it to thin hero population. First test will be against Devouring Earth in Nerva.
So Crey has created a way to make water explode. They're always innovating, you have to give them that much. The message in the syringe didn't specify how far along this formula was or how well it exactly works - though Crey is getting themselves into some dangerous waters by threatening both Arachnos and Paragon at the same time.
It all seems to be hanging on no one finding out...but yet, here you are. You've found it out. Arachnos would be quite furious at this faction of Crey if they found it - and quite thankful towards whoever tipped them off. Though you'll have to make sure to destroy the formula - something that powerful can be bad for business.
However, it seems a bit short-sighted of Crey to test this out on the Devouring Earth. You could always ambush their lab team and use this on a better target - Longbow!
VILLAIN: Steal the formula and use it against Longbow!
Crey's problem has always been that they're too cautious about utilizing impressive technology right away. This formula for 'exploding water' is something that could be extremely useful, when used in the right hands. Your hands, to be specific.
One of Longbow's main bases in the Rogue Isles is within Agincourt. The base has its own supply of water - pumped out through various generators deep beneath the base.
If you could insert the formula into the stream then activate it, it would cripple one of Longbow's main resources in the Isles.
Swiping the formula from Crey is something you can do on the way there, if they're performing their experiments within Nerva as well. Then it's simple setting Longbow up to knock them down.
Longbow base, Longbow. First objective is to put the serum into the base's water supply. Next is to use a nearby computer to activate it. Last objective is to take out the base's commander.
Debriefing: You step out from the ruined Longbow base. It'll take them a long time to recover - time which they won't be spending monitoring any of your activities within the Isles. This would be the perfect time to start getting any plans of yours into motion!
ROGUE: Get evidence from Crey and sell it to Arachnos!
Does Crey really think they can get away with going against both Arachnos and Longbow? Something like this could cause some serious chaos in the Rogue Isles - Longbow will be scouring it for signs of Crey activity, Arachnos will be doing whatever it takes to put Crey down. And when those two groups meet...well, let's just say the idea of doing business in a black market will be out the window when an all out war is going on right behind you.
Someone needs to step up and stop this - while also making a profit. Which shouldn't be too hard to do, given the market you deal in.
You head off to one of Crey's main labs in Nerva Archipelago. You'll have to make sure to destroy the source of the serum so it can't be used, then hack Crey's computers in order to retrieve physical data regarding what exactly they were planning.
Tech lab, Crey. Objectives are to download the data and destroy the serum. The serum is a destroyable lab cart. One random spawn gives up an access card that will let you release the experimental specimens. There are two computer objectives; one is the console that releases the specimens (Redcap, Lesser Devoured, Chief Soldier, scattered around the map, all allies), the other has the necessary data and ends the mission.
Debriefing: You almost had to turn down all of the offers that Arachnos was making for information on Crey. You spoke with an Operative Vargas, who was extremely eager to pay whatever you requested for the information. Now it's just a matter of sitting back and watching Arachnos deal with Crey.
Collapsing Ideals (VILLAIN MORALITY MISSION)
You overhear some Arachnos operatives speaking about a mind control device being worked on by Arachnos scientists. You look into the matter, using all the resources at your command to find every bit of information there is...
You discover that Arachnos does indeed have a mind control device, though it is only powerful enough to control the mind of one person. They have been developing it to combat recent problems with Bane Spiders breaking free from their mental network.
They already plan on using a prototype on the device on a man named Michael Polario, a rich gambler living in St. Martial. They have evidence that he has left Johnny Sonata's inner circle to work with Longbow in an attempt to kick out Johnny - and Arachnos - from the Giza and St. Martial! Polario has been seen speaking with the hero Overdrive about this on several occassions.
Later today, Polario will be giving a live conference to the people of Paragon, telling them of the corruption within St. Martial in order to bring as many heroes as possible into the island to remove the threat of Johnny Sonata and Arachnos.
Arachnos, however, has a different plan of their own for this device.
Well, well! Looks like you stumbled upon quite the tangled plot: a former member of Johnny Sonata's gang trying to redeem himself, Arachnos looking to stop that with a very lucrative device, and a connection with Overdrive - someone considered to be a hero amongst heroes in Paragon.
All of this comes together to form an idea in your mind - take the mind control device for yourself, stop this Michael Polario from inviting more heroes into the Isles, and then, to top it all off, mind-control Overdrive to make her your lackey for ALL of Paragon to see!
You map out your master plan after picking up some more information on Arachnos's 'big plan'.
Operative Vargas is currently waiting for some hired help in the form of Savage Siren to show up - looks like they're paying her off to be the one to do the deed. You're going to get there before Savage Siren and take the device from Vargas - leaving him sprawled out along the ground should leave a clear message to Savage Siren - stay away from here.
Once that's done, you'll have to make your way to the top of Polario's penthouse and take him out - before the cameras start to roll. Once he's taken care of, you'll send a message to Longbow that you're 'holding him hostage' - it's just a matter of time until your soon-to-be lackey, Overdrive, arrives.
You'll beat her into a pulp, use the device, then walk out with the people of Paragon watching your victory!
Longbow will have lost their inside man of Polario, the heroes of Paragon will never be commanded to assault St. Martial, and you'll have yourself a new personal lackey. What's not not to like?
You head off to the location of Polario's penthouse within St. Martial...
Office, RIP. First objective is to dialog with Vargas to get the device. Next is to deal with Polario, another dialog. This triggers an ambush by Overdrive. When she gets to 25% you use the mind control device on her, turning her into a non-combatant...as Blast Furnace comes charging in to her rescue. When you beat him down you get a dialog to gloat over him, then Overdrive breaks free and attacks again (having regened to full health by now, of course). After you beat her you get to rub Blast Furnace's nose in his failure again, ending the mission. N.B I stealthed past all the RIP so there might be some surprise ambushes in there or whatnot....
Debriefing: You step out from Polario's penthouse. While your initial plans of keeping Overdrive as your lackey failed, you were able to turn it around to beat her down - twice - and crush the hopes of the hero, Blast Furnace.
The two are most certaintly furious at you - but what exactly could they hope to do against the power that you wield?
Nothing. Just like all the others.
Playing the Sides (ROGUE MORALITY MISSION)
You receive a message from one of your contacts within the Isles, saying that a woman has been asking around for your services. You show some interest and get some more information - it leads to you receiving a personal message from this woman, who goes by the name of 'Swift Cut' .
Dear Stormtouch-
I hope this message finds you well. Your contact spoke very highly of your abilities - I am hoping to hire you for aid. I am...was a member of the Whispering Hand, a group of assassins led by Silent Blade. However, I have no wish to be with them anymore - I never wished to be a part of them in the first place! Everything was forced upon me - my membership, my training, all of the deeds I've done.
I am currently looking for passage into Paragon, where I have been guaranteed safety by the PPD. There is a route through a sewer system out into Faultline, but I fear if I move, the Whispering Hand will cut me down.
I am willing to pay however much you need in order to ensure your services. Please send this message back as soon as possible - I do not have very long. Thank you.
-Swift Cut.
You've heard a bit about the Whispering Hand - an up and coming group that has been appearing more and more in the news since Silent Blade officially took them over. You don't really care too much about why this person wants out - mainly that this would be a good moment to make yourself some money. They say the Whispering Hand are tough, but nothing will stand between you and a good payday - if you're willing, that is.
You send a message back to Swift Cut saying that you're in on the deal, along with stating how much money you'll be requiring from her for the job to be done.
She contacts you shortly afterwards, informing you that she has already begun to make her way into the sewers, thinking you would not show up - however she has run into the Whispering Hand and is currently on the run from them!
She has found somewhere to hide for now, but will not last very long with the group on her tail.
You tell Swift Cut to stay where she is, saying that you'll be there right away.
You'll have to hurry before the Whispering Hand gets her - once that happens, you can say goodbye to your payday!
Sewers to Faultline map, Tsoo. Swift Cut spawns up front as a non-combatant hostage escort, meaning if you're a Stalker (as I was playing) it sucks to be you. You have to drag her across the entire map, fighting several Bosses and ambushes. There will be a Boss right as you come out of the sewers so be ready. When you get to the sub dock Silent Blade is waiting for you; she fights until she gets to 25% then stops for a dialog, offering to not hunt down and kill everyone you care about in exchange for Swift Cut. When you refuse she vanishes. Activating a transmitter to call the PPD spawns several waves of Tsoo ambushes, followed by another battle with Silent Blade. She stops for another dialog before dying; the PPD sub shows up for Swift Cut, the end.
Debriefing: You return to the Isles with Swift Cut's credit card - a quick check shows that all of the money you required for your payment is within the account specified here. What happens next between her and Silent Blade is none of your concern - unless, of course, it leads to a future job. Then you'll be all ears for what has to be done. -
This is a list of Tip missions for Villains in the level 30-39 range. It includes spoilers, though I didn't quite include every single detail. It's more than enough to let you know in advance if you want to avoid any of these missions due to enemy selection, themes, etc.
Note that some of the text differs slightly if you are a Vigilante viewing these missions. I haven't documented the changes as they were very small and didn't affect the substance.
8uFF00n'S Left Hand
You've found the hand of a Freakshow swiper. On the back are the words, '8Uff00N's Left Hand' - for some reason this Freakshow made it a point to label his hand. On the front is some sort of data pad, though it isn't exactly working properly. You examine the device for a few moments before causing a garbled video to play on the display. You see the fuzzy image of Doc Buzzsaw.
Hello there! If you're reading this, it means you've taken up my, Doc Buzzsaw's, offer! Or you've beaten the life out of whoever originally took up my offer. If the latter applies, then you're in luck! If the former applies, then be careful of the latter happening! But anyway let's get down to business, shall we?
I'm fascinated with the villain known as Shock Treatment and want to really get in there to study how her powers work! Unfortunately most of my boys can't get near her due to, well, the electricity she controls.
I'll pay anyone handsomely if they can bring this villain in to me! Last I heard she was going to assault a charity event Longbow was running in Nerva.
Doc Buzzsaw might not be the most stable person in the Isles, but she certainly does pay well when she puts out a job. However, one thing is a bit worrisome - the back of the datapad has a tag that reads, '2 of 4' - meaning that three other people may have gotten this message! If you're going to take up Doc Buzzsaw on her offer, you'd better act fast before someone beats you to the punch.
Although...destroying a Longbow charity event in Nerva might be more enjoyable than that. You might even keep Shock Treatment along to double up on the pure destruction that can be had.
VILLAIN: Destroy the Longbow charity event with Shock Treatment.
Doc Buzzsaw's offer might be tempting...if it weren't for the fact that there's a perfectly good Longbow event happening that you can destroy. You could probably even make the same amount of money selling off any of the equipment you take from all those defeated Longbow. You'll just have to make sure to get there before Shock Treatment has all the fun - which is doubtful, considering just how much more powerful you are than her.
It couldn't hurt to have her along though, just to spice things up a bit.
You make your way to Longbow's event in Nerva. When are they going to learn that only bad things happen when they try to set things up in Nerva Archipelago?
Warehouse, Longbow. Objectives are to rescue Shock Treatment (optional) and wipe out everyone at the event (which would require defeating Shock Treatment's guards anyway....) There are two crates of donated goods to optionally destroy. Miss Thystle is present, claiming she was just helping Longbow for the money and was hoping none of the other villains found out. Rescuing Shock Treatment triggers two ambush waves, one by Hollow Point looking to collect Buzzsaw's contract and another by a Longbow Warden. The latter is hostile to the former and killed him for me, ending the mission.
Debriefing: You leave the warehouse with the charity event in ruins. You'd feel bad for whoever those items were supposed to go to - if you cared, that is.
ROGUE: Stop Shock Treatment and bring her to Doc Buzzsaw.
Payment is payment, even if it means going after another villain within the Rogue Isles. Doc Buzzsaw has been known to have a very random assortment of items lying about - getting access to this collection will lead to something that will at least be profitable.
It's just a matter of tracking down Shock Treatment before anyone else manages to get her.
Longbow will be holding the charity event that Shock Treatment is crashing in Nerva, though you doubt it'll be in one piece by the time you get there.
Warehouse, Carnies. Objective is to capture Shock Treatment. RIP, Council and Circle of Thorns all put in guest appearances, the latter being the ones to actually have Shock Treament captured. She is a hostile hostage; defeating her ends the mission. N.B. I stealthed past a number of spawns so there might be some triggered ambushes I didn't set off.
Debriefing: Almost as if she knew when you would be done, you exit to see Doc Buzzsaw standing in front of you, holding her hand out. You hand over Shock Treatment and Doc Buzzsaw kicks over a large chest beside her. Opening up, you see various bits of interesting technology - all of it usable or sellable.
ATTENTION! SLAVES OF ARACHNOS!
This loud phrase is broadcasted over...and over...and over again, almost forcing your attention. You go to a place where you can clearly hear the broadcast. The man broadcasting the message finally gets underway...
This is Marshal Blitz, leader of the Rogue Arachnos in Warburg. For far too long we have not been taken seriously by Arachnos - today, however, that will all change! My soldiers have taken an Arachnos base and everyone in it hostage - its scientists, soldiers, and Longbow prisoners.
We have a list of demands that, if they are not met, will result in the destruction of this base! Any Arachnos operative listening had best take this seriously, for this is the dawning of a new age in Arachnos!
It looks like the Rogue Arachnos have finally made their move. If there are Longbow prisoners in that base, you can bet that some heroes will be showing up to save them.
You could always find out the location of the base, break into it, save everyone in there, then make off with the information in the base as well - Arachnos won't know that it was your doing anyway.
Of course, if heroes are looking for the base, you could go to another area of St. Martial, plant a fake recorder to make them think that is the location of the base, then wipe out any heroes who fall for the trap.
VILLAIN: Trap Longbow and defeat any heroes who fall for it!
Marshal Blitz and his Rogue Arachnos are of no concern to you - they're just a group that presents an opportunity.
If anyone manages to stop them, it'll either mean Arachnos has more power to oversee your actions, or that Longbow will have a few more soldiers to spare to throw at you. Neither of those is something you're too willing to let slide.
You can use some technology you've picked up in the past to fake a signal to Longbow regarding the location of the base. Then it's just a matter of dealing with whoever shows up, though you can bet they'll be sending a decent force to try to save their soldiers.
You head off towards an abandoned Arachnos base. You're not too sure who might be currently residing in there, but you'll be sure to kick them out to get your plans set in motion. It's the least you could do to set up a proper welcome for Longbow.
Arachnos base, Wailers. Objective is to place the transmitter for the fake signal. There are two Devouring Earth Bosses as well, playing off some other Tip missions. Clicking on the required glowies spawns two ambushes, both Rocks Fall Everyone Dies style. The first is a spawn of Longbow; the second is Overdrive with guards. Defeating them ends the mission.
Debriefing: You step out from the abandoned Arachnos base to hear a large explosion in the distance. Looks like Arachnos couldn't stop Marshal Blitz and his men either. That's too bad for them.
ROGUE: Stop the Rogue Arachnos and steal any information.
The operatives in Arachnos are already bloodthirsty as it is - at least there are the Arbiters there to keep them in check. Marshal Blitz is a loose cannon and bad for business in the Isles. Any headway he makes isn't going to be good for anyone - not even those deluded Arachnos that follow him.
Someone needs to stop him from destroying that base and gaining even more of a foothold within the Isles.
Not for free, of course.
You head off to the Arachnos base in question to stop Blitz and his operations. In the hope of getting a good amount of information out of it for yourself, of course.
Arachnos base, Rogue Arachnos. Objective is to take out the Demolition Expert. Once he's down you get a Clue with an And Your Little Dog Too speech from Mashall Blitz. Then you have to hack a computer to end the mission. The computer has some unspecified information on Project FURY.
Debriefing: You stopped Marshal Blitz and his mad scheme to blow up an Arachnos base. You made off with precious information, the Rogue Arachnos were pushed back, and everyone got back all of their proper operatives. Everybody wins. Except for Blitz.
Darrin Wade's Wish List
You find a list of artifacts that are wanted by Darrin Wade, along with some notes made on it...
Hardcase -
It's interesting, the artifacts that Wade wants. He's definitely up to something, that's for sure, given how much he's willing to pay for them. When I did some research, I found out that there are two identical sets of these artifacts. The true set is being held by the Circle of Thorns - the other is in the possession of the Carnival of Shadows.
The thing is, the Carnies have the fake set - I don't know why they do, but they do. But you wouldn't know they're fake until you try to use them - at which point they would blow up in your face.
Darrin Wade, a newcomer to the Isles, is definitely someone who has layers upon layers of plans up his sleeve. These artifacts would probably further them. It's safe to assume all of these plans will lead to him obtaining some sort of immense power, given what you've heard from him.
If the artifacts that the Carnies have really aren't genuine, you could try to steal those and sell it to Darrin Wade - he'll never know that they're fake until they explode, and even then, you can cover it up so that no one knows that the true artifacts didn't just...explode upon use.
Or...you can beat Wade to the punch and raid the Circle's lair to take the artifacts for yourself. What is he going to do about it? Send an ex-Midnighter after you?
VILLAIN: Steal Darrin Wade's artifacts for yourself!
These artifacts must be fairly powerful if someone like Darrin Wade is looking for them. Too bad the person who was hired on to get the artifacts lost this list.
This can always be an opportunity for you, however. You can find the exact location of where the Circle is keeping those artifacts and steal them for yourself - before Wade has a chance to know what happens.
You head off to take those artifacts for yourself. Maybe if things go really well, Darrin Wade will get those fake artifacts. It could be a fun sight to see them blow up in his face.
Oranbega, Rikti (yes, Rikti). Objective on entry is to steal three artifacts but after I took one from a chest it changed to "steal last artifact". That turned out to be in the hands of a Rikti Thief (Headman Gunman). Defeating him ends the mission.
Debriefing: You've salvaged the raided lair of the Circle and walked away with a good haul. The best part might be thwarting Darrin Wade's own plans in order to further your own. Now it's just deciding if you should keep it to yourself or show off a bit to the ex-Midnighter.
ROGUE: Steal then sell the fake artifacts to Wade.
Darrin Wade has a reputation of using people to his own end - could be why he's not part of the Midnighter Club anymore. Though he also has a reputation for paying very well. If this note is true, the duplicate artifacts are so spot on that it would be too difficult for anyone to tell that they're different - until the final moment.
Getting these duplicate artifacts for Wade will earn you some cash, and also prevent him from whatever he may be planning next.
Of course the only downside to this plan is having to deal with the Carnival of Shadows. You'll have to make sure to get the smell of evil harlequins off of the artifacts before you give them to Wade.
Dance club warehouse, empty map. First objective is to find the artifacts. When you do a Clue informs you they're enchanted to explode if taken from the premises so you'll have to find "Mistress Belinda" and "convince" her to remove the enchantment. She's in the back with a Council member for a guard. When she hits the floor she informs you the enchantment is a fake and she's called in Longbow to secure the premises. Your new objective is to defeat the Longbow Officer in charge to escape. Defeating him ends the mission.
Debriefing: After defeating the Longbow ambush, you informed Darrin Wade that you had the artifacts. He arrived shortly after to collect and gave you the payment requested - he wasn't able to tell at all that these were fake artifacts. This should be something interesting to remember down the line.
Demonic Pink Slip
You find a letter with the words, 'FIRED!' on the top. There are some arcane runes on the side, indicating this was some sort of pink slip put in for a...demon. You read it over...
I am writing this letter to inform you that I have no further need of your services. Despite the fact that I freed you from the lower regions of the Netherworld, you refused to do any work to solve my Wailer problem.
I gave you a simple task, which was to go into the main hideout of where the Wailers were working with the Devouring Earth, wipe them all out, then bring any evidence back to the warehouse that the Family has set up.
But could you do it? No, you chose to just do what all demons do - prey upon the innocent. You even broke apart the bonds I put upon you. Your employment, along with your time on this plane, are officially terminated.
- Hardcase
So Hardcase has been hiring demons to protect the Giza huh? It looks like this latest challenge is too big for him to handle alone, though how exactly the Wailers are working together with the Devouring Earth is anyone's guess. From the looks of it, the two forces are beginning to gather in an office building near the Golden Giza. Taking them out would help preserve St. Martial and also earn you some payment from Hardcase.
Then again...who cares about Hardcase? He's just some do-gooder forcing people in the Isles to do what he wants. Maybe it's time to stack the odds even further against him.
VILLAIN: Put Hardcase into a difficult situation!
Nobody in the Isles really likes Hardcase - he's a braggart and a pushover who talks as if he owns the place. Well, it's time to show Hardcase that when you talk down to the wrong person, bad things will happen.
So what if it means possibly furthering the destruction of the Golden Giza? If that happens, the Wailers will collect what they're looking for from Johnny and leave. Not that it matters too much to you, of course.
In order to make things harder for Hardcase, you'll have to try to organize some of the Wailers and point them in the proper direction - which is that office in St. Martial. You've heard that the Family recently captured some higher demons within the Wailers for Hardcase. If you can free them and cause some havoc for the Family, you could probably help get the Wailers better organized for whatever attacks they're planning in the future.
Abandoned warehouse, Family. First objective is to free three Wailers. Each will trigger an ambush wave when released; they are hostage allies. Next objective is to activate an altar to attract more Wailers to the area. This also attracts Hardcase, making his defeat your last objective.
Debriefing: In the distance you can see some Wailers riding on the backs of some of the Devouring Earth as the Family try to put them down. With Hardcase out of the picture for the moment, it looks like St. Martial will be in a good amount of chaos for a while. And it's all 'thanks' to you.
ROGUE: Take down the gathering Wailers and Devouring Earth
St. Martial has already been devastated enough by the Wailers - the entire eastern portion of the island is evidence enough. If they're somehow working with the Devouring Earth, it can only spell trouble for the rest of St. Martial - it could soon turn the entire island, save for the Giza, into a wasteland!
How exactly are you going to do business on an island where the only safe place to go is always watched over by the Family?
A situation like this demands someone to take action - especially when there's money involved.
You'll have to work fast to get into that office and see whatever it is that is uniting the two groups - then destroy it.
N.B. mission is a Wall Banger; Hardcase thinks all "demon callers" deserve to die and would never summon one himself. Moving on.... Map is the Devoured Office, DE and Wailers. Objective is to find the source of the alliance, which turns out to be Mangle. Defeating him ends the mission, but he immediately calls an ambush conisisting of both a Wailer King and a Lesser Devoured, both with guards, so you'll have to deal with them. You can click out as soon as Mangle snuffs it. Silent Blade is also present as an optional hostage ally.
Debriefing: Whatever was holding together the Devouring Earth and Wailers was shattered upon Mangle's defeat. Something must have happened to this deviant to really drive him off the deep end. Though at the end of the day, does it really matter? With the threat gone, you received a healthy payment from Hardcase and the satisfaction of knowing it's still business as usual in St. Martial.
Dr. Aeon's Science Convention
You find a flier detailing a science convention to be held by Dr. Aeon in the main square of Cap au Diable - it's fairly gutsy of him, you'll admit. You go to investigate to see it filled with minor devices - mostly just Aeon showing off his new NutriPaste product. However while you're there, you overhear Marshal Brass speaking to another Arachnos agent...
Listen up and listen up good, runt!
We've got a serious problem on our hands. That thorn Amanda Vines has been kidnapped by the vigilante Sky Dragon. Now, we checked it out - he's not holding her in his warehouse in Paragon, he's got her here in the Isles, somewhere in St. Martial. From the looks of it, he's trying to use his powers to twist Amanda Vines' mind to give her psychic abilities. Which may or may not be something she wants - but we can't have that.
You need to go in there and get her out! You fail and it means I'll have to pay some super-powered jerk to get her back instead!
This could certainly be something you can use to your advantage. Sky Dragon is known for having many priceless items - gathered both from his journeys around the world and also given to him from his masters. If he's here in the Isles, it means that warehouse of his is currently unguarded, just waiting for someone to go take everything from there. You'd have to make sure no one else gets the idea before you.
Of course...there's also the possibility of money to be made. You wouldn't be able to sell Sky Dragon's artifacts on the open market - they'd be too easy to trace back to him, and you. But if you were to knock out that Arachnos guard and save Amanda Vines, you'd be able to earn some points with Arachnos - and, much more importantly, a good amount of money.
VILLAIN: Steal Sky Dragon's artifacts!
Sky Dragon has taken somewhat of a fall from grace recently - you've heard some reports of his antics within Paragon City. The fact that he's operating now in the Isles must mean he's either getting desperate or hungry for power.
Too bad for him that he'll be returning to an empty warehouse - if you have anything to say about it.
You'll easily be able to hijack one of the Arachnos flyers to get you into Paragon - you can just tell the men you're serving Marshal Brass. From there it's just a matter of clearing out whoever is in that warehouse - it's safe to assume you're not the only one trying to rob it - in order to get yourself those artifacts.
Warehouse, Tsoo. Objective is to steal three artifacts. One spawn gives up a Clue saying the Tsoo want the artifacts as part of a plan to seal off the entity haunting Dark Astoria. The artifacts are all in the hands of Tsoo Bosses; one is held by a single Boss, the other two each by a pair of Bosses. When you defeat the last one, you are ambushed by a Circle of Thorns Boss. Defeating that ends the mission.
Debriefing: You return back to the Isles with some useful artifacts - considering all of the competition in the Isles, it'll be useful to have these items to weed them out, should anyone think of trying to one-up you.
ROGUE: Be that super-powered jerk who Marshal Brass has to pay!
While stealing Sky Dragon's items and selling them on the black market is tempting, you probably wouldn't be able to fetch much money for them, given that whoever obtains them will be hunted down like a dog by Sky Dragon and beaten into a pulp. Now...this other job, however, with Amanda Vines, can be profitable. Marshal Brass has been known to work together with freelancers from time to time - albeit work together might be a bit much, as he usually shows a great deal of disdain in asking for hired help.
If something were to...happen to that Arachnos squad going to rescue Vines, he'd have no choice but to pay you for her rescue.
You swiftly make your way to where Sky Dragon is holding Amanda Vines, making sure to let the Arachnos squad get there first - after all, you'll have to make it look like someone other than you took them out.
Abandoned office, RIP and guests. First objective is to take out an Arachnos patrol. Next is to rescue Amanda Vines, who reveals this was all a Xanatos Roulette to lure you into a trap. Sky Dragon and friends then ambush you.
Debriefing: You contact Marshal Brass regarding payment for rescuing Vines - after Brass discovers that the 'RIP' took down his squad, he is all but eager to pay you - for both rescuing Vines and for keeping quiet about the matter.
Krazy Mark's KRAZY DEALS!
You overhear some talk regarding a big find that Krazy Mark, from St. Martial, has - it seems to be some sort of new Rikti technology, which he's selling for dirt cheap. You go to investigate it, only to see that it's just a broken Rikti pistol. However, while at his store, you see a very angry Peter Themari stomping by with a furious look in his eyes. Curious, you do some investigating. One of your contacts gives you the following information...
Peter Themari is known for trying to corrupt any upstanding person he can get his hands on. Well, this time he got his hands on a wealthy young woman named Lisa Darls. Lisa was clever, though, and managed to get away from Themari's lair. She's hiding somewhere in the sewers beneath St. Martial - though if Peter Themari has anything to say about it, he'll find her first and put her back in her place.
It's somewhat surprising that Peter Themari let this woman slip from his grasp. Though you can still use this to your advantage. This situation is the kind of thing that heroes kill for - rescuing a woman from the grasp of the evil villain. If you were to create a fake SOS to some heroes, you could trick them to the sewers of St. Martial - and right into your trap.
Then again...your contact did mention this woman was quite wealthy. That equation of wealth plus distress always equals plenty of money to be made.
VILLAIN: Trap the heroes of Paragon!
Those heroes within Paragon are always waiting for the chance to spring into action to rescue any sort of damsel in distress. Such predictable behavior is excellent for someone such as yourself to use to your advantage - which you fully intend to do.
You've got your plan all set in motion. You'll have to first make sure to silence the girl hiding in the sewers - you can't risk the heroes actually finding her. Next you'll release a fake broadcast, disguising your voice. Then all you'll have to do is sit back and let the heroes come straight to you - for their beating, of course.
Sewers, Wailers. First objective is to "silence Lisa Darls". She turns out to be a Succubus. Next objective is to use a communicator (a conveniently nearby desk computer...in the sewer...) to make the fake distress call. That calls in ambushes from Miss Thystle, Flambeaux, Frostfire, and Longbow. Defeating Frostfire and his guards ends the mission; you can click out instead of fighting the Longbow.
Debriefing: You should start keeping count of all the heroes you've taken out - the list is starting to grow too long to keep track of. Though it was a bit of an upset that some of the supers you handled weren't true heroes just yet.
ROGUE: Rescue Lisa Darls to access her bank account!
You do some digging on the identity of Lisa Darls to find out she's actually a very wealthy stock market broker with a large amount of expensive stocks - which can be yours, if you help her out of this situation.
If she's underneath the sewers in St. Martial, it'll mean she's in Wailer territory. Fighting through those Wailers will be sure to startle the woman into running away - which could lead to her into more danger. That's not something you can risk. You'll have to figure out a way to placate the wailers in order to safely reach the Lisa Darls - if you choose to help her.
You put in the request to a few of your contacts that you require a method of walking past Wailers untouched. One of your more reliable contacts sends you a magical rune. They say that it will make the Wailers think you're one of their own, so long as you hold onto it. Though the contact did warn you that the rune was very sensitive and could be shattered easily.
This'll have to do for now.
Sewers, Wailers. Wailers are non-hostile to start. Lisa Darls is all the way in the back; she's been turned into a Succubus. After a dialog she gives you the codes for one of her bank accounts, but Themari arrives and your protective rune shatters. She vanishes and your new objective is to find Themari. He spawns up near the front of the map; Circle of Thorns fill in some empty areas and the Wailers are now hostile. You get a dialog with Themari which results in him teleporting away and summoning a Circle Boss to deal with you. Taking out the Boss and its guards ends the mission.
Debriefing: You're not too terribly surprised that took more effort than you imagined. Lisa Darls gave you all the information needed to access her bank account.
You watched as she ran off into the streets of St. Martial. She's avoided Themari for now, though how much longer she has is anyone's guess.
A Long Line of Spirits
You notice something odd out of the corner of your eye...you turn and see a line of...spirits...seeming to be waiting for something to open within a nearby wall. You walk over and pull the last spirit in line away to question it regarding what is going on.
L-leave me alone! We're going to see the show! H-haven't you heard? That Bocor, from Port Oakes, he's finally going to be going through with the ritual!
He finally got what he wanted from that Olivia Starr - her soul is now ready to be used! We all are anxious for the time to come. We...don't know what exactly will happen, but we do know we'll be able to travel to the other side! We can hear Starr's pleading, that she'll tell anyone who rescues her how to access her bank account to take all her money - but it's too late now for her!
You toss the spirit back into the line and step back, pondering over the situation. Mr. Bocor is a large player in Port Oakes, and his access to the realm of magic is vast and deep. Just what exactly he's using Olivia Starr for is not known...but perhaps...you could find out what Bocor intends to do...and instead use her soul for yourself. If Bocor has a problem with it...well...he can take it up with you, if he dares.
On the other hand, Bocor is a dangerous man, and Olivia Starr is known for her wealth. If you were to somehow save her from this plight, you would be rolling in the money. It might mean angering Bocor, but you can pay him off if he tries to make any moves.
VILLAIN: Turn this ritual to your advantage!
You track down the source of the ritual to a Circle of Thorns lair in the caverns beneath Cap au Diable. You use your contacts to discover why exactly Mr. Bocor was interested in Olivia Starr in the first place - her soul had been marked as a doorway between planes.
When this ritual is complete, a doorway will be temporarily unlocked to a plane called the 'Ether Plane', where it is said that great power and knowledge sit, waiting for someone to come and take it. That someone is going to be you - if you get to the portal first.
You call in some favors from contacts and others that you know within the Isles - they'll keep Bocor busy while you're looting this plane for everything that it has. If Bocor does show up in the end, you'll be sure to show him just how you feel about others getting in your way.
Mu Spirit City. Objective is to "find the treasure of the plane", but first you have to break down a door with high HP and resists. Once it goes you get three ambushes of Red Caps and at least two of Tuatha. The rest of the map is populated by Red Caps. Obelisks give Clues about Polar Shift, Mangle, and Sky Dragon. The "treasure" turns out to be a chest containing a slip of paper with a man's name on it (not given). Opening the chest triggers an ambush by the "Ether Guardian", a Nova-form Kheldian. Defeating it ends the mission.
Debriefing: You step out from the Ether Plane with less than what you thought you would get. You'll have to look into the reason why Mr. Bocor would go through all this trouble just for a piece of paper with a name on it - perhaps finding out the reason will lead to something useful.
ROGUE: Save Oliva Starr's soul to get her money!
Normally you wouldn't be too concerned about the predicament of Olivia Starr - but the fact that she's throwing a very large amount of money to anyone who is willing to help her out does go a long way towards changing your mind.
Bocor most likely has some goons within the Circle of Thorns running the ritual, which means you'll have to bust in there and stop them before Olivia's soul - and the information for her bank account - is lost.
You receive word from one of your contacts that the system of caves that the Circle is in actually starts all the way in St. Martial. Looks like you're in for a bit of a walk.
Roman caves, Circle of Thorns. For some reason the title for this mission is "Steal the Duplicate Artifacts", but objectives are to save Starr's soul and handle Mr. Bocor. The soul is in the hands of a "Soul Carrier", a Circle Boss. Defeating him and his guard releases it; the soul gives you the codes for all of Starr's bank accounts and then flits off into the unknown. Bocor spawns nearby as for dialog, which ended very anticlimacticly with me punching him out, ending the mission.
Debriefing: You managed to free Olivia Starr, get all the information on her bank accounts, and put Mr. Bocor in his place. Looks like you won't have to worry too much about him retaliating - if he knows what's good for him. -
Quote:Agreed; I've had mobs head for the county line because I hit them with one attack with a debuff side effect.
Castle, could you have someone take a look at what triggers the "grief" flag? -
Quote:Agreed. The new arcs have essentially the same plots as the old ones. Some details are changed but the Praetorians are basically doing the same tricks they already tried.I think the new missions are awesome,and you did a great job on them - but I also think they're still too similar to the old ones to be separate events - plus there are those whole ""So, Statesman. How does it feel to be a prisoner? Mine is an evil laugh" goatee antics going on in the old ones which really don't fit with the new deeper and more complex Praetorian content GR has given us.
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Quote:It's not a tech issue. As others pointed out upthread, the problem is that not everyone in the group may agree on the choice to be made. That should lead to PvP but it can't. Dissonance ensues.
Assuming the tech could handle it, I would simply change the morality missions to only grant the moral choice to the mission owner, and just let everyone else come along for the ride.
People may throw rocks at me for saying this (and I care so very much), but the entire Contact-mission game is solo material and as such there's no harm done in writing it that way. People looking for team play should be sweeping hazard-level areas or running TFs. -
The Television was created so a mission writer could do an arc riffing off the song "Video Killed the Radio Star". It's very likely that there wasn't much thought put into what Television actually is or any real backstory of note.
As a result, anything you do with The Television is unlikely to be incompatible with the canon, but you also probably shouldn't read too much into it. -
The single-player morality missions are extremely short. If you're working through an arc teams, break up for a moment, clear the morality mission, and re-group.
They also tend to be very easy, so having to do them solo isn't a hardship. -
Quote:I wouldn't have.
Which then begs the question, "Why use Praetoria at all?"
Quote:A 'mirror' earth was set-up that provided a host of interesting possibilities, a lot of which ride on how their world is different to the one we know.
If I were setting up a superhero RPG today I would utterly forbid, as a matter of the setting's metaphysics, all parallel worlds and time travel. They're more trouble than they're worth in terms of consistency and implications, and they're really only used as a shortcut.