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Quote:Except, perhaps, the people who did it. It was delivered with the same Oceania-has-always-been-at-war-with-Eastasia style used for the Council retcon. Remember being told that Maria Jenkins' /info, which had been live for ~1.5 years, was "a mistake"?
I think it was pretty clear to anybody who remotely read anything at all related to City of Villains knew that Stefan / Lord Recluse and his cadre was a new creation that was inserted into the story, and that the pre-existing story was modified to account for the presence of the Rogue Isles. -
Quote:No, it needed to never be there in the first place.... That did NOT need to be taken out.
That needs to be left IN the story.
Aside from the fact that it is 100% hands-down no-argument-possible inappropriate for the game's rating, it was the smoking gun revealing that the whole Statesman-Recluse thing was a big fat retcon. -
Quote:Gods, no. Let him stay dead.
The idea of the Praetorian Stefan Richter coming back from the dead to help the Resistance fight Tyrant would be rather epic, I think - it could even be tied into the Incarnate content in Praetoria.
Let any Primal characters that don't have goatee versions stay that way. New characters from here on out. -
This is a list of Tip missions for Villains in the level 20-29 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.
Annotated Codebook
You find an annotated codebook. Reading it over, something piques your interest.
Perusing this codebook for a few minutes reveals several intriguing things. This codebook accesses some type of weapon system buried deep away in a hidden Council complex just below Paragon City. The original owner of the codebook was smart enough to break the book in two, but not smart enough to keep the part that had the location of their hideout written down.
Getting your hands on the other half of that codebook could wind up being a big windfall. With the full codes in your hands, it's entirely possible that you could find whoever has the codes then access the weapon's system from there to use!
Further perusal of the notes show that this weapon is extremely unstable, however. A weapon like that could cause more damage than it's worth. Perhaps it might be better if you destroyed the codes so that it doesn't fall into worse hands than yours.
VILLAIN: Find the owner of the codebook, get the codes and the whereabouts of the complex.
You've already gotten ahold of one half of the codes to access the weapon system, but you'll need to get the other half. It's no big jump to think the owner will have it in his or her possession.
Once you have the codes and the info in your possession, then you can move on to bigger and better plans - like blowing up anyone who dares to get in your way!
Since you already know where the hideout of the codebook owner is, there's no need to waste time. Go there and find the spy and make him or her tell you what you need to know.
Council base, Council. Your first objective is to defeat the Archon with the other half of the codes. Then you have to find the control computer and use it to destroy an incoming Longbow cruiser. This causes the weapon to malfunction so you then trigger the self-destruct sequence.
Debriefing: You can see some smoke rising off in the distance - smoke from the destroyed Longbow Cruiser.
You look at the current news to see that the PPD are trying to contain an explosion within Brickstown - which is where this facility must have originally been.
ROGUE: Find where the codes are kept and destroy them before real damage is caused.
After re-reading what this weapon is capable of, you're not too sure you'd be around if this thing goes off prematurely. Sure, it could put you in pretty high standing within the Rogue Isles, but if something goes wrong you just might get blown sky high. Or worse yet, someone else could cause it to go critical. It's best if this was out of everyone's hands.
The only way to do that would be to find the other half of the codebook and use it to shut down the weapon's system.
Since you already know where the hideout of the codebook owner is, there's no need to waste time. Get over there and find where he or she is keeping the other half, then use it to shut down the weapon's system for good.
Council base, Council. First objective is to find the owner of the codebook's other half. This turns out to be an Archon, who tips off Longbow to what's going on just to spite you. Your new objective is to access the weapon system and destroy it. The weapon has a dialog tree that gives the answers to the security questions you need to answer to shut it off. Longbow never actually shows up, or at least didn't for me.
Debriefing: You were able to shut down the weapon's system and avoid Longbow bearing down on you.
Just as you managed to get clear of the base, a large fleet of Longbow stormed in. That'll lead to some big problems for the Council - fortunately, none of it will lead back to you.
Auction Notice
You find an auction notice on the ground with the words, 'Experimental Longbow Weapons and Legacy Chain Magical Artifacts For Sale'. You read it over, looking at the fine details...
'Auction today only, several promising pieces of Longbow technology are for sale, including the experimental sapper rifle that is currently being worked on. Interested in magical artifacts instead? We've got plenty of items stolen from the Legacy Chain just waiting to be used! Location is below - come in unarmed. Armed participants will be shot. Participants with more arms will be shot again.'
While this sounds tempting, you've heard of these auctions springing up, only for all the participants to go missing. You float around the auction notice to some of your contacts and do some digging of your own to discover these auctions are being held by the vigilantes Hollow Point and Savage Siren, using actual items they've stolen to lure villains to their demise!
Hollow Point and his little sidekick Savage Siren aren't exactly known for following the laws of the land - though this little plan of theirs seems to have netted them plenty of victims already. You don't really care about looking out for your 'fellow' man in the Isles - less competition means more pickings for you anyway - but you can't just sit around and let these two vigilantes have full run of the Isles. Someone needs to put these two do-gooders in their place.
On the other hand, who cares? These two are bringing in some prime items to the Isles - it's just a matter of someone stealing them away without those two crazed vigilantes getting in the way.
VILLAIN: Deal with Hollow Point and Savage Siren!
You don't really care about what happens to the saps who get tricked by these two - in fact, you could use that to your advantage. Hollow Point and Savage Siren will have torn through anyone who fell for this trap - meaning it'll be a perfect time for you to walk in there and take the two of them down!
Maybe you'll even show off a bit in front of all those soon-to-be clobbered villains - just to show them who is really the top dog in this place.
You wait for some time until the auction should be properly over. Hollow Point and Savage Siren will have finished everything - and everyone - up by now. Time to pay them a visit.
Abandoned warehouse, Wyvern. Objectives are to take down Hollow Point and Savage Siren. There are blue reticle mobs from various villain groups that have been "captured" by Wyvern. Savage Siren drops a Clue describing the duo's arrangement with Wyvern, which implies that Wyvern is having support issues.
Debriefing: Hollow Point and Savage Siren won't be recovering from that one anytime soon. If they're smart, they'll keep their defeat low-key. If not, then Longbow and the Legacy Chain will know their illegal operations and how they failed.
ROGUE: Steal the items from the vigilantes!
How often Hollow Point and Savage Siren try to trick the unintelligent population of the Isles isn't too much of a problem - given that you're not one of them.
It creates opportunities for you to make off with some prime merchandise to sell off to whoever will bid for it. You'll have to figure out first where they're keeping the goods - it's doubtful they'll risk bringing the actual items with them to these traps. Which also means that the items shouldn't be heavily guarded - making it all the easier for you to steal them and make some quick cash.
Sewers, Wyvern. Objective is to find the stash of swag. Shock Treatment is present as a hostage ally with a Sudden But Inevitable Betrayal. This will happen when you take out a random spawn. If you manage to avoid that spawn you will have her as an ally when you find the safe, which triggers one ambush wave each from Longbow, the Legacy Chain and the PPD, timed to overlap.
Debriefing: With everything calmed down, you look at what you looted. There are several experimental Longbow weapons here - one which seems to be a copy of some Malta technology.
There are several runestones belonging to the Legacy Chain as well. You can make out the words 'Lughebu' on one of them, though its purpose isn't too clear.
What is clear though is that all of this will net you a good amount of money!
Curse of the Curious Mook
You hear someone speaking about 'The Curse of the Curious Mook'. You disregard it, but after hearing many other people talking about this curse, you decide to investigate. This leads you to find an abandoned request for help, from the Family to a mercenary, who apparentely decided the case wasn't worth it. You read over the request made...
Oh man, I knew that freaky totem stuff was bad news! I tell Johnny, don't go buyin' that stuff, and he goes and does it! Now him and the boys are all under this crazy curse and making a mess everywhere!
The boss is gonna kill me on this one, if Johnny doesn't get me first. I'm hopin' YOU can handle this. Them crazy Banished Pantheon guys got some cave in Sharkhead, they're the ones who're to blame for this!
It looks like whoever you found this note from was going to deal with this issue themselves. Someone named Johnny from the Family seems to be under some immense curse from the Banished Pantheon without a cure available. You could probably investigate one of the Circle of Thorns' bases in Sharkhead to find a clue to break the powerful magic and then sell the cure to the Family for a high price.
But then again...you could find the location of the Banished Pantheon lair in here and raid it yourself to take any other powerful artifacts that might be within there. If they used this artifact on a simple Family member, imagine what other possible artifacts they could have!
VILLAIN: Steal artifacts from the Banished Pantheon!
The plight of some Family member is beneath you, as is finding some cure to sell to them. No, you're not about the money - you're about the power! The Banished Pantheon aren't a common sight in Sharkhead Isle, meaning it shouldn't be too hard to track them down. Worst case scenario, you find a few simple artifacts that you can use on the next conflict that gives you some problems. Best case scenario, you find the next Malleus Mundi.
You head off to the possible location of the Banished Pantheon. This should be interesting.
Custom map, starts in a mausoleum and opens into Troll tunnels, Banished Pantheon. Initial objective is to get the artifacts. When you do, the caves respawn and your new objective is to defeat a Lair Guardian (Boss, spawned back near the entrance for me) to escape.
Debriefing: You exit the Banished Pantheon lair with a good haul of artifacts - now it's just a matter of finding which one does what and using them to their full potential.
ROGUE: Find and sell a cure for Johnny.
Just sit around and let a crazed and cursed member of the Family run around Nerva? No thanks. Get them the cure for free? Not too good either.
But stopping this rampaging lunatic and making money while you're at it? Not too bad of an idea. Unfortunately, it'll involve crossing the Circle of Thorns to track down a cure - whatever it might be.
You're not one to let a group like the Circle stand in the way of you and a fair payday.
Troll caves, Circle of Thorns and Tsoo. Objective is to find a book. Ohmtown (Freakshow Juicer) shows up as a hostage ally front-loaded. Defeating one of the spawns will trigger a Circle ambush.
Debriefing: You found the cure for Johnny's condition and sent a message to the Family, offering it for a good amount of money. They accepted almost right away. You were able to stop Johnny from rampaging throughout the Isles and made a good amount of money while you were at it.
Interrogation Results
After interrogating one of your victims, you discovered something of interest.
Your victim broke down and talked. It wasn't what you were hoping for, but you discovered that a large force of Wyvern agents stepped over some boundaries. They are holding a very powerful Arachnos dignitary hostage in an Arachnos base nearby. They've made threats to kill him unless their demands are met.
This presents you with the perfect opportunity to teach Wyvern a lesson. Their base of operations will be vulnerable with such a large force deployed. You could very easily break into their hideouts in the area and with the help of some explosives blow the place to kingdom come.
On the other hand, you could 'liberate' the Arachnos dignitary--for a price--and earn favor with Arachnos all in one fell swoop!
VILLAIN: Destroy the vulnerable Wyvern hideout!
It's pathetic, really, how Wyvern has let their guard down, pouring nearly all of their resources into such a desperate ploy. And kidnapping an Arachnos dignitary? Really? How did they think this would turn out?
Perhaps turning one of their hideouts into a smoldering crater will teach them to not interfere with what goes on in the Rogue Isles. If not, hey, at least you got to cause some mayhem.
You take note of the Wyvern hideout's coordinates.
Abandoned office, Wyvern. Objective is to plant three bombs. Defeating a patrol will trigger a Boss ambush.
Debriefing: Well, that was satisfying. In just a matter of moments the countdown will reach zero, turning this old office into a blazing inferno.
ROGUE: Liberate the kidnapped Arachnos dignitary for a price.
It doesn't matter whether this Arachnos dignitary lives or dies, but you see an opportunity to not only get paid, but to also gain favor with Arachnos. So, you get to kill two birds with one stone. Get a big payday and get those Arachnos jerks off your back.
You head off to the Arachnos base. It's time for a big payday. It's only a matter of time before things escalate.
Arachnos base, Wyvern. Objective is to liberate the hostage. Once rescued you have to escort him to a safe a few feet away, then loot the safe for your reward and mission complete.
Debriefing: You've lead the Arachnos dignitary to safety, only to have him whisked away by Arachnos soldiers. Hey... at least you got paid. Hopefully Arachnos recognizes what you've done here today and at least cuts you some slack in the near future.
Nearby Sobbing Scrapyarder
You hear the sobs of a grown man nearby. Investigating, you see it to be a scrapyarder, his face in his dirty hands, sobbing loudly. On the floor next to him is a piece of paper, covered in his tears. You pick it up and read what it says...
The Scrapyarders have staged another rally in Sharkhead. This is one of the smaller ones, but it is imperative for us to keep this under control. We will send in a squad to the following location to break up the rally and capture their leaders. Report the success to me when everything is completed.
Remember, my success is also your success. If I look good, and you look good, well, then that's all the better towards our progression in Arachnos. All hail Lord Recluse!
Operative Vargas
The location given here has the Scrapyarder rally taking place in a warehouse where Cage Consortium stores many of its "red coral shards". It seems like it happened some time ago - meaning by now Arachnos is rounding up the leaders of the Scrapyarders.
Rescuing those Scrapyarders from Arachnos will earn favor from them - but more importantly, you would get free access to precious red coral shards in the base.
However the Scrapyarders wouldn't have formed that rally without someone backing them - this someone probably being a hero from Paragon City, trying to give them some sort of organization.
VILLAIN: Track down the hero helping the Scrapyarders!
It was easy enough to find out who exactly was helping the Scrapyarders organize this rally - the hero Stalwart.
It's simple to find where he's holed up in Sharkhead - Scrapyarders just love their warehouses. There's no telling what kind of annoyances this could cause if the Scrapyarders have a hero backing them. Today they're protesting Cage and Arachnos - tomorrow they could be getting in YOUR way. It's best to stop Stalwart here and now.
You head off to take down Stalwart and his band of Scrapyarders. Why he thought this was a good idea is anyone's guess - but you'll show him just where exactly his misplaced heroics will get him.
Abandoned warehouse, Scrapyarders. Objective is to defeat Stalwart. A destroyable crate of supplies spawns as an optional objective. Stalwart calls a Wyvern Boss ambush at 25% health.
Debriefing: You've kicked Stalwart out of the Isles, crushing whatever movement he was trying to start within the Scrapyarders. Hopefully that'll teach a lesson to any other heroes in Paragon who might be thinking about doing 'charity work' in the Isles.
ROGUE: Save the Scrapyarder leaders to get the Red Coral Shards.
Cage Consortium works the Scrapyarders to their very bones - which means the warehouse they're in should be full of precious red coral shards - a precious item in Sharkhead, when they're not attached to giant slag monsters.
However, to get the red coral shards, you'll have to rescue the captured Scrapyarders within there - they'll be thankful to be freed and it'll buy you some time to collect some of those shards for yourself.
The Scrapyarders aren't necessarily bad people...save for the ones that toss dynamite like it's going out of style. It's time to go bail some of them out of a bad situation and make yourself some money while you're at it.
Warehouse, Arachnos. Objectives are to rescue two Scrapyarder leaders and steal three coral shards. No surprises.
Debriefing: You rescued the leaders of the Scrapyarders, who were extremely thankful. One of them even gave you some spare pieces of red coral shards they collected. Who said charity doesn't pay off?
Slag Golem's Brain
You find the brain of a slag golem. Or what would be considered a brain of a rock monster - which would be a small pile of rocks. There is a bottle sticking out from it with a piece of paper tucked inside. You pull out the paper and read it over, the words scribbled in haste...
My name is Captain Stuardi of the Sky Raiders. I have been captured by the beasts known as the Slag Golems. I have listed here the cavern where they've brought me to. I believe they intend to sacrifice me as a part of some dark ritual. I implore anyone who reads this to help me. If not, at least contact my men in our Sharkhead base to let them know of my plight. Someone else must be leading them...but...I don't know who it could be.
The note has some directions scribbled to the cave where Captain Stuardi is being kept by the Slag Golems. If something isn't done soon, they will sacrifice him for whatever ritual they're planning. Knowing the Slag Golems, that ritual certainly cannot be good for Sharkhead Isle.
However, Captain Stuardi is the head of a squad that is frequently hired out by Cage Consortium to deal with super powered threats. Taking out the remains of his crew will mean one less defense Cage Consortium has, and one less future obstacle in your way.
VILLAIN: Destroy the remaining Sky Raiders team.
It doesn't really matter what the Slag Golems are planning to do with Captain Stuardi - one measly captain isn't enough to power a ritual to give them control over Sharkhead Isle.
No, what's more important is crippling one of Cage Consortium's defenses. The Consortium is brimming with future possibilities - ones that you can take advantage of. But it will require weakening the infrastructure within the Consortium. This will be the first step of many to come.
You determine where the Sky Raider base is from Stuardi's note and head off. Without their captain to lead them, the Sky Raiders in this base will be ripe for the picking.
Tech lab, Sky Raiders. Initial objective is to destroy a Sky Skiff (actually an inactive destroyable Longbow Chaser model). Next objective is to destroy the base's main computer. Last objective is to plant a bomb to blow the place up.
Debriefing: You get to a safe distance from the base to watch it go up in flames. That's one less obstacle in your path and one less tool for Cage to use, when the time comes.
ROGUE: Stop the ritual to protect Sharkhead.
The Slag Golems trying to sacrifice someone won't be good for business or for Sharkhead - these kinds of rituals never lead to anything good.
The cavern will be easy to find, thanks to Stuardi's coordinates, but it's a matter of getting in there in time to stop the ritual.
The Sky Raiders are cold enough to not care about repaying debts to those that are owed, but if this isn't done, all of Sharkhead Isle could be in danger. Not that Sharkhead is a terribly appealing place, but it's good for getting business done without being seen.
The Sky Raiders might not appreciate you saving the good captain, but at least you won't be roaming about Sharkhead trying to avoid the new Slag Golem overlords. Or whatever else those creatures might be plotting.
You'll have to make sure to also track down whoever is controlling these Slag Golems.
Roman caves, Slag Golems. Objectives are to save Stuardi and find whoever is controlling the Golems. Stuardi is a non-escort hostage. Miss Thystle turns out to be the one behind the Golems...or is she? Nope, Stardusk and guards ambush you when Thystle gets to 50%.
Debriefing: You rescued Captain Stuardi and stopped the duo of Stardusk and Miss Thystle from completing their ritual! Stuardi is thankful, but reminds you that all future dealings will be 'nothing personal'. Of course.
Smooth Metal
You find some smooth metal. Touching it, something piques your interest.
Upon touching this uncommonly smooth metal, your mind is flooded with images of a shadowy realm. Streams of silver twist and flow through an unknown ether, pouring out into a hole ripped through time and space itself. The images show a canister that the flow is ending up in, shifting between liquid and solid at the blink of an eye. Standing next to this canister is a man making arcane gestures. Looking at him you feel an intense hatred, one so overpowering that you can think of nothing more than eviscerating him. As you begin to clench your fist, you drop the piece of metal.
Your senses come back to you as the metal falls to the ground. Whoever created this piece of metal intended for it to turn whoever holds it into some sort of uncontrollable monster. You're betting that there wasn't just one of these made - there must be many others. If you could get yourself the others, you could place them throughout the Isles to cause as much chaos and havoc as possible, allowing you to do whatever you please!
Then again, there could be some money to be made in this. You could sell this piece of metal to one of your many other competitors in the Isles, saying it is a new form of impervium. Then...you simply wait for the chaos to begin and then conveniently offer your services to put down whatever is happening!
VILLAIN: Find the source of the metal to get some yourself!
You wrap up the piece of metal and begin your investigating as to what its true source is.
You discover that it was made by the Banished Pantheon, who currently have a cavern where they're keeping the rest of these supplies.
They've gotten too overconfident, though, and aren't hiding their operations well-enough; meaning someone like you could easily bust into that cavern and take what you want!
Banished Pantheon won't even know what hit them - and then you'll have all the angry metal that you'll want!
Not that you want it, but it'll be enjoyable to see what others do with it.
Troll caves, Banished Pantheon. Objective is to get the metal. The metal is in a crate you can't open until you defeat the Guardian tiki mask. The Guardian becomes invincible shortly after you start beating on it, triggering the spawn of a Protective Cauldron and guards. Defeating that banishes the Guardian and lets you at the crate, ending the mission.
Debriefing: You carefully bring the pile of metal out, ensuring not to let any of it touch you. There are at least twenty bars here that can be used - that should be enough to cause plenty of chaos - wherever you choose!
ROGUE: Sell the metal and then get paid to deal with whatever it causes!
After letting the proper channels know that you're selling what should be a new brand of impervium, you get a buyer - Blast Furnace. Looks like he's planning on using the metal to repair his cracked armor. You sell it to him for a fair price, leaving the metal in an expensive package...
Sometime later, you receive a hurried call from the RIP, of all people. They request your services at a bank, saying that Blast Furnace has gone mad and is trying to burn the place to the ground!
After informing the RIP that you don't do charity cases, they offer up a hefty amount of money for your services - enough to cover going up against Blast Furnace.
You head off to the bank in question to deal with Blast Furnace - before he can burn the rest of it down!
Bank, empty map except for Blast Furnace. Defeating him is your first objective. Once he and his Freakshow guards are down the place fills with RIP, who have decided to clobber you instead of pay you. Your new objectives are to pre-emptively clobber them, specifically their captain and his guards, and steal the bank's money in lieu of your payment.
Debriefing: You leave the bank, which is still partially on fire. Some of the RIP stand outside, but they steer clear of you, knowing the hurt you put on all of their officers inside.
In the end, you at least still made a large chunk of change from this encounter. And really, what else can a woman depend on at the end of the day other than money?
Certaintly not the RIP.
Stuttered Plea For Help
You find a radio on the ground with a message playing over and over. It appears to be a plea for help. You listen in...
S-s-somebody, anybody, p-p-please help me! My n-n-name is Steven Werner, I am on the run from the Family. They're after me for v-v-v...various reasons that I cannot get into. R-r-regardless, a capo named Paulie "The Gun Show" Morrini is out for my b-b-blood.
I will pay whoever helps me top d-d-dollar to take down Paulie and his goons - whatever you want, you've g-g-got it!
It seems like another rich person in the Isles is on the run from the Family. You've heard of Steven Werner - he deals in high priced magical artifacts, frequently traded in Sharkhead Isle, meaning that he has more money than he knows what to do with. Some say he frequently gives these artifacts to help out heroes in Paragon City. Whatever artifact the Family is after, it must be important.
Getting the Family off of his case would equal a large payday and perhaps access to his secret collections. However, storming where he is currently hiding would allow you access to whatever item he's hiding from the Family.
VILLAIN: Find Steven Werner and take whatever he's hiding for yourself!
If Steven Werner is going through the trouble of offering everything he has to protect this one item, it must be more precious than anything he has ever found. If the Family is after him, it means that you'll have to get to wherever he is before them to get that artifact. It may mean angering the Family, but who cares about getting on the bad side of a bunch of guys who wear bad suits?
It's easy enough to find where Steven Werner is hiding - nearly every member of the Family is talking about it. Too bad that they don't realize you're going to get their prize first.
Office, Private Security and Family (hostile to each other). Objective is to find Werner. Once found you have to lead him to his safe, which he unlocks. Looting it ends the mission. You do get a Clue on looting the safe but you don't get to read it since it automatically erases itself.
Debriefing: You've robbed Steven Werner of a precious artifact, one that pulses with immense power. The possibilities for what you could do with this are endless!
ROGUE: Track down Paulie "The Gun Show" Morrini to help Steven Werner - for the right price.
Steven Werner sounds like he's in a lot of trouble. You know that saving him will mean a gigantic payday and access to probably any item you could think of. It might also get you some higher up connections - he has to hire someone to get those artifacts, right?
Taking up Werner's offer will mean more opportunities for you in the future - despite angering the Family.
You have a good idea of where you can track down Paulie Morrini - it's never too hard to find the Family around Sharkhead Isle. Now it's time to send him the right message - for a price, of course.
Warehouse, Family. Objective is to defeat Paulie. Scrapyarders put in a guest appearance.
Debriefing: You beat down Paulie Morrini and managed to get the Family off of Steven Werner's case. You've already been contaced by Werner regarding a healthy payment for helping him out of this jam.
An Unearthly Shard
You find a chipped shard on the ground. It almost looks like just another piece of the pavement until you notice some odd runes on the side of it. You do some investigating as to what exactly this shard could possibly be...
Your investigating turns up information that this is a chunk hewn off of the Tablet of Dre'eal'azor, an eldritch artifact said to have the ability to control powerful entities of the underworld. Some time ago it was split into several shards to prevent anyone from using its full power.
As you wonder what to do with it, a nearby thug lunges at you, trying to stab you with a small knife! You easily dispatch the thug and question who sent him. Turns out he is one of Mangle's hired goons. The man easily spills everything to you. Mangle has several other pieces of the tablet and is trying to acquire yours - by any means!
You almost feel embarrassed for Mangle - is he so idiotic to think this lowly thug could take you down? Regardless, if he thinks so lowly of you, perhaps it's time to really put this creature in his place - and also take several pieces of the tablet for yourself! It could always be handy - in case you stumble across more pieces of the artifact later on.
Then again, do you really want to go through the trouble of dealing with Mangle? It'll be much more profitable to just find someone who would be interested in buying the shard - no doubt there are plenty of demon summoners in the Isles who would kill - literally - for this. Selling them the shard will make you an easy profit and put this whole mess on someone else's shoulders.
VILLAIN: Put down Mangle and take his piece of the tablet!
Mangle may believe he has a place amongst the rest of the important people in the Rogue Isles, but that two-bit circus side-show attraction has another thing coming. There's no room for someone like him to try to step above his station, and you're just the person to show him why.
If Mangle thinks even for one second that he can send some two-bit thug to take you down, then he's got another thing coming. You're going to storm wherever he's hiding, beat him down, and then take any of the shards he's collected.
You have a pretty good idea where you can find Mangle's pathetic excuse for a lair. It'll be easy enough to burst in there and take whatever you want for yourself.
Arachnoid caves, Slag Golems, thus combining a horrid map with truly wretched mobs. Objective is to find Mangle's stash. Overdrive is present as an optional Boss; she pauses the fight in the middle for a short fairly meaningless dialog. Finding the chest with Mangle's shards changes your objective to defeating him.
Debriefing: You step out of Mangle's lair and back into the somewhat sunny air of the Isles. All the shards in your possession suddenly glow, snapping together. You can see just how many shards remain to be collected before the artifact is fully formed.
Perhaps when you've acquired the full artifact, your first victim will be Mangle.
ROGUE: Find a buyer for the shard and make this their problem!
It's somewhat irritating that Mangle is already trying to steal the the shard you found - you barely had it for a few minutes!
While it might bring someone vast power over demons, it isn't something you're really interested in - frankly this small shard is more trouble than it's worth. If you did some footwork, you could probably find someone in the Isles who would be interested in buying the shard off of you, especially if you play it up to be something very important and valuable. After that, all this trouble with Mangle will be their problem - and you'll be free to spend all the money you earn from the drop off.
You receive some offers for the shard, but none of them are too lucrative. Eventually one offer comes through from the villain Stardusk. She's offering top dollar for the shard and has arranged the payment to be made inside of a warehouse she owns. While it sounds simple, you know the Rogue Isles - something will happen today to cause this to be more painful than it should be.
Warehouse, Slag Golems. Objective is to rescue Stardusk, who spawns up front as a hostage escort. Next objective is to escort her to her safe. She doesn't fight, just follows you and snarks. A spawn of Circle makes a guest appearance in the last room. Getting her to the safe ends the mission.
Debriefing: You walk out from Stardusk's ruined warehouse with much more money than you walked in there with. She didn't mind too much the fact that other factions were after the item - Stardusk was focused on whatever her next goal might be.
As long as whatever she's planning doesn't get in your way, then it's all good.
Vial of Pulsating Liquid
You find a sealed vial just rolling around on the ground. Some cracks on it indicate that someone must have dropped it. You pick it up and examine it before the vial literally jumps out from your hands! You're able to catch it and keep it from jumping around, allowing you to examine a label on it further...
The label reads, 'FREEDOM CORPS TEST SERUM FIVE'. You do some investigating into this to discover this is a serum that Freedom Corps gives some of their Wardens to amplify their mutant powers. Serum number five is the latest in a series of serums - though still in its experimental phases - meant to be used in conjunction with serum number four.
Serum four is meant to drastically increase their powers, while serum five allows them to remain in control - without the second serum, these Wardens would be running around like animals. Which they most likely are doing right now, if you're the one holding this serum!
You've got a very...unique opportunity in your hands right now. These wild Longbow Wardens are just waiting to be used by you. It wouldn't be too difficult to alter serum five to have them follow your orders - at that point you could lure the lost Longbow Wardens into a Longbow base, take command over them, and then tear the base apart, getting Longbow off of your back for some time.
Although...you could track down wherever Longbow is making this serum and take some to sell on the black market. They'll be too busy chasing down these crazed Longbow to notice you snooping around for the serum - and by the time you get there, it'll be too late for them to call in reinforcements to stop you!
VILLAIN: Use the Wardens to destroy a Longbow base!
You do some footwork and manage to get one of your reliable contacts in the Isles to whip up a separate version of serum number 5 - injecting this into the Wardens will give them control over their powers and give you control over them.
With that, it's just a matter of leading this small pack of wild animals to your target - a Longbow base. You could hire some thugs to antagonize the Wardens and lure them to the Longbow base - Longbow will be none the wiser, allowing you to walk in and begin your plan to destroy the base, one agent at a time!
You make the call to a group of local thugs to do what needs to be done - now you just need to get to that Longbow base and step in to claim your 'followers'!
Longbow base, Longbow. Objectives are to take control of two Wardens and destroy everyone and everything in the base. A Clue reveals documents claiming there is an alliance in the works between Arachnos and the Carnival of Shadows. The Wardens are ally hostages; one of them says her name is "Jane. Just Jane." and that she only joined Longbow to get them to give her superpowers, and she'll be leaving them now after she helps you.
Debriefing: The Longbow Base is destroyed, thanks to you. The Wardens you were controlling collapse, due to the unstable mixture that you had of serum 5.
The rogue Warden, Jane, gives you a joking salute before shooting off into the sky.
ROGUE: Steal Longbow's serum to sell on the black market!
It's not too difficult to track down information on where Longbow's latest serum is being made. Most agents that would have tried to stop you are too busy tracking down these Wardens and cleaning up the mess that is being left in their wake.
Surprisingly enough, you find that the serum is being made in an abandoned warehouse. Wyvern and the Legacy Chain have been called in for guard duty on the warehouse while Longbow are out and about.
It'll be a simple manner of getting in there, getting the serum, and then getting out.
You'll have to hurry to take advantage of the current situation - once Longbow have their Wardens back, they'll be sending their full force to check on their boys here.
Abandoned warehouse map, Wyvern and Legacy Chain. Objective is to recover 2 containers of serum. There is an incongruous "Mysterious Case" destroyable that releases an "annoyed spirit" which just gives a Clue about Dark Astoria before leaving.
Debriefing: You managed to steal the remains of serum numbers 4 and 5. Within moments of informing your contacts of your find, you have several possible buyers, all of them paying top dollar.
You also overhear that Longbow was able to apprehend the Wardens that they lost control of. They'll be in for a rude surprise when they get back to that warehouse, that's for sure.
Rich People are Dumb (VILLAIN MORALITY MISSION)
During your exploits, you've heard rumors of the former head of a guild of assassins, Mitsumoto Hagashi, changing his ways for the better of the public. He is now a well known and beloved figure in Paragon, despite his shady past.
You find an article on the internet detailing what exactly he'll be doing next...
COMMENCEMENT CEREMONY FOR RIKTI SHELTER Former criminal Mitsumoto Hagashi will be present today for a commencement ceremony in Boomtown. He is funding the construction of a shelter for those people who have lost their homes in the last Rikti War, as well as funding the PPD's continued effort towards making Boomtown safe for the public.
The ceremony will be held later today and is expected to be a huge success. If all goes well, the shelter will be constructed within the year, with more to come.
This effort will be a large step towards the reconstruction in Boomtown, an issue that has plagued the city for the past few years.
Boomtown is a known avenue for various villains and what not to get in and out of Paragon City - not to mention the location of several 5th Column training camps. If it were to be revitalized, it could spell trouble for all those with operations within the city.
As well... Hagashi is valued highly amongst the people of Paragon - meaning if he were to be captured, the city would pay top dollar to have him back. ...
If you feel like they deserve to have him back, that is.
It'll be a simple matter of getting into Boomtown - it isn't exactly the most secure area within Paragon City. Afterwards it'll be another matter getting to Higashi. From what you've heard, the PPD will be out in force to fight off any potential attacks from the 5th Column.
You'll have to weaken the PPD's forces in the area first before you can get Higashi out.
At that point, it'll be as simple as making your demands and then collecting the money that they will bring.
Of course...if the powers that be in Paragon try anything, you'll have to...show them the consequences of double-crossing you.
You'll have to make your way into Boomtown quickly before the ceremony is over and done with - hurry!
Custom map, an instanced version of Boomtown, PPD and Longbow. First objective is to destroy PPD supplies. Next is to destroy the remote generator powering the police drones, then another supply cache. That triggers four ambush waves of PPD (staggered, at least). Once they're down your next target is Hagashi. Defeating his guards spawns a nearby radio you can use to make your ransom demand via a short dialog, but that triggers an attack by Hagashi's daughter...Silent Blade. Once she's down your last objective is to plant five bombs, blowing the construction site up and presumably Hagashi with it.
Debriefing: As you entered the truck to leave Boomtown, the tunnels around you shook from the explosion.
Papers around Paragon proclaimed that you were responsible for the explosion - and the loss of Hagashi's life. The people of Paragon mourn his loss, while the authorities have put out multiple warrants for your arrest.
It's too bad that Longbow just had to send in Silent Blade to play the part of the hero - her dear father might still be alive today if she had just followed your plan.
Frostfire's Foiled Gambit (ROGUE MORALITY MISSION)
This folded letter is splattered in blood, but doesn't appear to be opened. Opening the letter, it appears to have been written by Frostfire, small time thug and recent leader of the Outcasts.
The note reads:
'You owe me a big one and I'm calling it in, Mangle. I need some of your goons to help me pull a big one on the Sky Raiders. They've got some kind of weapon they split in half with their partners, The Council. Looks like they've got a falling out and are collecting on each other. While they're duking it out, I'm going to slip in and grab that gizmo. Once I've got it, I'll sell it to the highest bidder and then get the heck out of these horrible Rogue Isles. Help me out, and I'll be out of your hair forever. Or your horns, that is - Frostfire'
It looks like Frostfire's message never got to its intended recipient, but did get to the person who could use it the most.
You.
You could find out more about this supposed weapon and possible buyers, then beat Frostfire to the punch by taking it for yourself!
This plan of Frostfire's doesn't seem that hare-brained after all. Even though it sounds like he wants to go back to Paragon City - that's his own problem. You, however, want a bigger slice of the pie, and this is a wonderful opportunity.
You find out this weapon is called a Dimensional Raygun - a prototype of a weapon in the works. Supposedly if you fire a bullet from this gun, it will shoot out from the barrel and teleport to the exact same spot in another dimension, continuing its course. It would theoretically allow a person to shoot someone else in another dimension.
There are a lot of buyers out there for this - Longbow is up there, but above them is a man named James S. Thompson.
Currently the Sky Raiders and Council are fighting over possession of the weapon - with Frostfire trying to outsmart them both. If you can stow away one in of the boats that head out towards the Sky Raider's ocean platform, you can likely sneak in past all the ruckus going on between and grab the parts you need.
You make plans to get onto a boat going for the Sky Raider platform - all that's left is to rendezvouz with the boat and make your move once you arrive!
This mission is pretty wretched thanks to excessive backtracking. You start in the back of a cargo ship map and have to fight your way out past Council and Sky Raiders (hostile to each other and you) into the Sky Raider Base map. Once there you have to get the key to a safe back on the ship, only to find out Mangle has the key and he's back on the ship. You go back to fight him, get the key, get to the safe (past respawns), then have to get back to the Base (more respawns) to stop Hollow Point and Wyvern from interfering, then find a radio to call in a Longbow strike to prevent Wyvern from carpet bombing the base (thus accidentally setting off a nuke the Sky Raiders have stashed), then defeat Frostfire after a short dialog. Whew.
Debriefing: You return safely from the Sky Raider platform, having obtained the Dimensional Raygun and stopped a small nuclear explosion from going off.
You contact James S. Thompson, who sends one of his representatives to pick up the gun and deliver your money - you notice that he has paid you extra, with a note that's attached to the wad of cash...
"Thank you for your work, Caldera. Take this extra cash as my...appreciation for keeping this operation between the two of us." -
Out Of The Corner Of Your Eye
You see a shadowy shape leaping from rooftop to rooftop above you.
Mid-leap a scroll falls from the shadowy form. You take the scroll and after a quick glance, you're able to determine that this is an assassination contract on the lives of Paragon Police Officers who made a number of shady deals with groups like the Family and even the Council. The officers got greedy and didn't follow through with their end of the deal. Evidently the Whispered Hand has been hired to take these guys out. These two Officers managed to bribe the Carnival of Shadows to take them in and protect them. These men must have been desperate indeed to seek asylum with those insane harlequins.
You've heard of this Whispered Hand before. It's a very small band of assassins consisting of many unsavory characters from all over the Rogue Isles and Paragon City. It has attracted a large number of rogue Knives of Artemis seeking asylum from their vengeful sisters. The big news is that they're now hunting their once leader Silent Blade.
You could stop the police officers from being assassinated.
Alternatively, you could follow the Whispered Hand agents and see if they lead you to one of the world's most notorious assassins, Silent Blade.
HERO: Stop the Whispered Hand assassinations.
The Whispered Hand is known for their subtlety. Even in the company of the Carnival of Shadows, these rogue police officers won't see their killers coming before it's too late! It's up to you to stop the Whispered Hand assassins and rescue the police officers so they can stand trial for their crimes. However, the Carnies are not likely to appreciate your presence there.
Those men have broken the trust of those that they serve, and must face justice. You take note of the location where the Carnies are keeping the police officers and head off. Hopefully you can beat the Whispered Hand assassins there.
Warehouse map, Carnies. Two officers to rescue plus Overdrive as an optional ally hostage. The officers are escorts. One is guarded by a Carnies Boss and triggers an ambush by a Knives Boss on release; the other is guarded by a Knives Boss and triggers at least two waves of Carnies. The second had a Clue but I didn't get to read it.
Debriefing: You prevented the Whispered Hand assassins from killing the two rogue police officers. Even though they were going to be taken into custody by those who were previously their colleagues, they seemed to be happy to leave the company of the Carnies.
VIGILANTE: Follow the assassins who are on Silent Blade's trail.
Those rogue cops are scum and deserve whatever they get. You're here after the big game: Silent Blade. You know that if you follow the Whispered Hand assassins long enough, that they'll lead you right to her. This will be a big win for you, taking down several of the Whispered Hand assassins and their target, Silent Blade, all in one fell swoop. With Silent Blade forever removed from the face of this world, a powerful lesson will be sent to all those with criminal intent - break the law and it will break YOU!
You follow the Whispered Hand assassin without being noticed and see her enter an old abandoned warehouse in Peregrine Island. That must be where they believe Silent Blade is.
Abandoned warehouse map, Knives of Artemis. Objectives are to defeat the Whispered Hand leader and trap Silent Blade in her own lair. Defeating her triggers a dialog, which in turn triggers an attack by an "Arachnos Punisher" and helpers. Silent Blade remains untargetable as you fight them, then vanishes when you're done.
Debriefing: You were able to stop the Whispering Hand assassins hunting down Silent Blade. However, the trap you laid for Silent Blade turned out to be a trap laid for you by Arachnos.
Unfortunately, Silent Blade was able to get away in the aftermath of the battle. But her parting words were quite true - The justice YOU believe in is the ONLY justice that's important. And one day, you may be given a chance to prove it to her.
Scrawled Bark
You find a piece of tree bark with writing carved into it and decide to investigate.
The Devouring Earth have left messages like this as a warning to others that dare cross them. This one is a proclamation: they are enraged by a Crey laboratory which flagrantly pollutes the land, and are devouring its scientists in retaliation.
Crey naturally has refused to comment on the matter, but you've found out they're more concerned with saving their lab than their scientists.
The Devouring Earth cannot be allowed to simply execute whoever they want. Regardless of their potential crimes, the scientists ought to be saved from their fate.
But if you go after them, Crey will no doubt resecure the lab and continue to spew filth from it. Isn't that the greater threat?
HERO: Rescue the Crey scientists from execution.
The Devouring Earth are planning to execute the Crey scientists because their lab has been polluting the environment. It's not a huge surprise that Crey would be involved in lawbreaking, but that's no reason to allow the Devouring Earth to get away with cold-blooded murder.
All indications point to a nearby known cavern as where the grisly sentence is to be carried out. Once the Crey are rescued, you can see that they are properly prosecuted for their involvement in the pollution.
The Devouring Earth will dispatch their captives soon now that the word is out. Better hustle.
Troll caves, Devouring Earth. Objectives are to take out the Executioner and rescue four Crey scientists. No surprises.
Debriefing: You've rescued several Crey scientists from a gruesome fate, despite their own guilt. These scientists will answer for their crimes in a court of law, instead of the merciless claws of the Devouring Earth monsters.
VIGILANTE: Destroy the polluting Crey laboratory before they can recover.
The Crey scientists captured by the Devouring Earth are already as good as dead. Yet if you know Crey, they've already restaffed and are back to whatever diabolical manufacturing they were up to. If that lab isn't shut down, the environmental damage could continue unabated.
They have enough lawyers on hand to tangle whatever legal route is being taken to stop the lab for decades. There's only one way to shut it down, and that's with your own two hands... and some explosive charges.
Tech map, Crey. Taking the mission grants a Clue saying you've acquired explosives (why it was necessary to say this I don't know). Objectives are to plant three explosives and optionally avoid two patrols. I was on a Scrapper so I hunted down the patrols; taking them out triggers an ambush by a Paragon Protector Elite. Planting the last charge triggers another one.
Debriefing: You demolished a toxic Crey lab, but their captured scientists were lost. That's one less source of polution is Paragon City.
Shattered Jar of Flesh
In a dumpster you find a sample of bestial flesh in a shattered Arachnos container, but with a Crey label pasted on. What the?
The flesh comes from no known zoological creature, but is definitely Arachnos in origin. It seems that as a change of pace from their usual industrial espionage, Crey has taken an interest in something going on in the Rogue Isles, and has stolen something belonging to Lord Recluse. Naturally, he has dispatched an Arachnos strike team to Paragon City to recover the items.
You can't uncover much about the items themselves beyond that they are biological samples, and that Recluse appears to be taking the matter quite seriously.
If those Arachnos troops make it to the city, events could escalate far beyond a simple theft. They have to be prevented from making it here.
Though if the samples are that important, getting them into proper, non-Crey hands is the priority.
HERO: Halt the Arachnos strike team before it reaches Paragon City.
Whatever Crey has taken from Arachnos will be dealt with in due course. What's more important is that Lord Recluse learn you will not stand to see Paragon City violated.
By moving quickly and brashly, the Arachnos troops are easier to locate than you anticipated. It should be easy enough to confront them before they can do any damage. Stopping them, however, will be a little trickier.
The strike team will be expecting a hero, but you can't let that stop you.
Cargo ship map, Arachnos. Objective is to defeat two team leaders. No surprises, though one of their speeches promises Dire Consequences if you don't allow Arachnos to deal with the situation.
Debriefing: You kept an Arachnos strike team from causing mayhem within the city.
VIGILANTE: Recover the stolen Arachnos samples from the Crey lab.
That Arachnos strike team won't get very far before it gets stopped. Crey, on the other hand, might be able to bury whatever they've found if pressure isn't put on them immediately.
You've tracked down the lab from which the flesh sample was stolen, now it's time to head in there and break things until you find out what it means, why Crey is interested, and why Arachnos is trying so hard to stop it.
Crey wouldn't make Arachnos angry unless this was an important find. Watch your step in there.
Tech lab map, Crey. Objectives are to recover the stolen flesh samples and the files on them. The flesh samples turn out to be from Arachnoids and Crey is cloning them, but we expected that. Collecting both glowies (or maybe just the files) triggers the spawn of six groups of Arachnoids, including one with a Boss, all of which must be defeated. You'll need to backtrack to find the ones that didn't spawn on top of you, which the Boss did for me....
Debriefing: You've stopped one of Crey's abominable experiments from breaking out, but the Arachnos strike team managed to do some damage.
Some Nut on Talk Radio
A caller into a talk radio show rants about the Freedom Corps, calling them scum for what they've done to someone called 'Freymuth.' He is cut off, but now you're interested.
Your contacts within the Corps are not happy that the 'Freymuth' story has gone public. It turns out Senior Agent Freymuth is no longer an official member of Longbow. He was identified by a captured informant as the individual responsible for the recent deaths of several notorious villains.
Longbow officials are already en route to take Freymuth into custody, though they expect significant resistance.
If this fellow is as tough as it sounds, you might want to do the Corps a favor by bringing him in yourself.
Still... this guy does seem to have been doing a lot of good for the city. If you were in the same spot, you'd certainly appreciate someone coming to help you escape the manhunt.
HERO: Take Senior Agent Freymuth into custody on behalf of the Freedom Corps.
Senior Agent Freymuth has a long and decorated history with Longbow. You're sad to see he's been blinded by his anger at the system to resort to acting as judge, jury, and executioner.
The bulletin states that Freymuth is holed up with a cadre of agents, awaiting the dragnet. Putting a stop to this yourself before things escalate will prevent those loyal to him from having to choose between him and the Corps, and will allow some small measure of healing to begin.
Agent Freymuth took justice into his own hands. It's time he answers for that. You might also be able to discover clues as to what Freymuth has been up to.
Longbow base map, Longbow. Objectives are to take down Freymuth and find evidence against him. The latter turns out to be a computer with files revealing Freymuth has been selling Longbow information to Malta and helping them take out supers.
Debriefing: You saw to it that the vigilante Longbow Freymuth was taken into custody. Once again, you prove that no one is above the law and everyone deserves a fair trial. You also uncovered some damning evidence that proves he has been working with Malta to take down various superpowered targets.
VIGILANTE: Help Senior Agent Freymuth elude the Longbow dragnet.
Senior Agent Freymuth is a highly decorated Longbow warden with a long history of doing what's right, no matter the cost. You're not surprised that the rest of the Freedom Corps and the media is quick to demonize him as a murderer. Those he stands accused of dealing with were all killers themselves, the lowest of the low.
Right now you might be the only person in the city who understands what Freymuth is going through. And you're certainly the only one who can do anything to help. If Freymuth can elude this dragnet, he'll have an opportunity to clear his name and make his detractors see that he's only doing what's best for the city.
You may have to bruise a few Longbow in the process but the alternative is to let a good man go to prison.
Longbow base map, Longbow. Objective is to rescue Freymuth. He is a hostage and ally escort. Releasing him triggers an attack by Overdrive.
Debriefing: You've allowed Senior Agent Freymuth, a vigilante member of Longbow, to escape capture. The world needs more men like Freymuth. You don't care what Overdrive says. Without people like Freymuth and you, who will make the tough choices for the greater good?
An Unstable Trigger
You've stumbled across a small cathode tube that appears to be newly manufactured but yet seems to be using technology from decades ago. Researching the serial numbers, you manage to find a declassified Freedom Corp document with an accompanying blueprint that looks exactly like the tube you're holding:
**Declassified: Fifth Column Sleeper Cell Raid** Acquisition of primary target success - prototype blueprints for manufacture of remote bomb detonation switch trigger. Asset acquistion failed (subnote) - No assets were created due to lack of uranium materiel. Interrogation results show that switches were intended to be made and sold to highest black-market bidder to fund futher Fifth Column personal ventures. Plot stopped before buyer could be found to initiate contract with Fifth Column.
If this tube is the same one described in the report, then that means the Fifth Column has not only gotten their hands on some uranium, but that they likely have a buyer for these bomb switches. The Fifth Column needs to be stopped from making any more of these before their buyer uses them on innocent people! However, if the buyer was found and...convinced...to stop their ultimate plan, then the trigger switches would never be able to be used for evil.
HERO: Choose to destroy the cache of bomb triggers!
If these bomb triggers were to get into the hands of the purchaser who commissioned them, or anyone else for that matter, the sheer amount of destruction that could be caused is unfathomable. Whatever plan these trigger switches are intended for can be stopped by destroying the trigger switches themselves. You may be able to track down who the buyer is later, but you have to put a stop to the means by which their plan is intended to be carried out before any innocent lives are lost!
From the additional information contained within the report, you're able to figure out where the Fifth Column sleeper cell was originally located. Even though the report claims it was later abandoned, it's quite likely the the facists have returned to their old haunts. Track them down, destroy those triggers at all costs, then see if you can find out anything about who the buyer is.
5th Column base map, 5th Column. Objective is to defeat the leader. He spawned up front for me, ranting about how Maelstrom tricked them and is now stealing the bomb triggers. Defeating the Oberst changes your objective to defeat Maelstrom. Maelstrom spawns as a friendly with some Malta guards and his stealth on, which may make him hard to find. After a (pointless IMO) dialog they turn hostile and have to be defeated. That triggers a new objective to destroy the container of triggers.
Debriefing: You not only managed to destroy all of the bomb triggers, but also stopped the Oberst leading the manufacturing operations. Although Maelstrom may have gotten away, you still managed to foil his plans for whatever insidious design he had intended for those bomb triggers.
VIGILANTE: Choose to assassinate the buyer!
Even if you were able to destroy the triggers, what's to stop the mysterious buyer from contracting someone else to create a similar form of weapon? If you really want to put an end to this problem, you need to go straight to the head of the problem - and decapitate it. Sure, it's a bit extreme in its approach, but so are countless lives being snuffed out needlessly. You need to find the buyer who commissioned the Fifth Column and take that ONE person out if you really want to save MANY lives.
From the additional information contained within the report, you're able to figure out where the Fifth Column sleeper cell was originally located. Even though the report claims it was later abandoned, it's quite likely that the fascists have returned to their old haunts. Find the base, assassinate the buyer when they're at their most vulnerable, and destroy any of the remaining bomb caches that are still there.
5th base map, 5th Column. Objective is to assassinate the purchaser. Maelstrom spawned up front with Malta guards. He turns untargetable at 25% health or so but if he has a dialog tree I didn't get to see it. His guards continue fighting and when I put them down he just told me to get one of the containers and he'd meet me in back. That changed the objective to destroying the container. Doing that gets you a new objective to corner Maelstrom. He respawns with a few Praetorian Clockwork guards. During the fight he gets angry because you destroyed the container; the Oberst guarding the one he went for destroyed his before Maelstrom could get it. Taking out Maelstrom ends the mission.
Debriefing: In an attempt to get to the top of the chain of command behind the manufacture of these bomb triggers, Maelstrom managed to get away.
However, you were still able to destroy the bomb triggers. And even better, you managed to infuriate Maelstrom.
The next time you meet him, hopefully that anger will cause him to make a fatal mistake.
You Can't Keep Your Balance!
You've been having trouble keeping your balance today, and so have some other citizens. What's going on underground?
Local seismologists are already tracking the tremors, but have no explanation. Rumors are circulating that the Devouring Earth and Circle of Thorns have gotten embroiled in an underground turf war. The Devouring Earth is planning on collapsing some of the Oranbegan ruins which house precious Circle artifacts in escalation. Their tunneling is causing the small tremors. Unfortunately, the final detonation might destabilize a small section of the city above ground, causing utility outages and other accidents.
The Circle will be rushing to move their buried artifacts to safety before the Devouring Earth finish their plans.
The safety of the city demands that you confront the Devouring Earth and put a stop to the demolition of the tunnels before anyone gets hurt.
On the other hand, it couldn't happen to a more deserving bunch of folks than the Circle of Thorns. In the confusion, you might be able to sneak into the endangered tunnels and secure their artifacts while the Circle tries to evacuate.
HERO: Prevent the Devouring Earth from detonating any underground tunnels.
The interactions of all the various groups that make their homes in the caves and lairs beneath the city has always baffled you. But the threat is clear: if the Devouring Earth are allowed to attack the Circle of Thorns through their plan of underground demolition, it could have ripple effects on the surface. The damage could start earthquakes, power outages, maybe even unleash a few demons.
It'd be better off for everyone involved (unfortunately, also for the Circle) if you put a stop to the plot by cleaning out those tunnels before they are detonated.
The Devouring Earth will most likely resort to conventional explosives to finish the job once the tunnel is dug.
Troll caves, Devouring Earth. Objectives are to defeat the leader and disarm three bombs.
Debriefing: You prevented the Devouring Earth from destabilizing the city, even protecting a Circle of Thorns base in the process. However, someone could have easily stole into the Circle's lair and stolen their artifacts. You hope that the collapse of tunnels buried them under tons of debris.
VIGILANTE: Secure the Circle's dangerous artifacts while they evacuate.
There's no point in sticking your nose into the squabbles of two villain groups. If they destroy each other, great. You realize that you can take advantage of the confusion to gain access to the Circle of Thorns' protected artifacts.
The Circle is already evacuating the affected section of their lair, and the artifacts in that section are mighty vulnerable. Getting them out of the hands of the Circle would compound the damage done when they lose a section of their ruins to the Devouring Earth. This is a plan you like.
The tunnels are so far below the surface that the repercussions topside are likely to be minimal at best, and passing up the opportunity to cripple the Circle is hardly worth it.
Orangbega map, Circle of Thorns. Three glowies to collect, which triggers an attack by Mangle.
Debriefing: You've taken some dangerous artifacts out of the hands of the Circle of Thorns, but allowed the Devouring Earth to demolish some underground tunnels.
Your Life Story! Wait, what?
A secure e-mail titled "Iphigenia1's Life Story" shows up in your inbox...
After reading the message over and over, you realize the sender knows quite a lot about you, but some minor details are off. Suddenly it hits you, the incorrect details are actually a code! Someone is sending a message only you will understand!
After decoding, it appears the message is from one 'Sister Jocasta' - a top-level assassin for the Knives of Artemis. She has stepped on powerful toes in her organization and needs a way out, fast. Her offer: If you extract her to safety, she will reveal some of the Knives' secrets (among others, how they know so much about you) in exchange for immunity from prosecution for her own many crimes.
Performing an extraction from an elite Knives of Artemis base will be tricky, but her information may be useful.
However, the thought of letting an assassin escape justice gives you pause, especially one so well-informed. Sister Jocasta has to answer to someone, and it might as well be you.
HERO: Extract Sister Jocasta from the Knives of Artemis in exchange for her information.
Sister Jocasta has a long and sordid history of performing assassinations and espionage with the Knives of Artemis. Lucky for her you are willing to stomach the distaste of helping such a criminal out of a tight spot.
But rest assured, you will make sure that she tells the authorities everything she knows about the shadowy mercenary outfit. This all supposes, of course, that you can actually get her out alive.
The Knives may already be planning to deal with Jocasta. There's no time to lose.
Abandoned tech lab map, Knives of Artemis. Objective is to extract Sister Jocasta. Rescuing her triggers an attack by Silent Blade. Defeating Silent Blade ends the mission, though Jocasta is technically an escort.
Debriefing: You extracted a Knives of Artemis informant in one piece. Hopefully she will prove to be a useful ally in taking down the Knives of Artemis.
VIGILANTE: Force Sister Jocasta to pay for her crimes by exposing her as a traitor.
Sister Jocasta is a notorious assassin who's been involved in the internal power struggles of the Knives of Artemis for quite some time, squabbles you don't want any part in. If she wants your help, it's only to exploit it somehow. Her crimes cannot, and should not be forgotten.
Her message to you is enough evidence to convince the Knives that she's become too much of a liability to keep around any more. Roughing Sister Jocasta up will let others know you're not interested in being fooled by a villain. Leaving her message behind for the Knives to find means they'll take care of her themselves.
The Knives won't allow you to just walk in there. Be ready.
Abandoned tech lab map, Knives of Artemis. Objectives are to leave behind the message and defeat Jocasta. Her in-fight speech implies that her offer was a trick anyway.
Debriefing: You've taken care of a dangerous mercenary assassin, but through decidedly extra-legal methods.
You're a Cruel One, Mr. Phipps
An alarm rings on your police communicator. Activating it, you find out that Arachnos has kidnapped the man known as Westin Phipps and are currently airing their interrogation of the man. You push a few buttons to bring up the video feed of the interrogation...
The Arachnos soldier in the video violently backhands Phipps, demanding that he tell them everything about the up and coming heroes within the Rogue Isles. Phipps refuses, stating that he would never 'betray the people that are so dear to him'. He is hit again, though he refuses to talk.
You know better, however - Westin Phipps is a tool for Arachnos. Investigating further, you discover that Arachnos is broadcasting this to draw attention away from the kidnapping of several prominent figures in the Isles - one being the reporter, Amanda Vines.
You weren't sure how low Arachnos could possibly stoop, though the heartless Westin Phipps shows just how cutthroat they are. If Arachnos thinks they can use this act to distract everyone else from these kidnappings, they have another thing coming to them. Someone needs to rescue Amanda Vines and the other people in the Isles who truthfully stand for the people.
Westin Phipps, however, just might be the most evil man you've ever heard of, purposefully earning the trust of the people in the Isles, only to betray them. Just the thought of what he does is utterly disgusting. He is a man who has never truly paid for his crimes against his fellow man. It's time for that to change - today.
HERO: Save the true heroes of the Isles!
Arachnos is going to use every trick in the book to keep the people of the Isles oppressed and under their control - to the extent where they'd force people to have more faith in their pawn, Westin Phipps. If the people lose more figures like Amanda Vines from WPSDR, the people who are truly looking out for them, all they'll have left is this puppet of Arachnos.
You need to make sure the people of the Rogue Isles still have someone they can trust!
You'll make use of one of the helicopters in Independence Port to get yourself into the Isles - then it's a matter of following the clues to find out where these people are being kept!
Warehouse map, Arachnos. Objective is to rescue three hostages: Miss Francine, Amanda Vimes and a Rikti. Francine tells you after her rescue that Arachnos plans to feed the Rikti to the Arachnoids, then unless the Arachnoids on the slums in Grandville. The Rikti turns out to be C'Kelkah. Freeing the last hostage triggers an objective to access a computer and stop the release of the Arachnoids; completing that triggers an attack by Hollow Point (and Arachnos).
Debriefing: You saved everyone in the warehouse from a horrific fate at the hands of Arachnos. The people of the Isles - and also the Rikti Traditionalists - are safer now.
VIGILANTE: Pummel Westin Phipps into a pulp!
Westin Phipps is a man who goes beyond the very term 'evil'. His sick heart knows only pleasure from the suffering of others. You can imagine he might actually be enjoying the beating that Arachnos is giving to him, if only because it will give him opportunities to exploit others.
You're going to storm into the base where he's being held and give Phipps what he deserves - a beating that will last him a lifetime.
Even if it's caught on tape for all of the Isles to see...you don't care. Phipps will live knowing that you look over his shoulder, waiting for the chance to beat him to a pulp.
You snag a ride on board a helicopter and begin your journey to the Rogue Isles. Phipps won't know what hit him.
Arachnos base map, Arachnos mobs. Phipps is unguarded with a dialog tree. No one comes to his rescue until after you clobber him via dialog option, then Shock Treatment attacks.
Debriefing: You return to Paragon, overhearing the uproar in the Isles. The people in the slums see you as a villain, while Phipps has become an even greater savior to them. Not that it matters - you know where the lines are drawn, and get a little satisfaction seeing Westin Phipps on crutches. Let's see how many diabolical plans he can help move forward when he spends most of his time in a bed for the next few weeks.
The Unusual Suspect (HERO MORALITY MISSION)
You come across an updated posting of Paragon City's Most Wanted super criminals and are shocked to see the latest Number One most wanted - You! The list of charges go on further than the box allows, but some of the highlights are: Terrorism, Extortion, Mayhem, National Security, etc. How it's possible for you to have done any of these things is completely beyond you. You have no choice - you MUST clear your name!
You need to clear your name at once. It's obvious someone is trying to frame you for crimes you didn't commit. If you don't do this now, who knows how hard it'll be to clear your name in the future. Surely if you explain to the Police Commissioner, both of you can get to the bottom of this.
In order to clear up this misunderstanding, you'll need to walk down to City Hall and turn yourself over to the Commissioner. From there, you two can discuss what this is all about.
Office map, Malta. In spite of the briefing this mission has spawned anywhere but City Hall for me...I've gotten Talos and Skyway, and I think other locations as well. First objective is "help the police", which actually means "rescue the Police Captain". Freeing him triggers an ambush by Silent Blade, who accuses you of having no honor. Defeating her starts a dialog that triggers an attack by Your Mysterious Double. The Double's defeat triggers another dialog in which the Double tries to pretend to be you to trick Silent Blade, who then assassinates the Double. If you think this makes less sense than a Jackson Pollack painting, you're right.
The Ends Justify the Means (VIGILANTE MORALITY MISSION)
You watch as a series of letters appears magically in front of you. The letters spell out a rather personalized message . 'Iphigenia, this is Doc Quantum contacting you. I believe you may be aware of who I am, considering your own approach to dealing with problems. I appreciate someone who is bold enough to take care of a situation in the most efficient manner. With that said, I offer you an opportunity to, as you would put it, 'bring justice' to Ghost Widow of the Arachnos syndicate. It seems she was overly eager to acquire a special device of mine, and is now in a rather weakened state. Now's your chance to take care of her without any overly emotional heroes chastising you for your choices you make.'
The message ends with the location of where Ghost Widow is supposedly at. This is obviously a trap, but for who? It doesn't matter... someone will be brought to justice by the day's end.
Even though Quantum has crossed the line in the past, it's entirely possible that this is his attempt to atone for his past crimes. Even if this is just some game between fellow Villains, it's best not to look a gift ghost in the mouth.
Finding Ghost Widow unawares is an opportunity you can't pass up. And seeing that no other hero will be getting in the way, you can bring justice to her once and for all.
Sewers-to-Faultline map, Arachnos and Longbow. Ghost Widow spawns up front as a hostage. After releasing her you get a dialog; it turns out you've both been set up by Quantum. She came to pick up a "Possibility Generator" from Quantum, but he's taken over the minds of both her troops and Longbow who came to intercept them. She follows around as a non-combat ally, commenting on the action. After fighting through to Quantum, he becomes untargetable for dialog at about 25%. He tells you he isn't really there, it's just a projection caused by the Generator. He also tells you that the mind control device will take over the minds of thousands of Paragon City citizens...and if you turn it off, it will kill everyone it has already taken over. He then vanishes and the nearby glowie activates. Using it turns off the mind control machine, killing any remaining mobs.
Debriefing: You've saved the citizens of Paragon City at the cost of having to personally be the one to terminate the lives of countless individuals who swore to protect the people. But they knew what they were getting into when they signed on.
As sad as it may be, they died protecting everyone. It's a good thing you were there, or it might have been a much larger death toll. -
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.
Art, Psychics & You
This strange advertising catchphrase is suddenly everywhere. You become curious.
The advertisement is for an avant-garde exhibition of the death masks of famed artists. The masks themselves are interesting from an artistic perspective, but part of the allure is the deep psychic impressions of creativity stored within the masks. The pitch is that merely being next to these masks will make anyone a better artist.
While you are checking up on it, you imagine the Carnival of Shadows will definitely attempt to steal these masks for their own purposes as they both represent psychic power and high culture.
The masks are currently being stored awaiting the exhibit. The Carnival must not be allowed to take them.
But you've learned the masks can be incredibly dangerous under certain circumstances. If the Carnies then tried to absorb their psychic impressions, they could wind up hurting themselves on a much deeper level.
HERO: Stop the Carnival from stealing the death mask collection.
The death mask collection is tempting bait for the Carnival, but they mustn't be allowed to get their hands on it. The heist is probably already in progress at the storage location for the masks. If you know the Carnies, they're not going to be stopped by whatever security has been arranged.
You have to get there and put a stop to the heist by taking our their ringleader and securing the death masks.
The masks must not be taken. Stop the Carnival.
Warehouse map, Carnies. Objectives are to secure three masks and defeat the raid leader. Collecting all the masks triggers an attack by Flambeaux with Freakshow guards.
Debriefing: You've saved the priceless death masks from being absorbed into the Carnival's collection.
VIGILANTE: Plant a psychic trap in the masks so they backfire on the Carnival.
You've learned the death masks are incredibly psychically potent but inherently unstable. Even the slightest nudge can twist them from being foci of creativity and joy into wellsprings of disorder and insanity. The resulting mind 'viruses' are incredibly dangerous to psychics. The stronger the basic impressions, the more devastating the virus. If you can focus negative thoughts into the masks beforehand, the Carnival will have one heck of a headache when they try to use them. You could cripple a lot of their psychics before they catch on.
But this means they'll have to actually steal the masks, at least temporarily.
The masks are stored in a nearby warehouse. All you need to do is focus negative thoughts into the masks to cause the backlash when the Carnival tries to use them.
Warehouse map, Carnies. Objectives are to trap four masks and defeat Mistress Reline. No surprises.
Debriefing: You delivered a debilitating mind virus into the Carnival's elite, but at the cost of a priceless art collection. This will definitely set the Carnival of Shadows back for a while.
A Biting Wind
An alarming and unnatural cold begins to settle in around you.
You get a sudden chill. Not the kind of chill you get when something creepy happens, but the kind of chill that freezes your behind off. The ground around your feet begins to freeze and storm clouds form in the sky. After doing a bit of research, you discover a clue, found in the Longbow alert database as to what's likely going on. Longbow is responding to the sudden cold as they've discovered that Polar Shift is working with the Circle of Thorns to cover the city in a perpetual winter that will eventually block out the sun's light.
Polar Shift was once a shining pillar of good in Paragon, but too much loss and pain caused her to fall into the ranks of villainy. You notice that Longbow has authorization to employ lethal force on Polar Shift when they encounter her. This order was issued by an Officer Jameson. He's known for taking an extreme approach to things.
You could stop her plan and attempt to return her to the light, but you'll likely have to go against Longbow to do so.
You could also stop her plan and employ Longbow's help in ensuring she never gets a chance to hurt the people of Paragon City again.
HERO: Convince Polar Shift to give up the life of villainy.
Polar Shift has wronged many people with her recent actions and has descended into villainy. However, you know it may not be too late for her to redeem herself. She views the world as a place that isn't worth saving. Maybe you can change her mind. Doing so will likely throw you directly against Longbow, though.
Officer Jameson is known as an extremist in his organization who doesn't let things go easily. By actively hunting down Polar Shift, he is beginning down the very same descent as his prey. It's time to stop this madness before it escalates beyond a controllable state.
Troll Cave map, Longbow with a few Circle of Thorns thrown in. Objectives are to "free Polar Shift" and destroy the Altar of the Frozen Flame. Both objectives have Clues but you won't get to read the second one.
Debriefing: Polar Shift seemed unsure of her decision to destroy Paragon City. You think you might have gotten through to her. She admitted she got no joy out of causing harm to others. Maybe she can make a difference by helping others again.
VIGILANTE: Work with Longbow to take down Polar Shift.
Once you would have considered Polar Shift an ally, but now she's crossed the line and needs to be put down. Longbow gives you an opportunity to make this happen.
It's time to stop this ritual before it brings a new ice age to Paragon City. You head off towards the source of the cold, hoping you're not too late. Today Polar Shift's madness ends.
Troll tunnels, Circle of Thorns. Objectives are to defeat Polar Shift and destroy the Altar of Frozen Flame. No surprises. Destroying the Altar gives a Clue but I didn't get to read it.
Debriefing: Polar Shift seemed truly regretful for her actions. After rambling on about how this world will come to an end either by her hand or by some other cause, she burst into tears. She was taken into Longbow custody and hopefully she won't see the light of day for some time.
Blatantly False Malta Plans
These documents bear the fingerprints of the Malta organization, but something is very off about them...
This is a complete briefing plan for a kidnapping of a local political organizer. It includes every detail, where they intend to take the target, even the names of the operatives involved. It's beyond belief such a secretive group would have let these documents get into the open. It has to be a trap.
It's almost as if they are trying to ensnare a hero who chases down every lead they find...
Even though it's most likely a trap, the target still needs your help.
There is a chance the target is in on it, though. The more effective response is to wait out the trap and follow the operatives back to their cell.
HERO: Protect the political organizer from Malta.
You're well aware that the Malta Organization is planning some sort of trap for you. If you try to save the political organizer, they'll be waiting in force. Unfortunately, you can't risk the life of the target by avoiding the ambush.
Instead, you're just going to have to walk in there and deal with whatever they have in store. The best you can do is be on your guard and do what's right.
Malta is waiting for you. You have a bad feeling about this.
Abandoned office map, Malta. Objective is to rescue the political organizer. His rescue triggers an attack by Commander Pike, another Boss. Pike says during the battle that he planted lies for you to read but I couldn't find any glowies even after completing the mission.
Debriefing: You braved an obvious Malta trap to save an innocent bystander. You were prepared for this sort of scenario and came out more or less unscathed.
VIGILANTE: Avoid the trap and take out the Malta operative cell that set it.
The Malta Organization cell which spawned this trap is betting that you have to take the bait if they pretend an innocent is in jeopardy. You're smarter than that.
There's no gain to them taking out their hostage if you don't fall for the trap. All you have to do is trail the group after they abandon their plan back to their home base. Then, you should be able to wipe out the entire cell at once, and give the others reason to think twice before trying something like this.
The Malta grew tired of waiting for you already. Your surveillance has revealed the location of the cell's headquarters.
Tech lab map, Malta. Objective is to take down the leader, a Boss. He calls two ambush waves, which hit me at once with one Sapper each, not fun.
Debriefing: You took out an entire Malta cell, but risked the life of an innocent hostage in the process. Someone has to make difficult choices that others are too weak or unwilling to make.
Broken Pocket Watch
You locate an expensive broken watch. You take a closer look.
The inscription reads: 'To Colonel Traguer: For years of loyal service.' Just then, a voice comes from the workings of the watch... barking orders. It appears the owner of this watch was a member of Nemesis's army! Their orders are to remove decoding equipment from a compromised base and ready an explosive welcome for the PPD coming to investigate.
The signal cuts off. They must have realized you are not Colonel Traguer.
You are the only one who can protect the police from that explosive booby trap in time.
But you're also the only one with a shot of getting the decoding equipment which could expose many more Nemesis plots.
HERO: Protect the PPD by defusing the booby traps in the compromised Nemesis base.
Nemesis has had to abandon bases before. He loves to leave behind an explosive surprise for the heroes or cops who find the base. His trap means you won't have a chance to go after the decoding equipment.
If you hurry, you can reach the base before they've finished evacuating and defuse the bombs that have been left behind. If you don't, you'd be putting PPD lives needlessly at risk.
It won't take them long to finish rigging the base.
Abandoned warehouse map, Nemesis. Objectives are to disarm four bombs and save two reckless PPD officers.
Debriefing: You averted disaster by disabling the Nemesis booby trap, but his decoding equipment is nowhere to be found.
VIGILANTE: Go after the Nemesis decoding equipment before it slips away.
Nemesis is crafty to a fault. While some of his men take the sensitive equipment from the compromised base, the more expendable half will stay behind to see they aren't followed.
The PPD should be smart enough to wait until the bombs are defused to proceed, but you can't afford the delay. You'll go immediately to the new rendezvous location and keep the decoding equipment from slipping away.
The Nemesis forces will be on their guard even while regrouping. Don't drop your guard.
Sewer map, Nemesis. First objective is to recover three decoder parts. Each is in the hands of a Boss. No further surprises.
Debriefing: You recovered a vital decoder for Nemesis transmissions, but several PPD were injured by the booby trap he left behind.
A Clever Trap
You overhear an interesting emergency broadcast over your police scanner.
You listen in to the police scanner broadcast. According to the broadcast, a group of Rikti have raided an office in Peregrine island and have taken several hostages. They claim to be there to recover some sort of alien artifact that was stolen from them. The Rikti raid leader has stated that they used their homing technology to pinpoint the artifact's location to this office.
Your sources indicate that the villain Shock Treatment was seen in that area, and was seen fleeing into the sewers prior to the Rikti arriving. Shortly after the Rikti arrived the hero Stalwart was seen entering the office building, but no one has heard from him since he entered the building. He could be in some serious trouble.
You could save those hostages, look for Stalwart, and defeat the Rikti raid and find that artifact they're looking for.
Alternatively you could go after Shock Treatment, the cause of this problem.
HERO: Stop the Rikti raid.
You can't allow citizens of this city to become endangered while you're on watch. The lives of several office workers and one of Paragon's own, Stalwart, are in danger. This cause of this raid must be discovered and eliminated before it's too late.
Stalwart's diligence is noble indeed. However, you won't allow him to die while you're on watch. You head off to the office where the Rikti have launched their raid.
Office to sewers map, Rikti. Objectives are to find Stalwart, rescue three hostages and destroy the cause of the raid. Stalwart is not an ally, just a hostage.
Debriefing: You saved the office workers, helped out a badly wounded Stalwart and stopped the source of the Rikti raid by destroying the Rikti artifact that lured them here in the first place.
VIGILANTE: Hunt down Shock Treatment.
Sometimes you have to make tough decisions. This is one of them. You've got to go after Shock Treatment so she can't keep causing mayhem. This whole Rikti Artifact stinks of a distract or perhaps a trap. Maybe both. Either way, today Shock Treatment is going to be brought to justice.
Shock Treatment has got to be stopped before she causes another situation. You head off to the place where you heard she fled to. She's likely up to something far more dastardly than just causing Rikti to attack an office building.
Sewer map, Freakshow. Objectives are to defeat Shock Treatment and disarm three bombs. A Clue given on disarming the first bomb notes that the bombs are strong enough to collapse several city blocks and are right under the building Stalwart is in. No surprises.
Debriefing: You stopped Shock Treatment's plan to trap heroes in the office building above before blowing the building sky high with powerful explosives planted in the sewer below.
Doc Quantum's Moral Quandry
You've been contacted by the notorious Doc Quantum, he presents you with a curious situation.
'Salutations Iphigenia1,
Please excuse my intrusion, I am sure you are very busy with...whatever...it is that you do. What I am interested in is why you do it. So, you're going to be a volunteer in an experiment of mine. I've arranged an interesting scenario for you. A notorious Rogue Isles' villain Hollow Point and his so-called militia have subdued, unmasked and neutralized the powers of a few of Paragon City's more patriotic heroes and have orders to execute them in 1 hour. However, I have just heard word that Hollow Point himself, ever the busy man, has set out on his next scheme to take over a local newspaper to publish anti-government propaganda. What will do you Iphigenia1?
Will you save those careless heroes who managed to get themselves captured, and let that insane terrorist Hollow Point go free?
Or will you stop the cause of all this, Hollow Point and let those patriotic defenders of Paragon City die?
This should be an interesting experiment, thank you for your cooperation.'
HERO: Rescue the subdued heroes.
You're not sure if Doc Quantum orchestrated this situation or if he just caught wind of it, but none of that matters. Those heroes need your help - their lives are in danger. You've heard of Hollow Point's brutality and you're very familiar with the brutality of his ex-Council allies. Hollow Point plans to make an example out of these patriotic heroes who support this country's government.
However, you know that saving these patriots will likely mean that Hollow Point will get away.
You think you've made the right decision. Hollow Point will answer for his crimes at another time. You head off to the location given to you by Doc Quantum.
Sewers map, Council. Objectives are to rescue Sky Dragon and optionally help Ravenstorm, a hostage ally. Rescuing Sky Dragon triggers an attack by Doc Quantum; defeating Quantum ends the mission.
Debriefing: You rescued the Paragon City patriotic heroes and were confronted by Doc Quantum himself after rescuing them. He called you predictable and boring. You like to think of yourself as consistent.
VIGILANTE: Take out Hollow Point.
There was a time when Hollow Point was like you. He sought to bring justice to the enemies of Paragon City at all costs. He crossed the line, however, and passed over the point of no return. Hollow Point is currently raiding a local news station; with it, he could spout his hateful anti-government propaganda and draw more people to his militia.
Scum like Hollow Point have no place in the world, and you'll see to it that he doesn't cause any more problems for this city for awhile. You head off toward the television station to thwart his little plan. You don't care what this all means to Doc Quantum, you just feel fortunate to have an opportunity to put this zealot down for the count.
Office map, Council. Objectives are (optionally) help Blast Furnace and defeat Hollow Point. Blast Furnace is an ally hostage; his release Clue says he was also "invited' by Quantum. No surprises.
Debriefing: You handled Hollow Point and brought him to justice. He, hopefully, won't be causing any trouble for awhile.
Elegant Party Favor
You've found a favor from a gala party. You investigate further.
The party this favor is intended for is a debut event for new inductees to the Carnival of Shadows. Young socialites like these debutantes flock to the Carnival for excitement and debauchery, and wind up permanently ensnared as part of DeVore's retinue.
It appears as though there still may be time to prevent the girls from being taken over by the Carnival. Interceding now might convince them to change their ways and not descend into villainy.
On the other hand, it's difficult to imagine the debutantes haven't already grasped the depths of DeVore's depravity. If they're willing to throw their lot in with the Carnival, who are you to stop them from paying the inevitable price?
HERO: Prevent the debutantes from being inducted into the Carnival of Shadows.
Vanessa DeVore's Carnival of Shadows continually recruits the young and rich of Paragon's high society. These young women will not be the last to fall for her promises.
They may even believe they are joining of their own free will, but you're confident that they can still be saved. The debauch is probably in full swing by now, so expect heavy Carnival resistance. After all, you are trying to take away their playthings.
The party is going on in a nearby warehouse. You should find the debutantes inside.
Carnie warehouse map, Carnies. Objective is to rescue three debutantes, all hostage escorts. The last one triggers an ambush.
Debriefing: You've turned a few young women away from the path of the Carnival of Shadows. You won't allow the city's youth to be corrupted by the likes of the Carnies.
VIGILANTE: See that the debutantes' careers as Carnies are the shortest on record.
The young and rich who flock to the Carnival of Shadows need to learn that there are serious consequences to their actions. These young victims won't be the last by far, and unless you take a stand the number will only continue to grow.
One thing that might stand a chance of getting through their thick skulls is the harsh reality that heroes arrest Carnival members - regardless of the length of their membership. By taking these debutantes down on the very day of their induction, their peers might think twice about the Carnival as a life choice.
The party will be in full swing soon. That will be the time to strike and put an early end to the festivities.
Carnie Warehouse map, Carnies. First objectives are to beat three debutantes. The debutantes spawned as LTs for me (I was on +0x0-B). No surprises.
Debriefing: You arrested the debutantes at their own induction ceremony. Young socialites everywhere now fear the same treatment. Now maybe they'll think twice and truly consider their options before joining up with these villains.
Explosion in Peregrine
A sudden explosion coming from an office building in Peregrine Island catches your eye.
The ensuing shockwave from the explosion nearly knocks you from your feet. People stream past you in waves, running for their lives. A very concerned citizen recognizes and approaches you:
Iphigenia! Oh, Iphigenia! It's terrible. That crazy pyromaniac Flambeaux and her cronies attacked my office building. I don't know what they're up to... Just when I thought it couldn't get any worse that so-called hero Blast Furnace charged in there with a handful of Malta agents to save the day. When he couldn't defeat Flambeaux, and her Freakshow friends, he began setting up explosives in an attempt to destroy the building hoping he would take Flambeaux with it. You've got to stop them both! Please, there are still people in that building!
You could stop both Blast Furnace and Flambeaux before they cause too much damage.
Alternatively you could help Blast Furnace set up explosives to take out Flambeaux.
HERO: Stop both Flambeaux and Blast Furnace from destroying the office.
You're not sure what Flambeaux is doing in that office building, but both she and Blast Furnace are causing significant damage to the building and putting lives in jeopardy. You've got to get in there and take down Flambeaux and Blast Furnace, as well as get rid of any explosives the vigilante has set up.
What is Blast Furnace thinking? Does he realize he's going to harm the very people he's sworn to protect by setting up those explosives? Both Flambeaux and Blast Furnace must face justice for their actions.
Office map, Freakshow, objectives are to defeat both supers and defuse two bombs. An optional Clue reveals the building is home to a tabloid that's trashed both supers. Blast Furnace has Malta guards and admits he was really there to destroy the tabloid office on defeat. Flambeaux gives a Clue when her spawn is defeated too but I didn't get to read it.
Debriefing: You find out Flambeaux's reason behind attacking the office. This building is home to a tabloid magazine that frequently attacks heroes and villains of Paragon City for their actions. Apparently there was an issue recently that called Flambeaux some rather unpleasant things. The article was accompanied by some really unflattering photos of her. Apparently this set her off on a rampage.
VIGILANTE: Help Blast Furnace set up explosives to ensure no villains escape.
Flambeaux's completely lost it. She was once a hero, but her desire for being the center of attention lead her down this path. She's got to be dealt with. It sounds as if Blast Furnace has stepped in to take her down, but is getting a bit careless. You decide to step in and help him where he's left off.
You were told that Blast Furnace was setting up explosives to allegedly destroy the building to make sure Flambeaux doesn't get out alive. While that sounds sort of fishy, you think his idea isn't that far off the mark. You head off to the office building to deal with Flambeaux.
Office map, Freakshow. Objectives are to rescue Blast Furnace, defeat Flambeaux and place two bombs. An optional Clue reveals the office is home to a tabloid that's trash-talked both supers, which is probably the real reason both are trying to level the building.
Debriefing: You take the detonator from a startled Blast Furnace, press the switch and watch the building go up in flames. Fortunately the building's workers made it out before you pressed the detonator, but you hope Flambeaux wasn't as lucky. Blast Furnace and the citizens in the street stare in disbelief as you discard the detonator over your shoulder.
Malta Gunslinger Action Figure
You find what appears to be an...action figure of a Malta Gunslinger? Who in their right mind would make this? You tinker around with it a bit, noticing it has a switch on the back. You flick it a few times, noticing the arm chopping up and down. You then see a small piece of paper sticking out from beneath the arm. You pull it out, reading over the secret message...
Bravo 9 -
We have a traitor. Black Panther 952 has defected to Longbow. This happened at 2100 last night. Proceed with phase one of recovery. Retrieve Black Panther 952 and deliver to warehouse for mind wipe.
- Director 4
It seems that a higher up agent in Malta has defected - luckily you were able to intercept this message, straight from one of the mysterious Malta Directors. You doubt, however, that this was the only one sent. Knowing Malta, they already have a recovery team on the way to attack that Longbow base where Black Panther 952 is being held. If something isn't done soon, that base will be overwhelmed and Black Panther will be taken back by Malta!
Although...this Malta agent has probably put away a good amount of heroes. Who is he to deserve any mercy in this situation? Did he show mercy to the heroes who begged him for it? No. He doesn't belong in the hands of Longbow or Malta - he deserves to face justice. Your justice.
HERO: Save Black Panther 952!
Longbow may be good, but there's no way they could possibly hold off against a full assault by Malta agents. Worst of all is that Longbow probably must keep radio silence on this, or else they'll alert even more Malta agents to this man's location!
If you don't move - and fast, that Longbow base is going to be destroyed by Malta - along with Black Panther 952!
You make your way to the Longbow base - if you move fast enough, you can get there before Malta does, hopefully in time to prepare the base for the Malta assault!
Longbow tech lab map, empty at first. An optional Clue gives some information about Ajax. The Base Commander is at the back of the map with your ally...Frostfire. A dialog with the commander triggers at least five waves of Malta ambushes, maybe six, Again they are timed to hit more or less at the same time. First wave spawned Rocks Fall Everyone Dies style. Last wave contains the Boss Blackhawk 5-X; defeating him ends the mission. This mission is truly wretched and should probably be avoided by anyone who normally has any difficulty handling Malta.
Debriefing: You managed to fend off the large Malta assault squad within the Longbow base, buying the Commander enough time to escape with Black Panther 952. Now Longbow will have plenty to use in the long fight against Malta.
VIGILANTE: Put down Black Panther 952!
Members of Malta deserve no mercy. They willingly hunt down any super-powered being and destroy them. Just because one of them lost their nerve and now wants to switch sides doesn't mean that everything is just 'fine' now between that agent and everyone else.
You're also not about to let Malta take that agent back. You're going to bust into that Longbow base and show Black Panther 952 the true meaning of justice.
You set your mind to the goal - heading into that Longbow base to take down Black Panther 952 - no matter what.
Longbow base map, Malta. Objectives are to defeat Black Panther 952 and optionally free Blast Furnace, a hostage ally. A patrol said Frostfire was on the scene but I never saw him. An optional Clue turns out to be a computer cleaned out by a Malta virus written by "Director 4" himself. Black Panther 952 spawns with another Malta Boss, Blackhawk 5-X, who must also be defeated though he's not listed as an objective.
Debriefing: You've taken out Black Panther 952. Longbow won't be able to get any information out of him now, and Malta won't be bothered to use him in his current state. This will show anyone that the path of Malta is one-way - there's no going back once you make that leap.
Miss Thystle's Plea
You're approached by a rather unlikely hero who requires your help.
One of Paragon City's more dubious heroes, Miss Thystle, approaches you. Not too long ago she was considered a villain. However, she became close friends with Frostfire, this friendship caused them to learn much from one another. Allegedly, the end result is that they both decided to turn their lives around and use their powers for good instead of evil. Frostfire at first came along kicking and screaming, but according to Miss Thystle he's gone off and done something incredibly stupid. Heroic, but stupid.
She informs you that Frostfire got wind of a Nemesis plot to replace several key heroes of Paragon City with automaton copies and he went to do something about it. She mentions that they uncovered a base where all these automatons are being stored. The reason Miss Thystle is coming to you about all this is that they encountered an automaton that looks just like you. Frostfire told her to get help and you were the first person she thought to come to.
You could help Frostfire and welcome him to a hero's life.
Alternatively, you could forget about Frostfire and destroy the Nemesis base of operations they came across earlier.
HERO: Help Frostfire defeat the Nemesis automaton.
You've heard about Frostfire wanting to change his ways. It's nice to hear that is coming to fruition. From what you've heard from Miss Thystle, he's facing an army of Nemesis Automatons lead by an automaton version of you! Whatever happened between you and Frostfire in the past is long behind you both. It's time to welcome him into the fold and stop this Nemesis threat.
You never thought you'd be fighting side by side with Frostfire under these circumstances. However, people change. Miss Thystle heads off ahead of you and leads you to where she and Frostfire encountered the Iphigenia look-alike.
Troll caves, Nemesis. Objectives are to help Miss Thystle (optional), help Frostfire and defeat the Doppleganger. Exactly what it says on the tin.
Debriefing: You managed to help out Frostfire and defeat the Nemesis automaton copy of you. Frostfire was willing to give his life to save the people of Paragon City and stop this Nemesis threat. It's official, he has moved up in the world and you now consider him a hero.
VIGILANTE: Stop Nemesis plot by destroying their base.
People like Miss Thystle and Frostfire never really change. They'll turn over a new leaf for a while, but people always go back to what they know. If Frostfire wants to redeem himself, let him earn it.
Somewhere in Peregrine Island there's a warehouse full of Nemesis automatons that need to be destroyed. If this place is as valuable as Miss Thystle alluded to then you know you're going to be hitting Nemesis right where it hurts.
Miss Thystle looks on the verge of tears, and for a moment you think she might attack you. With a mumbled curse she turns around and heads off to where she came from. Maybe you'll help them after this is all over, if they're still alive. You head off to the warehouse where all of this is supposedly going down.
Warehouse map, Nemesis. Objectives are to defeat the leader and destroy four crates of automaton parts. One contains a duplicate of the President. One contains enough parts for an army of Dopplegangers, one of which attacks with guards when the crate is destroyed. The other two contain copies of other heroes.
Debriefing: This was a major blow to Nemesis. You might have even completely stopped his ability to produce automatons in this area. You know that you did the right thing, despite your actions possibly costing Frostfire his life. If he dies today, then he'll truly be remembered as a hero. Isn't that what he would have wanted? -
I Don't Care, I Want Her Dead!
You overhear a transmission on your radio from a Longbow Officer.
From what you can make out from this radio broadcast, it sounds like Longbow is making a move against Polar Shift, a heroine who has gone too far. She recently bombed a Longbow base, because she claimed there was some sort of corruption from within and that their entire base had been compromised. You hear over the radio
'Team Alpha and Bravo converge on my location, we've located where she's hiding out. .......Yes, I know and I don't care. I want this crazy ice queen put down, protocol and laws be damned! Many good men and women died in that blast. I want her dead, you understand? You have permission to use lethal force on this scumbag!'
You could stop the Longbow Operative as this is a dark path for him, he must be shown that this path is a slippery slope to damnation. Also, you'll need to arrest the Vigilante heroine and show the Longbow Operative the error of his ways, even if it means knocking some sense into her.
Alternatively you could help out the fellow Vigilante. Longbow has gone too far and has taken a personal vendetta against a heroine who might have stepped over the line. You get a sense of a kindred spirit, someone who is willing to do whatever it takes to stop evil at its source. Paragon City needs heroes who are willing to make tough choices and sacrifices for the greater good, you can't let Longbow get their hands on her.
HERO: Stop the Longbow Operative and arrest Polar Shift.
Longbow has overstepped their boundaries and is seeking revenge on their fallen allies by going after Polar Shift, whom they believe bombed one of their bases. Polar Shift should be subject to a jury of her peers, not be victim to a bloodthirsty mob.
With that in mind this Longbow Officer must be stopped and Polar Shift must be brought to justice.
Nobody is above the law. Not yourself, not Polar Shift and most certainly not Longbow. It's time to remind all parties involved where their duties and allegiances should lie, with the people of Paragon City.
Abandoned office map, Longbow. Objectives are to arrest Officer Jameson and Polar Shift. Both give Clues on defeat but you won't get to read whichever one you take down second (Polar Shift in my case).
Debriefing: You managed to stop the Longbow Officer, and his men from killing Polar Shift as well as arresting Polar Shift so she can stand trial for what she is accused of doing. Before she was handed off to the authorities, she rambled on about a Nemesis plot and his automatons replacing everyone.
VIGILANTE: Attack the Longbow and free Polar Shift.
Longbow is hunting down this Hero of the city. She's done great things for Paragon City and you're not about to let them get their filthy hands on her. Polar Shift operates on a level similar to your own. Sometimes you've got to work on the outside of the law to do what's right.
You plan on saving Polar Shift before she's nabbed by Longbow.
Like Polar Shift, you are often forced to make tough decisions for the greater good. You can relate to her and know what it's like to feel vilified for doing what you know to be right. It's time to get your sister in arms out of there and away from Longbow's clutches.
Abandoned office map, Longbow. Objective is to rescue Polar Shift. She is a non-escort hostage. Dialog implies the Longbow may be Nemesis Automatons. There's a "suspicious crate" that turns out to be full of Longbow automatons.
Debriefing: You managed to rescue Polar Shift, she rambled on about a Nemesis plot and his automatons replacing everyone. Evidently she bombed the Longbow base, because she discovered hard evidence that some of their agents had been replaced by Nemesis automatons. That's a frightening revelation.
The Nemesis Meme
You find a laptop on the ground, possibly belonging to whoever you just beat down. The internet browser is open on the laptop with the words, 'NEMESIS MEME FORUMS' displayed at the top. It seems various people in Paragon go here to joke about 'everything is a Nemesis plot', especially with the introduction of Architect Entertainment. However, one post by someone called McHackerSmith catches your eye...
Hey guys, I hope one of you can contact the proper authorities on this. Remember how I said that I was pretty sure the girl I was hitting on at work was a Nemesis automaton and you all laughed and said I was just ugly? Well it turns out she IS an automaton! I hacked her system earlier and found out the location of a warehouse where a bunch of them are made. I've got a link below to it.
Problem is...turns out most of my other 'co-workers' were automatons too. They've got the entire office held hostage! Look, I know it's bad, but these are my final words to the world. On a forum of all places, right? You guys need to get this info to a hero so they can take down that warehouse - there's only me and two other 'norms' here in the office. We'll give our lives to help stop Nemesis. You guys just need to make sure someone stops this!
The automaton problem in Paragon seems to be growing worse by the day - though the fact that this man was able to discover one and hack its systems must mean he is no ordinary person. He did say to go after the warehouse where the automatons are being made...but there are lives at stake here. You have the power to go into that office and save that man's life. Maybe it would mean that Nemesis clears out of this warehouse, but you can always use the help of 'McHackerSmith' again in the future.
Though on the other hand...this could have all been a fluke. And he is willing to give his life for the greater good. Focusing on taking down that warehouse would mean much less automatons walking around the city - even if it's at the price of this man and his co-workers' lives.
HERO: Save McHackerSmith and his co-workers!
You can't just sit by why this civilian sits in this office building, waiting for the moment to come when the automatons will end his life. Even if it means losing out on the lead for this Nemesis warehouse, it's something you're willing to sacrifice. In the end, it's a smaller sacrifice than this man is willing to make, after all.
You hurry towards the office where McHackerSmith is located, wary of who may or may not be an actual Nemesis automaton.
Office map, Nemesis Automatons. Entry dialog suggests another hero is present; objectives are to look for another hero and save McHackerSmith. The hero turns out to be Overdrive. McHackerSmith's rescue gives a clue that refers to AI Number 6 and triggers the spawn of "Sandy the Automaton", a Lieutenant.
Debriefing: That's one office cleansed of the automatons. Bill McSmith will live another day, and with the help of AI Executable Number 6, continue the fight against Nemesis.
VIGILANTE: Destroy the Automaton warehouse!
McHackerSmith is a man who knows what the value of a person's life is worth. He's bought you the time needed to go to this warehouse and blow it up, halting a major production plant that Nemesis has of these automatons. They'll probably be busy trying to pack everything and move out - which means you'll have to strike this place, and fast!
You head off to blow up the warehouse at the expense of McHackerSmith's life. Hopefully those ungrateful people on the forums will learn from his example.
Clockwork King warehouse map, sans Clockwork of course. Nemesis mobs. Objective is to plant three bombs. Polar Shift shows up again as a hostage ally, usually half-dead from being surrounded by AE-happy Nemesis mobs. Automaton versions of Flambeaux, Stalwart and Miss Thystle are present; if defeated writing on the three spells out "WHAT IS REAL?"
Debriefing: You get far away enough and activate the charges you placed, engulfing the Automaton Factory in flames. You watch the fires burn down all of the various plots and ploys that Nemesis had, making the world that much safer from him.
Noise Within Noise
While tuning your police band between two channels you hear something very unusual.
After adjusting the tuner on your police band radio you overhear something very odd, a series of short beeps and clicks being sent over the airwaves. You manage to figure out the source and receiving end of the encrypted message, discovering that these messages are being sent from a nearby warehouse to a secret Longbow base in the vicinity. Shortly after comparing the frequencies and techniques used to send encrypted messages you discover that the type of signal being sent out is very similar to one used by covert Arachnos operations. Is it possible that Longbow has been infiltrated by Arachnos? It is definitely worth investigating.
You could head off to the source of the transmission and discover who is sending the messages.
Alternatively, you could investigate the Longbow base and find out if there is anything strange going on there.
HERO: Investigate the source of the encrypted message.
Arachnos or some other terrorist organization infiltrating a group like Longbow would be devastating. You need to gather evidence before making any accusations or taking any action against Longbow, so you decide to investigate the source of the transmission.
Before making a mess of things with Longbow, it's best to get evidence first. It's too early to jump to conclusions and assume they've gone rogue. You take note of the location of the signal's origin and head off to find out what is really going on.
Abandoned warehouse map, Nemesis. Objective is to check out three crates. The crates contain disassembled automatons of a Secret Service agent, a Longbow agent, and you. Opening the final crate (or perhaps the one with your copy, which was the last one I found) triggers an attack by a Boss and guards.
Debriefing: You have uncovered a plot that must be brought to the attention of the entire city. Nemesis could have placed automaton lookalikes all over Paragon City. How will we know fakes from the real thing? Anyone could be a Nemesis automaton.
VIGILANTE: Investigate the Longbow base and deal with any traitors.
Discovering if and where corruption lies is more of your line of work. You think you can work your way into a Longbow base. They shouldn't give you any trouble, and if they do that only proves they're guilty of conspiracy. You think you'll investigate their base and see what you can find.
Everyone is corruptible, especially mercenaries like Longbow. You've seen this sort of thing happen time and time again. You've got a hunch that something isn't right here at all.
Longbow base map, Longbow friendly at the start. A crate in the back contains Nemesis Automaton parts, which turns all the "Longbow" hostile and triggers two Boss ambushes. Next objective is to activate a self-destruct sequence, which gives Mission Complete but no exit button, manual exit required. Plays off of "I Don't Care, I Want Her Dead!" obviously. The faux-Longbow still count for the badge...not that I'm suggesting anything....
Debriefing: Initially everything appeared normal in the Longbow base, but as soon as you discovered a crate with Nemesis automaton parts in it fashioned after Longbow Agents the 'Agents' in the base immediately turned on you revealing themselves to be automatons themselves. The only way to make sure this particular threat was contained was by destroying that Longbow base.
An Obvious Trap
You very conveniently overhear a Nemesis communique that piques your interest.
A high ranking Nemesis soldier - or perhaps even Lord Nemesis himself - barks threats over the Paragon City emergency broadcast system, threatening to blow up a nearby office building unless his demands are met.
Fully aware that this could be a trap, you could hurry to that office building and diffuse the bombs before they harm any citizens.
Alternatively you could chance that this is just a decoy and go after where the communique originated from and get a drop on the broadcaster.
HERO: Diffuse (sic) the bomb threat!
Somewhere nearby a building is rigged with explosives and is set to detonate in the very near future unless the Nemesis officer's demands are met. Despite this possibly being a trap, you can't rest while there is even a chance of innocent citizens being in harm's way.
Sometimes you have to chance it, you can't risk the lives of the civilians inside this office building. Trap or no, you've got to see this through. Disarming the bombs is the only certain way to make sure the people are safe.
Office map, Nemesis Automatons. Objectives are to disarm three bombs and "investigate what is going on here". Disarming the first bomb gets a Clue stating the bomb was too easy to disarm, indicating this is definitely a trap. The second objective is fulfilled by taking down a Boss and guards; his Clue says that Lord Nemesis has been watching you, but we knew that.
Debriefing: This was clearly a trap set up specifically for the heroes of Paragon City, and you fell for it hook, line and sinker. But, it seems almost too obvious... What is Nemesis playing at? Is he testing you?
VIGILANTE: Go after the broadcaster of the bomb threat!
You've seen this a dozen times. Nemesis' men make some sort of hostage or bomb threat and then you go to the location only to find out it was a decoy, diversion or trap.
Well, you're sick of being led around by Nemesis. You're going after the source of that transmission to beat some sense into the source of these problems.
Lord Nemesis works schemes within schemes within schemes. This bomb threat seems like an obvious trap, perhaps too obvious. Maybe going after the Nemesis terrorist himself will prove fruitful. You might even get a shot at taking down Lord Nemesis himself!
Sewer map, Nemesis. Objectives are to defeat one Nemesis Conspirator and one "Troublemaker". An optional Clue reveals a crate with parts for an automaton of a Longbow Agent. The "troublemaker" is Flambeaux, a hostage. She gets upset about you stealing her thunder and attacks when released.
Debriefing: Well, you didn't get to take down Nemesis himself, just another one of his commanders. While inside you were accused of trying to steal Flambeaux's glory, she attacked you in a frenzy! You also uncovered a plot to build automatons that could replace humans. What exactly is Nemesis up to? Its clear that you were supposed to find all this though. What's going on here?
Truly Bizarre Rumors
While out on patrol you overhear an interesting rumor that might be worth investigating.
You overhear two citizens talking about the Freakshow. You listen in hoping to get a lead on some of their more recent criminal activities, however what you hear seems incredibly unlikely if not impossible. According to the two gossiping citizens a group of Freakshow, who were inspired by the bravery of a school teacher named Miss Francine, have taken to stealing from the rich and giving to the poor. One such bandit has been spreading the 'good word' of Miss Francine's teachings and has been educating other freaks. Inspiring them to become whatever they want to be. You hear one such unlikely tale of a Freak going off to start his own business in Peregrine Island.
However, this doesn't sit well with the majority of the Freakshow and they have begun attacking their ex-comrades causing quite a ruckus in a Brickstown warehouse where this 'school' has been in session.
It sounds like those Freakshow are seeking to liberate themselves from their past, you could go and give them a hand.
Alternatively, you could go and beat the snot out of every Freakshow in that warehouse.
HERO: Lend a hand to the Freakshow teacher.
While you find it hard to believe violent, destructive, party animal hooligans like the Freakshow could actually turn their lives around and make something of themselves. However, part of you hopes this is true. It might be inspiring to other villains in Paragon City to see what these ex-criminals could do for society. You don't condone stealing from the rich, or from anyone for that matter, but at least they're not killing innocent people.
This Freakshow educator and his pupils sound like they could use your help before the teacher's ex-gang members come and cause them harm.
You take note of the warehouse where this violence is taking place and head off. You hope you're not too late, these ex-Freakshow deserve a chance to straighten themselves out and this educator might be just the person to do it. The Freakshow can likely relate to one of their own.
Warehouse map, Freakshow. Objective is "Help the Freakshow Teacher", who is a hostage Tanker (non-ally). There are two optional student hostages as well. Freeing the teacher spawns Shock Treatment, who attacks immediately claiming to have kidnapped Ms. Francine to break her students' spirits. Defeating her ends the mission.
Debriefing: This ex-Freakshow who goes by the handle of "The Learner" has been teaching other Freakshow members interested in leading a 'normal' life. While you were giving him direction on how to do this without committing crimes after bringing all of the violent Freakshow to justice, you were ambushed by Shock Treatment, a notorious Rogue Isles villain who was hellbent on destroying this schoolhouse for some reason. She seemed to have an intense desire to crush the hopes and dreams of the ex-Freakshow.
VIGILANTE: Stop the Freakshow violence by defeating those responsible on both sides.
While you find it hard to believe violent, destructive, party animal hooligans like the Freakshow could actually turn their lives around and make something of themselves. Whatever these freaks are up to will fail ultimately, they're animals and animals cannot deny their nature. All they know is mindless violence, it's best to end this here and now. The best way to go about doing that is to beat down those responsible for the violence: the leaders on both sides. The educator Freakshow, his students and those leading the raid on the warehouse.
These animals only understand one thing. Violence. That's the only way they learn. No amount of books, education or self-help tapes will straighten these beasts out. You take note of the warehouse where the Freakshow violence is happening and head off.
Abandoned warehouse map, Freakshow. Objectives are to defeat 2 Freakshow Students, the Teacher and 2 Raid Leaders. The Teacher had an extra Boss with him, and Shock Treatment is present as an optional ally hostage, making a total of six placed Bosses.
Debriefing: The Freakshow in the warehouse turned schoolhouse were defiant. Their leader "The Learner" swore he would rise up again and build his school again. If that happens you will destroy it again, but next time it'll be with plastic explosives.
A Voice In Your Head
A familiar voice echoes through your mind desperately pleading for your assistance!
'Evan Knight, my name is Psi Knight, I require your aid. My team was captured by the Devouring Earth after uncovering their plans to infect all of the citizens of Paragon City with a horrible mutagen. They're setting up vats of this mutagen in the sewers underneath our city. We have already been infected. We're beginning to change, there isn't much time for us. Send help for us if you can, we're trapped in the sewers. I...I must go, they're coming for us.'
You could aid those captured heroes, they are in terrible danger, and it might not be too late for them. You know of an antidote that could reverse the effects of the mutagen if they aren't already too far gone.
Alternatively you could head off towards the sewers to thwart their plot to mutate the entirety of Founders Falls into shambling Devouring Earth monstrosities. You can't allow Founders Falls to be consumed by the Devouring Earth. Those heroes knew the risk of the operation they were taking on, and are aware of the sacrifices that need to be made from time to time.
HERO: Rescue the beleaguered heroes.
There's no replacing a good hero, and you think you might be able to send help to deal with the situation in the sewers. If you can get those heroes out of here fast enough, you might be able to deliver the antidote before they are too far gone.
While you've never met Psi Knight personally, you've heard many great things about him and what he has done for the city. He has psychically broadcast the coordinates of his location to you.
Troll caves, Devouring Earth. Objective is to rescue two heroes. Psi Knight has already been transformed and begs you to put him out of his misery. The two heroes use civilian models, probably a bug.
Debriefing: You freed Psi Knight's teammates and administered the antidote to both of them, but unfortunately it was too late for Psi Knight himself. With deep regret, you ended his suffering. His sacrifice shall not be made in vain.
VIGILANTE: Stop the Devouring Earth plot
You can't allow Paragon City to be consumed by the Devouring Earth. Those heroes knew the risk of the operation they were taking on, and are aware of the sacrifices that need to be made from time to time. You head off towards the sewers to thwart their plot to mutate the entirety of Paragon City into shambling Devouring Earth monstrosities.
Psi Knight and his allies knew the dangers of their course when they took it. They also know that this Devouring Earth mutagen plot is far greater than they are. It must be stopped. You head off to the location of the sewer entrance closest to that described in Psi Knight's message.
Sewer map, Devouring Earth. Objectives are to destroy 3 barrels of mutagen and defeat the leader.
Debriefing: You neutralized the Devouring Earth mutagen and stopped their ring leader. You regret you weren't able to help Psi Knight, but he must have known this threat would have taken priority.
Wanted Poster With Your Face
While going about your business your gaze falls upon a Longbow wanted poster with your name and face on it.
You pull the poster from its posted location and read it carefully
LONGBOW WANTED FUGITIVE
ATTEMPTED MURDER, ARMED ROBBERY
Below this is a pair of pictures of you. The first is a headshot of yourself used in your Paragon City hero ID and the second is you at the scene of the crime evidently using powers similar to your own to tear open a safe and rob a bank. It appears you've been set up somehow...
You could show the people of Paragon City that this imposter clearly isn't you by investigating and clearing your name.
Alternatively you could confront Longbow for accusing you of something you're clearly not capable of doing.
HERO: Clear your name by investigating further.
Just as you're thinking about returning to the scene of the crime you overhear an alert over your Paragon Police Department radio scanner:
ALERT!
Vector Omega has been seen fleeing from a second bank robbery in the company of the Freakshow and has fled to the sewers. Officers are being dispatched to the scene.
Well, that's convenient. This is a good chance to stop that imposter and show the PPD that you're not the one committing these crimes.
It saddens you to believe faith in you could be lost so easily, but the reality is this sort of thing happens every day. Heroes go bad, Villains redeem themselves, so you can't really blame them.
Sewer map, Freakshow, objectives are to rescue Sky Dragon and two police officers, and find whoever is responsible, which turns out to be a Doppleganger Nemesis Automaton.
Debriefing: You defeated an robotic copy of yourself that is built in a similar fashion to Nemesis automatons. It even had powers very similar to your own. However, you managed to clear your name after showing the Paragon Police Department and Longbow agents present that you weren't the one committing these crimes.
VIGILANTE: Confront Longbow for wrongly accusing you.
Longbow has crossed the line, they should have known this is something you're not capable of doing! How dare they doubt you. Just as you're about to head off to the Longbow base an alert announces over your police band radio:
ALERT UPDATE
Evan Knight has been apprehended in a Longbow training facility! PPD in route to detain and send to the Zig.
What in the world is going on? Somehow this duplicate has managed to have gotten caught?
This is very strange. Now there's more than one person, or things out there pretending to be you. This ends now! You figure you can kill two birds with one stone. You can find out who's behind all of this and clear up the situation with Longbow simultaneously.
Longbow base map, Longbow. Defeating your doppleganger, a Nemesis automaton, is the only objective.
Debriefing: You went into the Longbow base with the intent of confronting them about these charges, but instead were attacked by Longbow as they assumed you had escaped capture. But, in reality, they had a mechanical copy of you detained, which you handily defeated. This 'doppelganger' had similar powers to your own and looked identical to you, however you managed to clear your name after being able to explain the situation to the authorities.
Crossing the Line (HERO MORALITY MISSION)
You find a copy of what appears to be a kill order put out by a high ranking Longbow official. Reading it you know you can't just sit back and let this happen.
As some of you know, Doc Quantum has been walking down a very disturbed path as of late. Kidnapping villains to put them through his sick tests of morality, holding gang members hostage for days on end to see just where their 'true purpose' lies.
We've let him get away with it, just because he wasn't causing too much trouble. But his latest act has gone too far.
Earlier today, Doc Quantum blew up a Longbow base outside of the Rogue Isles, his purpose being to eliminate a group of Malta prisoners we had.
Enough is enough! We've let this madman go unchecked for far too long. The coordinates to his base are below. I am issuing a kill order on Doc Quantum.
We aren't going in to arrest him - we're going in to put him down for the sake of all the men and women he's killed.
Longbow is out for Doc Quantum's blood. He's gone too far this time, that much is certain. But killing Quantum won't bring anyone justice.
Allowing Longbow to do this might just lead them down the same path that Doc Quantum is on - using vengeance as a form of justice just serves to blur the lines even more.
It's up to you to see that Longbow is stopped and that Doc Quantum is brought to justice - true justice.
Longbow has every right to be angry at what Doc Quantum has done - but they're supposed to uphold the law, show people what true justice is.
Doc Quantum used to be like that, until he slipped from that path. Perhaps it started in a similar fashion, thinking the ends justify the means. But now...he is where he is.
You can't allow the men and women in Longbow to end up like that - but Doc Quantum also can't be allowed to get away with his crimes.
You'll have to get to Doc Quantum's hideout, stop Longbow, and then bring Doc Quantum to face his crimes - properly.
You head off towards Doc Quantum's hideout. You've heard that he often puts villains through various mind games in there, sick and twisted puzzles to question where their morals lay. You'll have to be extra careful of any traps within.
Freakshow warehouse map. Mobs consist of proximity bombs and pop-up turrets. Judicious use of ranged powers can trigger the bombs at a distance, taking out other bombs and turrets. The first objective is to access a computer to call off the Longbow attack. That triggers the spawn of Doc Quantum himself. There are a number of unconscious mobs and prisoners, none of which do anything. Defeating Quantum (Boss, folds like a busted flush) ends the mission.
Debriefing: You leave the warehouse with Doc Quantum beside you. Some members of Longbow stand outside, their guns at their side, glaring at Quantum.
A PPD van pulls up with the Chief of Police in the passenger seat. He steps out, thanking you for your intervention in the matter, while the PPD put Doc Quantum into the back of the van.
After a quick handshake, the chief is back in the van, driving off.
Doc Quantum stares at you from the window in the back of the van - you can tell, despite everything, that this may just be the beginning of Quantum's plans. But you'll be there to stop him every step of the way.
Today's Newspaper (VIGILANTE MORALITY MISSION)
You find a torn section from today's newspaper. Reading it over, your blood begins to boil.
Frostfire, one of the city's most relentless super villains, is being released today from prison. As many of you know, he was on trial for killing nearly an entire dispatchment of Longbow before he was captured. However, when brought to trial, his lawyer got the case thrown out on a technicality.
Frostfire is currently being held in a secret Longbow facility set to be released later this evening.
Looking more closely at the article, you notice some text scribbled underneath it:
Location of 'Not So' Secret Longbow Base GPS coordinates: 37°562153N 122°292213W
As you look at the location of the base, you know you can't just let this go. If the System isn't going to bring him to justice for what he did, someone has to. That someone is you.
You have the coordinates for the base. Now it's time to take Frostfire down and show the citizens of Paragon that no one gets away with murder on your watch.
Longbow base map, Longbow. First objective is to get access to Frostfire's cell. This means fighting your way to the cell block, and then beating up Frostfire's lawyer to get the access code to his cell. The lawyer refuses to talk even after you hit him (falls in one shot), so next objective is to overload the computer controlling the cell doors (same room) so they'll all blow. You release Sardonic, The Contemptress and Bad Penny along with Frostfire. Sardonic just stood in his cell (friendly); the other two ran away. Frostfire...stands there and does nothing while you beat him down, believing he should be punished for his crime and isn't worth saving.
Debriefing: NONE -
This is a list of Tip missions for Heroes 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 Rogue viewing these missions. I haven't documented the changes as they were very small and didn't affect the substance.
Beethoven's 5th Symphony
The music of Beethoven's 5th Symphony rings deeply around you. Suddenly, the holographic image of Doc Quantum appears in front of you. The man tilts his head forward towards you, his hands behind his back.
Hello, Vector Omega. Doctor Quantum here. I am happy that I was able to...contact you in this manner. I have a proposal to make. I'm sure you have heard that some people in Paragon have begun to...frown...on my experiments. However...I get the job done. What I'm curious about, however...is what you deem as important.
Truth to be told, you fascinate me in every sense of the word, Vector Omega. Now...to the game at hand.
I have arranged for the head researcher of Crey Industries, a mistress of the Carnival of Shadows, and an Arachnos Webmaster, to all convene in one office building. I myself will be unable to tend to them...but I'm sure that you could, yes? However...here is our little...experiment.
This was done at the cost of a Longbow agent - a lowly one, mind you, no one special, though she had no idea she was to be used in this experiment. She is currently in Arachnos custody and will be executed. Her location can be given to you.
And so now...Vector Omega...the test of your character. Will you stop these three important figures, or rescue a Longbow agent that no one has ever heard of? I shall be interested in seeing what you do.
You've heard that Doc Quantum has been dabbling in areas some people in Paragon frown upon. This would be a fairly big chance to get information out of these three figures - it would also put a large halt in any of the plans of each organization. Does it matter if it's at the cost of one Longbow agent? She knew the risk going into Longbow - would there be a point in saving her now, only to have her willingly give her life for the same thing?
Of course, it sounds as if Doc Quantum might have forced this agent into the situation. Someone needs to set an example to Quantum - and to the people of Paragon - on how to act.
HERO: Save the Longbow agent from Arachnos!
There's always a price to be paid for making a stand against the wrongs of the world - but that price is paid by those who choose it. Doc Quantum forcing this Longbow agent into this position goes against everything that is right - she doesn't deserve whatever fate Arachnos has planned for her.
Even if it means giving up the chance to get the villains he mentioned, the life of that woman is more important. You don't care about Doc Quantum's game, but maybe this will show him just exactly where that line between right and wrong is - a line that he seems to have lost track of.
The location of the base given by Doc Quantum shows it being deep within the Rogue Isles - somewhere within Sharkhead. You'll have to hurry if you're going to save that woman's life! Your best bet would be to make your way through the sewers to get onto a cargo ship heading into the Isles.
Arachnos base map, Arachnos. Objective is to rescue the agent. One spawn has a Clue showing that Doc Quantum tipped Arachnos off to your arrival and that he wants the PC to know "that the path of the 'righteous' is one that is not easy - or necessarily correct." Rescuing the agent triggers (I think) six waves of ambushes.
Debriefing: You arrive back in Paragon with the Longbow agent in tow. The hologram of Doc Quantum appears again before you. He shakes his head and sighs.
'I thought you'd be willing to put the life of one over the good of many. It seems I was wrong, Vector Omega. Let us see where exactly this brings you, hm?'
The hologram vanishes, but you know what you did was the right decision - no matter what Doc Quantum says.
VIGILANTE: Put down the three villains!
Doc Quantum has a good way of doing things. So what if one Longbow agent has been tossed to Arachnos? The information you'll get out of these three villains is well worth the price of some agent, who would have given her life to fight against Arachnos anyway.
It doesn't matter if she didn't exactly know she was going to do it this time - does Longbow ever fully disclose that information anyway?
Regardless, Quantum has set the gift up for you - it's time to collect, though you're slightly wary about how Quantum managed to gather all of these villains together in one place. You'll have to be on your guard.
You head to the office building that Doc Quantum specified. If this is a trap though, you'll be sure to pay the good doctor back.
Abandoned office map, Rikit. Objective is to take down three villains, all hostage combatants. The Carnival Mistress gives up a Clue telling how Flambeaux has been running with the Carnies, sometimes under their mind control. The Webmaster reveals that Arachnos has a cloning program starting up. The Crey researcher tells you about plans to steal Bane Spider technology and something about detonating water.
Debriefing: You step out from the office building to be greeted by Doc Quantum's hologram.
'Evan Knight, you performed admirably. You're someone who is willing to take risks to get what is needed done. People like us will move Paragon - and the world- forward. Please, I implore you, do keep in touch.'
As long as Quantum continues bringing in more results like this, you will.
A Blood Spattered Journal
You find a personal journal with some very interesting information in it.
The author of this journal is a 5th Column soldier who has apparently had a change of heart. It describes their recent activities, a plot to revive their slumbering master, and several key 5th Column bases. In the beginning of the journal he sounds very sure of his organization's direction, however each page slowly shows that he is losing faith in the 5th Column's activities. The last entry is very hastily written and within it he makes a cry for help, and pleads with whoever finds this journal to free him so he can begin to make up for the sins of his past.
You could try and save that 5th Column traitor, he might still be inside their organization desperately seeking an out.
Alternatively, you could go after a key 5th Column headquarters, defeat every agent inside including their base commander and see what intelligence you can dig up that way.
HERO: Rescue the 5th Column Traitor.
Everyone deserves a shot at redemption. This traitor might also have key information that will aid in taking down the 5th Column once and for all. Some of the information the traitor alludes to in his journal foretells of some horrifying plans that you cannot allow to come to fruition. Saving him might be the only way to get more information on these threats.
After flipping through the journal, you are able to piece together enough information to make a good guess as to where the traitor is being kept. You head off to help this man get the redemption he seeks.
5th Column base, 5th Column. Objective is to rescue the traitor, an escort hostage. Releasing him triggers an ambush by the base commander, a Boss.
Debriefing: You rescued the traitor, freeing him from his prison. It was evident that his execution was right around the corner. He takes his first breath of fresh air in as long as he can remember. This man has been given a second chance at life thanks to you.
VIGILANTE: Gather information from a key 5th Column base.
That traitor knew what he was getting himself into when he enlisted. The only way to take down an organization is go after its many heads and cut them off, one by one. Eliminating every 5th Column soldier in that base is the best way to gather information on other 5th Column bases. You might even uncover the identity of their shadowy leader.
You flip through the filthy pages of the journal and stumble upon some vital information describing a central headquarters in the vicinity. This base coordinates the efforts of the 5th Column in the entire region according to the journal.
5th Column base, 5th Column. Objective is to "gather critical information". There are several computers to access, most of them fakes. The real one gives a fairly generic Clue and triggers an ambush by the base commander, a Boss with guards. Defeating them ends the mission.
Debriefing: Given enough time, resources and man power you will be able to bring the 5th Column to its knees with the data you've collected today. These files outline the greater 5th Column agenda in this region, and you'll be able to foil them at each step.
Cloud of Alcoholic Smoke /* may not exist */
Cloud of Oderous Smoke /* does not appear on the prior list */
A cloud of smoke poofs in front of you. When it clears, there is a letter on the ground. You lean down to read it over...
Dear Vector Omega,
Bentley Berkeley here, immortal adventurer and member of the Midnighter's Club. I wish we had time to chat in this letter, but, well, given that I sent you a letter it means we have no time for laughs or brew ha-ha's. Have you heard of something called a Shadow Seed? The Nictus use these things to travel across the universe to invade our dimension. The Council have been stopped time and time again from planting them...but something went wrong.
A group of them are about to plant the seed beneath Paragon City! I'm not sure who is leading this charge from the Council, all I know is someone has to stop this!
I've hired the woman known as Silent Blade to investigate, but I don't think she'll have the power to see it through. I've left the coordinates for the location in this letter. Please, you have to stop the Council from releasing the Nictus into the streets of our city!
You've heard whispers of these 'shadow seeds' from time to time. The result of one being planted upon Earth can be extremely dangerous. You know exactly where to go to stop the Council from planting these seeds, though it will mean having to trust the assassin known as Silent Blade.
On the other hand, the heroes of Paragon can surely handle whatever these shadow seeds can spread. You could always let the Council do this in order to lure out whoever is behind this. It might mean some casualties, but you'll stop whatever the source of this is.
HERO: Stop the Council from aiding the Nictus!
The Nictus have been one of the larger looming threats over Paragon City and the world for quite some time, with the Council being one of the groups that seem to have an uneasy working relationship with them.
One thing is for certain - the Nictus cannot gain a foothold in this world, or else all is lost. If these seeds are planted, it could spell the beginning of the end for all of Paragon City! And you're the only person who can stop this from happening. There is the assassin Silent Blade, though just exactly how much she'll be able to do against this plot is unknown - or if she'll even uphold her end of Berkeley's deal.
You've set your mind to the task - stopping the Council's made schemes and helping Silent Blade. You make your way to the cavern, where you'll do battle to help stop yet another threat to the entire world.
Roman cave map, Council. First objective is to find Silent Blade. An optional Clue discusses the schism between the Center's men and those supporting the Nictus. Second objective is to stop the seed from being planted; you have to find the carrier (Boss) and defeat an ambush wave of Nictus/Void Hunters. Third objective is to investigate the front of the cavern again, which turns up a radio with a dialog tree from the Center....
Debriefing: The Council have been stopped, though there still is the threat of Requiem and the Center, looming over Paragon. For now, however, the city can rest easy - thanks to you.
VIGILANTE: Bide your time to lure out the mastermind behind this scheme!
Letting the Council get away with this summoning is the only way to lure out whoever is truly behind this - what would be the point of stopping it now to only have it happen again? Sure, some people will be hurt if the Nictus are allowed to roam free, but it's the price that Paragon will have to pay to stay safe. You'll bide your time and wait for the Council to make their move - that's when you'll spring into action.
You wait for some time until you hear news of the Nictus pouring out of a warehouse - this must have been where the Council were setting up, though knowing them, the true lair was in a cavern beneath it.
Rumor has it that a member of the Council was seen going into the warehouse - the exact man you're looking for! Time to go in there and strike at the heart of the Council's schemes!
Warehouse map, Void Hunters. Objective is to defeat the agent responsible. There are several Shadow Cysts, thought not listed as objectives; these are the inactive type that don't spawn Nictus or explode on destruction. The first one destroyed gave a Clue about Dirge of Entropy, which is the name of the Nictus bound with Ridolfo "Requiem" Uzzano. Some of the speech suggests the Void Hunters aren't very happy with Arakhn. The agent is Archon Vego, an Ascendant. He talks about a revolution in the Council as you beat him down.
Debriefing: You were able to stop the mastermind behind the organization of the Nictus, though it seems as if the Council was not aware of this man's actions. Regardless, with him put down, it should mean an end to this branch of the Nictus 'invasion'.
Cracked Cell Phone
You find a mostly intact cell phone. On it, you find some startling information.
On the cracked cell phone you discover a ransom note that was sent via text message to the Paragon City authorities. The demands are being made by an Arachnos Operative who is holding a group of British foreign diplomats hostage and is threatening to kill them if their demands aren't met by midnight tonight.
You could rescue the diplomats. By doing so you might allow the Arachnos Operative to escape, but at least the foreign diplomats will be safe.
Alternatively, you could stop this threat here and now and show Arachnos that the heroes of Paragon City don't cooperate with terrorists. This might put the diplomats' lives in jeopardy, but at least the Operative won't get a chance to take hostages again.
HERO: Rescue the foreign diplomats from the Arachnos terrorists.
Terrorists like this Arachnos Operative have no place in this world, but saving the lives of innocent people is always more important. There will be time to bring this Arachnos Operative to justice later.
The first order of business will be to break into this Arachnos hideout, and then free the foreign diplomats from their captors.
You've got a really good hunch where this Operative is hiding out. You hope your intuition leads you down the right path. Time is running out for those foreign diplomats.
Abandoned tech lab map, Arachnos. Objectives are to rescue 3 hostages and optionally Overdrive. One of the hostages says this is all about Arachnos releasing a chemical weapon nearby and recruiting a powerful villain. An optional Clue confirms that, identifying the villain as Mangle.
Debriefing: You freed the foreign dignitary taken by the Arachnos Operative, prevented an international incident by saving the dignitaries and uncovered a plot to detonate a chemical weapon.
VIGILANTE: Ignore the hostages and take down the Arachnos Operative.
You're sick and tired of 'saving the day' only to have the same criminals out on the street time and time again. It's time to take the fight to those that threaten the people of your city.
You just intercepted a badly garbled police scanner message from a hero, stating that the Arachnos Operative in question's true goal was to detonate a chemical weapon in the area.
You take note of the Arachnos Operative's location according to the police band message. It sounds like the bomb is being set in the sewers beneath the city.
Sewer map, Arachnos. Objectives are to defeat Operative Swanson and disarm a chemical weapon. A patrol talks about someone Swanson has hired for extra muscle. The weapon's Clue says it could have taken out half the city. Defeating Swanson triggers an attack by Mangle.
Debriefing: You not only stopped a plot to kill thousands of innocents with a chemical weapon, but also took down the Arachnos Agent behind the scheme!
A Curious Black Jewel Case
You find a black jewel case with the Council logo branded on it, its contents will likely prove to be useful for fighting them.
After accessing the data on the compact disk contained within the black jewel case you uncover the names of half a dozen young men around Paragon City that may be ideal candidates for Council recruitment. It mentions that the conscripts will be brainwashed and then possibly experimented on to see what purpose each conscript would best fill. Two locations are listed in these files. The first is the indoctrination headquarters where the kidnapped conscripts will likely be. The second is the Council laboratory where the conscripts will eventually be taken. The date that this disk was created was over two weeks ago.
You could head off to the indoctrination headquarters and free the young men before they are brainwashed.
Alternatively, you could head out to the laboratory, defeat their base commander and bomb the place.
HERO: Rescue the Indoctrinated Council Soldiers.
This data indicates that around half a dozen young men were kidnapped from different parts of Paragon City to be brainwashed at the Council Indoctrination Center hidden somewhere in the vicinity. Those young men need your help before they are corrupted by the Council.
These young men were taken against their will and have their whole lives ahead of them. You can't allow these conscripts to be brainwashed and experimented on. You take note of the indoctrination's secret location and head off.
Council base map, Council, 4 non-escort hostages to rescue. One hostage triggers a Boss ambush.
Debriefing: You managed to save 4 of the young men, sadly two were subjected to the Council's experiments and turned into the horrible creatures that make up the Council's legions. You brought them in with the hopes that perhaps someday they could be returned to normal.
VIGILANTE: Destroy the Council Laboratory.
It's likely too late for those citizens, however it's not too late to prevent the Council from being able to continue with these horrible experiments. Somewhere nearby is a laboratory being used for who knows what horrible purpose.
You take note of the coordinates of this Council laboratory. The Council is a plague on your city, and you must eradicate it wherever it is found. This laboratory allows the council to make their Vampyri super soldiers and who knows whatever else. It must be destroyed.
Council base map, Council. Objectives are to destroy two Transformation Capsules and get the self-destruct codes. The capsules don't spit out Vampyri as you fight them; a Clue given by the first says these are modified versions that mostly kill the people put in them. There was an optional Clue that says the new capsules are supposed to transform ordinary people (as opposed to Council supersoldiers) but the process has a very low success rate, three out of dozens so far.
Debriefing: Just for good measure, you set the base's self destruct system right before leaving. In true heroic fashion flames spew from the cave entry just as you leap out unharmed, and with that the Council's plans to transform the citizens of Paragon City into Vampyri have been ended.
Denmark Wants Muscles This Friday
You find a piece of paper with these odd words on it. Reading it over, you discover the following...
This phrase seems to be code to indicate one of the Family's large-scale 'drug sales' going on. Investigating further, you find out that this particular one is happening today in a nearby warehouse. The Family supplies all sorts of enhancing drugs there - excelsior, dyne, even base steroids, which would seem tame compared to dyne or excelsior. Anyone who is interested in any of those drugs are sure to be at this 'convention', looking to score the latest hit or to get enough of a supply to sell on the streets - with the Family approval, of course.
The Family always seem to be at the forefront of the drug industry within Paragon City. However, with this information, you'll be able to storm the convention and catch all of the drug dealers right in the act - putting them all out of business, including the major members of the Family.
Although... You could also stalk one of the Family underbosses leaving the convention - they'll be bringing the money made from this convention to be stored with the rest of their cash. The Family can always replace the goons they lose at a convention, but this will hit them where it really hurts - their wallets, even if it means letting the dealers in that convention get away.
HERO: Storm the Family Drug Deal!
All of the Family's main buyers will be gathered at this convention - this would be the perfect time to round them all up and bring them in. However you're aware that this place will be heavily guarded - both by the Family and whoever else might be there to purchase their goods. Not that it matters, really - since you'll make sure everyone there is taken down.
You head off towards the location of the drug convention. You're going to show the Family that their drugs aren't welcome in this city - along with all of the people who do business with them.
Warehouse map, Crey. Objectives are to destroy two drug shipments and defeat Antonino Marcone (who spawned as an LT for me). Stalwart is present as an enemy Boss; his speech says he needs the perfomance enhancers to keep up. A Clue given when his spawn is cleared says he's looking for 'dyne or such because he failed to protect Scrapyarders from Cage. A spawn of Freakshow is present to buy Excelsior; dropping them triggers a Freakshow ambush. There are also some Skulls looking for 'dyne but they're only level 15....
Debriefing: The Paragon Police should be arriving to deal with everyone you took care of in that warehouse. It seems Antonino Marcone's influence within Crey was very widespread - enough to get other members of Crey to approve of the drug deal. You'll have to keep an eye out for this in the future.
VIGILANTE: Stalk the Family Underboss to burn their money!
Who exactly gets away at this drug convention doesn't matter to you - they can sell all the drugs they want, but they'll be in for a surprise when they find out that their main dealer has been hit - and hard. You're going to stalk out the warehouse location, wait for any of the higher ups in the Family to leave, then follow them to wherever they're keeping their money.
You wait outside of the warehouse until you see something that catches you off guard - a higher up within Crey Corporation leaving the warehouse with several escorts, all of them putting large briefcases full of money into the back of a truck. Something isn't right here...you begin to track the truck down, following it to a nearby Crey warehouse.
Warehouse map, Crey mobs. First objective is a dialog tree with a guard, which lets you know the Marcones have infiltrated Crey. Next objective is to defeat the lead agent. Final objective is to destroy the safe with the money.
Debriefing: You destroyed all the money that Crey and the Marcones made from the transactions, along with Antonino Marcone's allies within Crey. He'll be left without any resources now to peddle his wares - and he'll know that it was your doing. You can just imagine the fearful look on his face now.
A Desperate Cry for Help
You nearly trip over a half dead man who begs for your help.
The man feebily grabs your ankle and in a raspy and exhausted voice says:
'Vector Omega? Is that you? Help us, help all of us. Crey has been pulling people off of the streets and using them for experiments. I barely managed to escape. They were awful. They tortured us. Loaded us full of chemicals and exposed us to things that no human should ever experience. Help them, please! Some are in worse shape than I am, they're dying Vector Omega! Dying!
There's a chance that those citizens are still alive, you could break into that lab and liberate them.
Alternatively you could avenge those poor hapless citizens and bring the fight to Crey by destroying one of their key labs in Crey's Folly!
HERO: Rescue the citizens before it's too late.
You help the battered man up, who has gone through more than you can imagine, and make sure he is brought to a hospital. Before he is taken away by paramedics he gives you the location of the Crey laboratory where the others were kept.
Those citizens have likely gone through terrible experiments and it may be too late for them. However, you can't take that chance. As a hero of Paragon City, it is your duty to try and save them.
Tech map, Crey, three hostage escorts. One is clearly a Nemesis Automaton but you're not allowed to do anything about it.
Debriefing: You managed to free three captives taken by Crey for unspeakable experiments. It sickens you to know how untouchable Crey is despite all the evidence stacked against them.
VIGILANTE: Blow up an important Crey laboratory.
It's most likely too late for those citizens. They're likely either already dead or so far gone to save anymore anyhow. It's time to bring the fight to Crey. You have several plastic explosive charges with their name on it. This will show Crey what happens to those who hurt the people of your city.
You'll show Crey what happens to those who cross the line. This will be a message they will understand loud and clear and not forget anytime soon. You help the injured man up and set out on your way.
Tech lab map, Crey. Objective is to place three bombs. Placing the third gets you an ambush by a Crey Boss.
Debriefing: You press the detonator and watch as the entire building is engulfed in flame in a blink of an eye. You doubt there will be any survivors, but that's the price for working with Crey. -
Hypothermal Lab Results
You find a lab report with the word "CREY" on the front. Knowing how things usually end with Crey, you quickly open it up to see what they're up to now...
You discover that a recently fired Crey scientist has been running experiments to create some sort of mind control serum. The serum will send signals to a person's brain to react more favorably towards anything related to Crey. The end of the report details that they've sent out a batch of the serum with a group of Sky Raiders to be put into the water supply in Independence Port for their 'initial testing'. If all goes well, Crey plans on putting this into the main water supply in Faultline, along with a new brand of bottled water that they will put out - under a different company, of course.
If this report is correct, this serum will be dumped into the waters of Independence Port today! Crey can't be allowed to fool the people of Paragon into following more of their schemes - who knows what else they might get away with if more people actually like the company?
But there's still the issue of the scientist creating the serum. Who cares if the people in Independence Port might like Crey a bit more? That Crey scientist has to be stopped before more of this serum is produced!
HERO: Stop the Sky Raiders from spreading this serum!
Crey has caused too many problems for the City for years now. In the past they've managed to wiggle out of every charge due to legal loopholes. Even with this proof in your hands, Crey will surely find a way to slip out of this case as well - most likely by pinning the blame on the Sky Raiders.
But before you even begin thinking of legal pursuits, you can not allow that serum to find its way into the drinking water supply. This illegal experiment needs to be destroyed first!
The lab reports describe a larger repository of the first cultures being kept in secure canisters. If you can find them and destroy them, you might be able to prevent any of the serum winding it's way into the drinking water of the city.
Abandoned lab, Sky Raiders. Objective is to destroy two canisters of the serum. There are several spawns of Snakes, who were human test subjects for the serum. While they beg the Sky Raiders not to shoot them (they are hostile to each other), they also blame you for not stopping their transformation so you'll have to fight them.
Debriefing: You were able to stop Crey from dumping the serum into the water supply of Independence Port - which was even more dangerous than you originally had thought, given that the serum was actually turning people into snakes!
Unfortunately, since they used the Sky Raiders to do their dirty work, it'll be difficult to actually get any of these charges to stick on Crey in court.
VIGILANTE: Arrest and interrogate the scientist!
Crey has caused too many problems for the city for years now. In the past they've managed to wiggle out of every charge due to legal loopholes. Even with this proof in your hands, Crey will surely find a way to slip out of this case as well. Unless you find the scientist they're working with and force a confession from her, that is.
This serum can get into the hands of innocent people, but if you don't stop the source, many more lives could potentially be hurt as well. This time around, it might be a good idea to let a few people be put at risk in order to save a great deal more. Stopping Crey and this scientist will save more lives than few citizens affected by the serum.
Mission takes place on an abandoned tech map. The scientists have been turned into Snakes by the serum. A Clue might have explained this but I found it after getting Mission Complete, so it didn't post after I clicked it.
Debriefing: The Crey lab was ruined before you even entered there, though what you found was most disturbing.
You were able to stop the mutated scientists from spreading out further - this should hopefully be enough evidence to be useful against Crey, even if it means that... some people in Independence Port might be... turned into snakes.
A Logical Deduction
You have a sudden epiphany. One thing that hasn't made sense suddenly comes together, pieces of a puzzle falling into place! You think it over, slowly, putting it all together...
For the past several months there has been an increased number of Superadine busts in parts of the city that the Family is not known for doing business in. Most of the investigations that have been leading back to the Family have concluded in dead ends due to lack of evidence.
Also, for the past few months, the presence of the 5th Column has been increasing more and more in the streets...
That's it! The 5th Column! They've been the ones behind this new drug trade. It all makes sense now. They lure in gang members with the Superadine. Then they take any potential recruits from all the gangsters they have addicted to 'dine, while the Family ends up taking the fall, unbeknownst to them. It all makes sense now! You do some investigating and discover two locations - one is the main lab where they're making the substance, and the other is where they're training their new recruits.
A find like this is huge - it explains why the PPD have been constantly finding dead ends within their investigations. Now that you've discovered the location, you'll have to move fast - striking at either of these two places will alert the other. The more dangerous to the people of Paragon is the training grounds - if they're allowed to escape, it would mean more soldiers on the street, threatening the people!
Though, who cares if some more civilians are attacked by the 5th Column? That drug den needs to be dealt with - and in a very...explosive manner. It'll make the 5th Column think twice about getting involved in the drug trade.
HERO: Put down the 5th Column training camp
Superadine has been running rampant through the streets of Paragon City for several years now, causing many lives to be ruined. It's been bad enough that the Family has been behind this problem, but if the 5th Column is now joining the illegal trade, Superadine can likely become an epidemic.
What's worse is that those addicted to their brand of the drug will have no choice but to join the 5th Column - or lose the source of their precious addiction.
For the safety of Paragon, someone needs to go stop the 5th Column from recruiting any more people into their army!
Judging by the information you have on the location of the training camp, it sounds like it might be heavily guarded. It won't do to just defeat the goons, but rather to arrest the leaders behind this endeavor. Arrest each one of the leaders and the police force will take care of the rest of the culprits. Hopefully your actions will help save the lives of people addicted to this evil drug.
Abandoned warehouse, 5th Column. Low-level Skulls and Trolls run out past you, tired of dealing with the 5th. Objectives are to take down three Obersts. Taking down the second triggered an ambush; defeating the ambush earned a Clue about Ajax.
Debriefing: You took down the 5th Column training camp, leading out the soldiers that were running it. To your surprise, members of the Skulls remained outside of the warehouse, willing to testify against the 5th Column in order to fully implicate them in the drug deals.
VIGILANTE: Blow the Superadine lab sky high
Map is an abandoned warehouse with 5th Column. There are three bombs to place. An optional objective reveals the 5th's plan to find the Tin Mage's plans so they can build a new one loyal to them.
Debriefing: You get far away enough from the warehouse and hit the detonator - it explodes in a plume of fire, sending out a small shockwave.
Some cars swerve, crashing into each other, creating massive traffic jams and more than one pileup.
A price the people of Paragon will have to pay to help make their streets clean.
Radio Distress Call
You find a broken radio and hit it a few times before it starts to work again, allowing you to overhear a transmission...
'In an underground military base not too far from here a saboteur has stolen the override codes of an experimental weapons system on behalf of Maestro, a lieutenant within the Council. These are codes to electromagnetic pulse generators beneath several parts of the city. If the saboteur manages to activate the codes, it could level multiple parts of Paragon City!'
This situation does seem dire - the saboteur would be able to activate the codes for at least two of the generators before you would be able to stop him, meaning parts of Paragon may very well be destroyed. In order to stop any innocent lives from being lost, someone needs to destroy those generators before they can be activated!
However, that would mean the saboteur would get away - with the codes! The lives of some civilians within Paragon is a price the city might just have to pay in order to stop whoever is behind this scheme!
HERO: Destroy the Pulse Charges before they crumble part of the city!
The cataclysmic events that the agent in the military complex is describing would send chills down anyone's back. There's no way you can allow something like this to happen. Those Pulse Charges need to be stopped at all costs.
Even though there may be more problems that Maestro and the Council will cause if the saboteur brings back those codes to him, the immediate loss of life is far too great to ignore. This time the Maestro may get away with his plans, but you'll be there to stop him when he does. For now, innocent lives are in peril!
The agent on the radio has revealed the location of where the military complex can be found. That alone should be enough to show how great the danger is, if they're willing to blow the cover of their secret location. Get to that complex and find those Pulse Charges. If you can destroy them before they go off, you just might be able to stop them from triggering even worse destruction.
Tech map, Council. Objective is to take out three pulse charges. Taking out one of the generators spawns a 5th Column ambush. One random spawn gives up a Clue about the ongoing 5th/Council war. Overdrive is present as an optional ally.
Debriefing: You were able to stop the pulse charges from going off, though it was disconcerting to see that this was all a result of the war between the Council and the 5th Column. As long as this war continues, more innocent people will be put in harms way.
Unless more people like you step in to ensure the safety of those who cannot defend themselves.
VIGILANTE: Ignore the Charges and stop the Saboteur!
You have no idea what the Council has in mind for those weapons systems codes. All you know from what the inside agent in the military complex said, and it doesn't sound good. If it's as dangerous as it sounds, then there are many lives that may be put at risk.
It's entirely possible that those Pulse Charges may go off, but the Council usually works on a bigger scale. This ultimately comes down to acceptable losses, and the greater potential loss of life outweighs the ones that will likely die. Unfortunately, this is the way the world works whether people like it or not. It's not all sunshine and roses.
Tech map, Council enemies. The Big Bad is Flambeaux, who has been mind-controlled to produce an explosion that will take out a 5th Column base. One of the Pulse Charges goes off as you enter the map....
Debriefing: Flambeaux was teleported to a nearby hospital, where she'll have her mind properly looked at. The Council's scheme has been foiled, at the price of one of the neighborhoods in Paragon. Better a small neighborhood than the entire city, however - it's the big picture that matters.
Recruitment Flyer
You find what looks like a recruitment flyer for a paramilitary group.
'To all those who beg for scraps at the feet of the Council's high and mighty leaders - WAKE UP! There's a new order coming! No longer will we allow foreigners to make our laws. At our rally, watch as we make an example of one of these foreign spies! Show the world we're not taking it ANYMORE!'
Just last week, a foreign dignitary was kidnapped from her hotel room in broad daylight by paramilitary-types. It sounds as if she's going to meet a gruesome end at this rally if she's not saved in time! Rescuing her will not only save her life, but can also prevent a worldwide diplomatic fiasco! On the other hand, if you infiltrate them you might get access to their leader...and assassinate him before he causes any more political killings.
HERO: Save the life of the dignitary and prevent countries from going to war!
According to news reports, the foreign dignitary was in negotiations with the government to join forces as allies. If she's made into an example as the flyer insinuates, this incident could cause declarations of war to be issued. Not only will her death be tragic, it could cause the deaths of hundreds or even thousands of other innocent people!
You must save her before this violent group makes their own declaration of war!
Find your way to where they're holding the rally and save the dignitary. After you save the dignitary, see if you can find out who is organizing these events. Perhaps you can try to prevent something like this from happening again.
Abandoned warehouse map, Council. Objective is to rescue the dignitary. She is a non-escort hostage. Rescuing her triggers a new objective to find a list of guest speakers. Retrieving that triggers an attack by Maelstrom, here to prepare the way for Tyrant.
Debriefing: You were able to save the foreign dignitary, thereby keeping good diplomatic relations between other countries and Paragon City. You truly are a hero in the eyes of Paragon City.
VIGILANTE: Assassinate the leader of this murderous paramilitary group!
If the news reports were right about the foreign dignitary, then they're not going to execute her right away. You can use her as bait whilst you cause a commotion, hopefully drawing out the rally's organizer. If you act like you're a convert to their cause, they might even leave you alone long enough for their leader to show. Hopefully, if this works out, the dignitary won't even have to die!
You head off towards the location of the facility, hidden beneath an office building within Paragon.
Abandoned warehouse map, Council. Mobs are not hostile on arrival. You have to find and talk to the Rally Guest Speaker to get the next objective, which is to disable three security terminals. That turns the mobs hostile with a speech from Maelstrom, who spawns in the distance. Defeating the Guest completes the mission; you can press on to find Maelstrom if you want. Various text in the mission implies this group was composed of Praetorian sympathizers.
Debriefing: You attempted to apprehend the rally's organizer, Maelstrom, but he managed to escape by some technological gadget. The dignitary was able to escape on her own during the fight and came to no harm, but through no help by you. You're now being looked at with a suspicious eye by the people of Paragon City.
The Scroll of Shrouding
You find a crudely-written scroll whilst fighting crime. You roll it out and examine the writing on it...
Written in several different languages, this scroll details a ritual that involves covering the sun in a veil of darkness, leaving the City in perpetual night. Looking closer, you can see that it has been copied from the original - which was stored in a cargo ship off the coast of Paragon, along with other powerful artifacts. You do some more investigating to find the Circle of Thorns who- of course - are currently in possession of the original scroll, intending to use it to cover the city in perpetual darkness!
The Circle still needs other materials to perform the ritual of darkness that the scroll describes. If you can discover where they're gathering for the ritual, you can stop them before they can even begin it!
However, there could be even more dangerous artifacts within that cargo ship, waiting to be used by the Circle. Even if this ritual is stopped, the Circle could always get ten more artifacts from that one ship!
HERO: Stop the Circle's ceremony!
This ritual can have devastating repercussions to not only Paragon City, but potentially the whole world. Since the sun still shines, it would appear that there's still time left to stop the Circle. You'll have to storm into one of their lairs and make sure that ritual isn't completed!
You track down the location of the Circle's ritual - deep within their city of Oranbega.
Perfect.
Orenbega map, Circle of Thorns. Objective is to defeat three Bosses. One spawn of Circle (identified by speech) will trigger an ambush by Mangle if eliminated.
Debriefing: You were able to stop the Circle from performing their ritual, though when you investigated further, you discovered the cargo ship full of artifacts has vanished - no one seems to know what has happened to it. Another problem for another day - one you're confident that you'll be able to solve, when the time comes.
VIGILANTE: Destroy the cargo ship full of artifacts!
If something like the Scroll of Shrouding was in this shipment of antiquities, there's no telling what other dangers may have accompanied it. You could spend months trying to determine what is and what isn't dangerous amongst those items. Or... You could always just blow up the whole shipment altogether and be done with it in one fell swoop.
It's a good thing you know where you can get your hands on some C4 wall mountings. Take a couple of them and blow up the entire warehouse with everything in it. Let's just hope there aren't any off-duty porters still milling around.
Cargo ship map, Banished Pantheon. There are three bombs to place and some optional "Dangerous Artifact" destructibles.
Debriefing: You escape from the cargo ship as it sinks into the sea, the flames dancing along the water. You notice that part of the sun seems to be blotted out - it appears that the Circle did succeed in their ritual and blocked out the sun while you were in the cargo ship. Paragon City recovered, thanks to the help of some other heroes, though hospitals all around are currently packed with people who were attacked by demonic ghosts during the time of darkness.
A...Talking Cylinder?
You hear a voice from somewhere. You could swear it's a person...you look around to see it coming from a smooth cylinder on the ground. You go to pick it up...
As you touch this smooth cylinder, a voice inside your head begins speaking: 'You want power... What you're holding is only a part of what I can give you... I can show you how to control the power of your mind... I can give you the power to control others... Come to me and you shall be as a god... Give yourself to me and you will be everything you dreamed of... I can give you your dreams.'
At the moment you feel yourself slipping away, you're able to gain control over your thoughts. An image of a man-like creature is left in your mind and you know where to find him, as well. Whoever he is, he's a strong telepath and is amplifying his powers through these objects. If he is as powerful as he seems, he needs to be stopped at all costs before he creates an army of mentally controlled zombified people.
But maybe you can approach it another way. If you can find what he's channeling to power these objects, you may be able to overload them with enough negative feedback that it causes a backlash to his powers. It may be just enough to cause him to burnout his powers permanently...thus fixing the problem entirely.
HERO: Stop the telepath and his mindless zombies!
Whoever this psychic is, he's rather strong, but not strong enough to stop you. However, anyone who gets their hands on one of these cylinders may not be able to resist his will as easily as you did. If he's allowed to continue, he could amass an army of mind-controlled citizens and thugs alike. He needs to be stopped before he's able to undertake whatever plan he has in mind.
Although these cylinders are means by which he's able to contact his victims, he's ultimately the source behind it. Rather than tracking down what's powering the cylinders, it would be better if you struck at the one controlling them. The psychic must be stopped before other people lose their will!
You've got a vague impression of where the psychic can be found when you held the cylinder last time, so it won't be too hard to track down where he can be found. Find his location and put a stop to him. If you find that he's already brought together an army of drones, you'll have to stop them as well so that they may be rehabilitated. Stop this man before he becomes a greater threat!
Roman tunnels, Banished Pantheon. Objectives are to rescue any trapped heroes and defeat the psychic. Arc Flash is present as a hostage but not an ally. She tells you Mangle is behind this and asks that you try to help him. Defeating Mangle ends the mission.
Debriefing: You've put an end to Mangle's schemes to take over the people of Paragon City, though you have to wonder if this is truly the last you'll hear of him...
VIGILANTE: Cause the Telepath to burn out his mind
Whomever this mysterous psychic is, he seems to have a great deal of telepathic energy that's being used for nefarious means. It's possible that people like the Freedom Phalanx might be able to contain him in a safe location. However, it's more likely that he'll find some way to escape and continue causing harm.
If you can find what these cylinders are drawing from, maybe you can cause a reverse backlash of psychic energy and send it straight into his mind. This could possibly burn out the part of his brain that allows him to control others. Sure it might burn out other parts of his mind, like motor functions or even speech, but the risk is worth it. After all, he's the one who chose to use his powers for evil ends, so he'll get whatever he deserves.
Mission takes place in a Roman Cave map. Enemies are Banished Pantheon working with the (absent) Mangle. Clearing one of the seemingly-random spawns triggers an ambush by Stalwart, a Super Strength/Invul Boss. There are two destroyable objectives to take out with no other ambushes or surprises.
Debriefing: You were able to burn out the psychic connection that Mangle had created - knowing him, however, he will be able to survive such an experience. However, it will leave him hurting for quite some time.
It's a good start.
Fire in the Hole (HERO MORALITY MISSION)
You find an unauthorized Longbow scanner in the possession of the person you just brought to justice. Your curiosity as to how they got ahold of it is surpassed by the emergency broadcast being sent at this very moment.
A dastardly fellow by the name of Blast Furnace appears to have taken a number of people hostage and Longbow is sending people to respond. Unfortunately, for some reason Arachnos has gotten involved in the situation, and seem to be targeting Blast Furnace as well. No matter what, those hostages are about to be caught in the crossfire between all parties involved. Someone needs to save them before they become greater victims than they already are!
Fortunately Longbow said where Blast Furnace is keeping the kidnapped victims. Get the people to safety, then see what you can do to help Longbow.
You know about this Blast Furnace guy and the problems he's been causing around the city as of late. However, as much of a nuisance as he's been he hasn't outright put people directly in danger, so this action on his part is a bit uncharacteristic. Coupled with the fact that Arachnos is involving themselves with this situation but not on his side, it's obvious there is more going on than what appears on the surface.
No matter what, these hostages he's holding will be the only ones who really get hurt. Longbow wouldn't allow that to happen, but with Arachnos on the scene something is bound to go wrong. If you can get those hostages to safety, then perhaps you can help Longbow take on Lord Recluse's force. Or who knows? Perhaps you can find out what got into Blast Furnace to cause him all this trouble for himself.
Fortunately, the emergency call from Longbow to their operatives contained the location where Blast Furnace is keeping the hostages. Remember, your focus is on those innocent victims, no matter what kind of chaos has been unleashed at the site.
Office map, Arachnos. First objective is to rescue the company president. The next objective is to rescue the receptionist, then the security captain. After that you are to deal with Blast Furnace (with Freakshow guards). He turns untargetable early in the fight. You get a dialog with him interspersed with waves of Arachnos, culminating in an attack by Nocturne. She is Boss level but her health resets several times. It turns out Blast Furnace had been working with Arachnos to keep his armor repaired as he can't control his powers without it. He couldn't stand doing their dirty work any more and took hostages hoping to raise enough money to escape. You hold off the Arachnos troops so he can escape.
Debriefing: You step out of the office to see a crowd of people gathered, cheering your name.
'Ultima Ratio!'
'Ultima Ratio!
At the front of the crowd are the three hostages you saved, who seemed to have gathered the people here for your victory.
Looking up, you can see Blast Furnace streaming across the sky, smoke spilling out from his armor. His fate is in his hands now - instead of Arachnos.
With Honors (VIGILANTE MORALITY MISSION)
You are surprised to see letters forming themselves in the empty air just in front of you. Reading the words as they appear, you see that it's a message from the renowned superhero, Doc Quantum.
Ultima Ratio, it is I, Doc Quantum. I apologize for reaching you in such an unusual manner, but my situation warranted extreme measures. I am currently being held by several Sky Raiders and need your assistance. I can tell you more once you get here!
Doc Quantum is renowned for fighting crime, having gained a name by capturing and convicting an entire cell of Arachnos Wolfspiders lurking within Paragon City. If the Sky Raiders have captured him, they obviously weren't thinking he'd have friends willing to risk their necks for a fellow crimefighter. In other words, they'll never see you coming.
Doc Quantum has earned himself the respect of the superhero community for his diligence in fighting crime over the years. Some people may think he goes soft on some of the criminals he apprehends, but it can't be denied that his heart is in the right place. What could have caused him to get captured is something you can ask him after you've saved him, though.
The Sky Raiders, on the other hand, deserve no such respect. Once a loyal special forces unit for the military, they've chosen to band together on the wrong side of the law. Instead of living their lives as honorable veterans of the Rikti War, they're now nothing more than unscrupulous mercenaries.
Not only do you get the chance to help out Doc Quantum, but you also get to show those cowardly soldiers what true courage is... one boot to the face at a time.
Doc Quantum's message contained the whereabouts of his location, which isn't too far from here. You're unsure of what resistance you'll encounter while you're finding him. Hopefully those pathetic excuses for soldiers will give you a lot of resistance... so you can return the favor.
Warehouse, Sky Raiders. Initial objective is to rescue Doc Quantum. He spawns up front and on rescue gives you a dialog telling of the murders of a military squad that recently cracked an Arachnos cell in Paragon City. He thinks the Sky Raiders are killing them for Arachnos and needs your help to flush out Duray. Completing his tree spawns an ambush wave (contained a Boss for me but that might be random). You then have to fight your way to the back of the warehouse to find and fight Duray. He turns untargetable after being beat down and offers to speak. He claims that the Sky Raiders were trying to avenge the deaths of the soldiers, and that they were close to finding the Wolf Spider infiltrator responsible before the murders started...but Doc Quantum arrested him, and then he was out on the street a day later due to a technicality. That triggers an ambush by the infiltrator, a Huntsman. Killing him ends the mission.
Debriefing: NONE -
This is a list of Tip missions for Heroes in the level 20-29 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.
Brain Scans Diagnostics
You find a diagnostics report involving brain scans whilst fighting crime. Something doesn't seem right about these brain scans though. You track down the hospital where this originated from and look through various reports...
One particular hospital report details a number of experiments that had been conducted on some of the more destitute citizens of the city - discovered when these people wandered into the hospital for treatment. The tests seem to have been in regards to creating an antidote for some type of mind-controlling substance.
You question some of the victims to discover that Arachnos is the one behind the kidnappings! They've been using the homeless of Paragon as test subjects for this new substance that they're creating. You discover two locations - where the homeless are being held captive, and where the main command center for this operation is.
Arachnos has gone too far this time, using the poor of Paragon City to fuel their experiments! There are most likely more homeless people being experimented upon at this very minute - the more time passes, the more Arachnos gains from these experiments. Those homeless people must be rescued!
But what of the command center? Sure, rescuing the homeless is a good deed, but it will allow the people behind the operation to get away. You have a chance to shut down Arachnos' operation here - at the price of some of the homeless within Paragon.
HERO: Save the homeless of Paragon from Arachnos!
This mind controlling substance could easily spread past the homeless and into the super powered beings in Paragon. The Isles already have enough supers who are at the beck and call of Arachnos - there's no need to have even more within Paragon! You'll have to get to that facility and save the homeless hostages that are there!
You head off towards the location of the facility, hidden beneath an office building within Paragon.
Arachnos warehouse map, Arachnos. Objective is to rescue three hostages. Shock Treatment is present as an optional Boss; her defeat Clue says she mutters about a voice in her head.
Debriefing: You were able to rescue the last of the homeless kidnapped by Arachnos. The PPD have increased their patrols around homeless shelters, swearing that something like this will not happen again. But you know that somewhere the Arachnos operative that led this program is still out there, possibly planning his next move...
VIGILANTE: Go after the main Arachnos command center!
While some may see it as cruel, you see it as necessary - in order to catch the Arachnos soldiers operating this experiment, you're going to have to let some of the homeless of Paragon suffer. If they don't, then this will all just happen again...and again...
You're not willing to allow that. You're going to be the person who does what it takes to take down Arachnos and this experiment.
Arachnos has made their main base close by in Paragon - lucky for you, very unlucky for them.
Arachnos lab map, Arachnos. Objective is to take out the base leader, a Boss. An optional Clue gives a little information about the villain Shock Treatment.
Debriefing: The PPD arrive to take away the operatives you've taken care of, though it seems they found no signs of Arachnos at the other facility mentioned. Arachnos may have gotten away with a few members of the homeless community in Paragon, but at least you were able to stop the main bulk of their operations within the city.
Calling in a Favor
You find a note written in chicken scratch. It takes you a few minutes of squinting and analyzing before you're able to actually make any sense of what it says...
'Johnny, we're calling in that favor you owe us. Big Mike is on trial, and we gotta get rid of some witnesses. We're grabbing 'em tonight and bringing them back to the... dump, and you gotta take out the trash this time. - Vinnie'
It looks like you've happened to come upon a villainous plan involving innocent jurors deciding the case involving the trial of Michael Carovignola, a small time lieutenant working for the Family. If this note is true, you may have a chance to stop the kidnappers before they manage to capture the people performing their civic duty!
Even if you stop the kidnapping, it's possible that 'Big Mike' might still go free if they've influenced the rest of the jury. Unless...someone were to go have a talk with Michael Carovignola and convince him that he might be safer in the Zig!
HERO: Stop the kidnappers, ignoring the chance Big Mike might go free.
Big Mike's trial is a big sensation in the city right now, and it would be a benefit to everyone if he was locked behind bars for a while. If he gets his hands on the jurors, it will surely be a mistrial.
These are innocent people performing their civic duty and don't deserve to be beaten down by the Family, just because they were chosen for jury duty!
It seems the 'Johnny' the message was intended for left the address where he was supposed to meet the goons at. If you get there in time, you just might be able to arrest these goons before they leave to kidnap the jurors!
Abandoned warehouse, Family. Objectives are to defeat two Goons, Family Bosses. One spawn gives up a Clue revealing the Marcones are starting to work with Crey. The Goons become untargetable when they get low; the second will call a third for help. Defeating the third ends the mission.
Debriefing: You were able to apprehend the goons before they kidnapped the innocent jurors.
You watch the trial as it proceeds the next day to see the jury give a guilty verdict to 'Big Mike', his face shocked.
It looks like he didn't get the news that you stepped in to seal his sentence.
VIGILANTE: Intimidate Big Mike!
Big Mike is accused of quite a number of different crimes, kidnapping being one of them. If he's going to go so far as murder, he definitely needs to be put behind bars once and for all. However, his lawyers are even more slimy than he is. This could be a perfect opportunity to make sure he goes away forever.
These goons in the Family need someone to put some real fear into them, to make them want to go to the zig - to get away from people like you.
You use some of your connections to find out that the PPD are keeping Big Mike inside of one of their office buildings. You'll just walk in there, find Big Mike, and have a nice...chat with him.
Office map, PPD. Mobs are friendly at first and turn hostile after you beat up Big Mike, who turns hostile after a short dialog. Next objective is to defeat a PPD LT, then you get ambushed by multiple near-simultaneous waves of PPD with no exit button. When I hit the deck (on +0x2) after defeating eight minions and two LTs I had Doc Quantum, two more LTs and four more minions standing over me, and I'm pretty sure a few ran back to their spawn point.
Debriefing: You had to fight through the PPD to get out, but you got your message across to Big Mike - if he wants to be safe, he should stay in prison.
The next day you watch the trial, seeing some of the jurors bearing bruises from the Family goons.
Before it even begins, Big Mike declares himself guilty, pleading to be sent to the Zig.
All in a day's work.
Cold Drinks and Hot Tunes
You find a flier for an underground party being held soon. You read it over and try to investigate to find out more information about this party.
Local toughguy and repeat offender, Frostfire, has been trying to increase his following as of late, ever since he was put down in front of the members of the Outcasts. This party seems to be one he is holding to try to garner some 'recruits' for his new gang - specifically from the Freakshow!
You investigate further to discover that he brings those who he sees potential in back to another warehouse, where he shows off various trophies he has collected from the heroes he has defeated. Usually this is enough to convince his new recruits that despite his previous defeat, Frostfire is still top dog around these parts.
Frostfire's next party will be happening tonight - this should be the perfect chance for you to go in there and take down Frostfire...again...this time in front of whoever he has invited there to join his new gang.
However, humiliating him in front of all those he's trying to impress may be more effective at stopping him than outright apprehending him. Instead of going straight to the party, you could storm his warehouse and destroy his trophies. When he brings his new recruits in there, they'll see that Frostfire can't even guard his own warehouse - bringing his 'street cred' down to that of some common thug.
HERO: Round up Frostfire and his Freakshow friends.
Frostfire has been a problem for Paragon City for a great while now. It was thought that he would fade away after his gang of Outcasts was broken up, but that doesn't seem to be the case. Now with him distastefully showing off trophies of defeated heroes, he may become a minor threat once again to the people of Paragon City.
However, it doesn't seem that he's gained any extra smarts since his last major defeat. By advertising to Freakshow, he's given you a perfect opportunity to catch not only him, but a whole handful of other menaces to Paragon City. Take this opportunity to clean the streets of unwanted trouble.
The flyer not only gave the address to Freakshow, but to you as well. Find your way to the party location and give these guys a little bit of a surprise. Gather up all of these perpetrators and you can consider that your good deed for the day.
Abandoned warehouse map, Freakshow. Objectives are to "Watch for anyone else in the party (optional) and to defeat Frostfire. The "someone else" is Doc Quantum, who just wants you to lead him out. If you don't he'll fight as an ally, though.
Debriefing: You stick around for the PPD to come by and arrest Frostfire - again. Frostfire glares at you as he's led away, mumbling that this isn't the last the city has seen of him.
Even if it isn't, you'll be there to put him down - again.
VIGILANTE: Humiliate Frostfire by destroying his trophies.
Frostfire has been a problem for Paragon City for quite a while now. Previously involved in the Outcasts, the nuisance he's caused has been annoying to say the least. If he continues to attract more thugs to join him, he could become more than a pest. The best way to handle him would be to attack his reputation rather than him personally.
Since he's been bandying these trophies in front of everyone, the easiest way to cut him down to size would be to take his trophies away from him. And since they might have actually been taken from real heroes, you can deliver justice to him at the same time.
From the address on this flyer. Frostfire isn't really hiding his whereabouts. Head over to where he's holding his party and break every one of those trophies. You may likely have to deal with his Freakshow friends while you're there, but then again that's what they mean when they say 'two birds with one stone'.
Abandoned warehouse map, Freakshow. There are two destructibles to take out; Freakshow guards crack jokes about how incompetent the original owners were and how unimpressed they are that Frostfire has their stuff. Flambeaux is present as a hostage ally but was bugged for me and would not move.
Debriefing: You destroyed Frostfire's trophies and left a note, stating specifically it was you who did it.
You wait for some time afterwards to overhear him being laughed out of his own warehouse by the next group he went in to show around.
Frostfire will have an awfully hard time trying to recruit some more people to his cause now that he's the laughing stock of Paragon.
Discarded Picket Sign
You find an abandoned picket sign whilst fighting crime. You pick it up and read it over...
The petition sign reads: 'Raise the Wages, or Raze the Docks!' You remember hearing that the local Dockworkers' Union was protesting pay rates and working conditions as of late. Looking into it further, it turns out that the Dockworkers' Union has hired out large groups of Scapyarders from Cage Consortium to do more of their manual work!
While this is all legal, it certainly reeks, given the shady practices in the past by Cage.
The wording of this sign looks like the protest is beginning to get rather heated - which will be bad, considering most of the Scrapyarders are former ex-cons!
If the rhetoric continues to build, the protests could result in violence. It may be time for someone to talk to the protest leaders to calm them down before someone gets hurt.
It's possible that they're already on verge of a riot. What good will words do when actions can get things done faster? Beating the rioters into a pulp is definitely one way of calming them down.
HERO: Talk down the protest leaders before it becomes a riot!
The Scrapyarders are on the verge of rioting - if you can get in there and stop them, it'll help ease tensions between them and the people of Paragon!
You'll have to make your way to the warehouse where the rioters are staging themselves. Hopefully you can get there in time before they go into a full blown riot!
Warehouse map, Cage Consortium. First objective is to talk to the protest leader. After a short dialog tree they agree to calm things down, only to have the Cage troops open fire. You get an immediate attack by a Cage Boss, then your new objective is to defeat the Cage leader. One of the spawns give up a Clue saying Stalwart has been rallying the Scrapyarders to fight back against Cage back in the Isles.
Debriefing: The Scrapyarder riots have been put to rest, for the moment, thanks to a common enemy found in Cage Consortium.
The riot leader was sent to the hospital for his injuries - luckily he'll be making a full recovery, in time. The Scrapyarders have agreed to stop their riots, while some members of the PPD have offered their help - in secret- against Cage Consortium, knowing that there are people like you around who will back them up.
VIGILANTE: Those protestors are getting dangerous. Put them down!
The chance of those ex-con Scrapyarders listening to reason is slim to nothing - the only thing they understand is violence.
Going into their warehouse to stop their riot before it begins should send a clear message to the other Scrapyarders within Paragon - be grateful that you're not in back in Sharkhead.
Or else...
Map is a warehouse with Scrapyarders. You can clear-all or activate three tear gas glowies to knock everyone out. I didn't find any surprises.
Debriefing: You step out of the warehouse as the PPD arrive to mop up the Scrapyarders. Some of them give you a nod of thanks, though others meet you with a small glare, not approving of how you handled the situation.
Not that it matters - the situation is handled, the rioters are put down. Everything is as it should be.
Dragon Embossed Journal
You find a large journal with various images of a dragon decorating the front of it. Curious, you open the book, reading through it. The last entry, of course, is the most interesting...
'Tonight I will follow my suspicions about Crey Industries and their recent interest in the magical arts. Due to some shield they have in place, I'll need to embed myself within their lab in order to astrally travel undetected. Loathe as I am to do it, I must use the forbidden artifacts to empower my journey. I pray this is not a trap, but I must know what they are doing. I suspect they have hired the Sky Raiders to guard it, meaning I should be able to easily get by them - I do not believe they have a keen understanding of magic.
- Sky Dragon'
Sky Dragon hasn't been seen in the city for days, and from what you've heard many of the superheroes in the city are becoming concerned. Written on the note is the address of the location he may have been investigating. If something happened to his artifacts, he may be in serious danger at this very moment.
However, further investigating Crey's interest in magical items might be more important than saving Sky Dragon - after all, he was only investigating one of many Crey labs. Someone needs to still follow the trail while it's still warm!
HERO: Rescue Sky Dragon!
Sky Dragon has helped protect the people of Paragon City for quite a while now. A bit of a lone wolf, he will go off on his own at times without accepting the help of other superheroes. In the past this has caused a problem when his artifacts were taken from him and used by Silent Blade. However, he has kept them hidden away ever since so they don't fall into the wrong hands ever again.
With his disturbing disappearance as of late, it seems he may be in great danger. If the Amulet, Ring, and Gauntlet have been taken from him, it may have trapped him in a world between worlds.
It's up to you to help this defender of justice and free him from his unfortunate trapped state. Go to the address and save Sky Dragon!
According to the scribbles on his note, Sky Dragon has employed the use of the Amulet of Kordoros, the Ring of Asgamaeon, and the Gauntlet of Dizelleno. You may need to search for them if he is trapped in a comatose state.
Once you've found them, Sky Dragon may be very weak due to not having eaten for days. You may need to help him to safety, as well.
Tech lab, Sky Raiders. Objectives are to find the three artifacts. Retrieving them triggers a new objective to rescue Sky Dragon. Doing so ends the mission.
Debriefing: The heroes of Paragon breath a sigh of relief, knowing that Sky Dragon is safe and sound - even if his reputation was somewhat hurt because of how overly cautious he was with Crey.
VIGILANTE: Abandon Sky Dragon and pursue Crey!
Sky Dragon may mean well deep down inside, but he's reckless in his actions. He's caused more harm than good due to his inability to control his powers. But you'll succeed where he failed. You're going to try to dig up some more information related to what exactly Crey is up to with these artifacts, then swoop in to stop whatever they're up to.
Sky Dragon's problem was that he was too afraid to use his full power when it was needed - a problem that you don't suffer from.
You discover that Crey has been in negotiations with the Banished Pantheon, hoping to somehow combine the magic that the Pantheon uses with their own technology!
Of course the Pantheon was all too willing to enter into this deal - any more suffering caused by their magic will bring them that much closer to reviving their god, Lughebu.
You found the location where Crey is sending their team of Sky Raiders to make the next big deal.
Which is exactly where you'll be to stop all of this.
Roman tunnels, Sky Raiders and Banished Pantheon. Objective is to defeat the negotiators.
Debriefing: Crey's dealings with the Banished Pantheon have been halted, for the moment. You discovered on one of the negotiators that this was to be the 'big deal' that would bring in several powerful artifacts for Crey. A job well done, though from what you've heard, Sky Dragon is still no where to be found...
Eldritch Summoning Script
You find a tattered parchment with arcane writing covering the page. Reading it over something piques your interest.
After deciphering the strange writing found on this ancient parchment, it seems you have stumbled upon the details of a summoning ritual being held by the villainous Desdemona. She is planning on summoning a greater being from a hellish dimension by drawing from power held within a number of mystical artifacts. In addition to the eldritch power being pulled from the artifacts, Desdemona has joined forces with the Circle of Thorns to complete the ritual.
Judging by the amount of power required for the summoning, if Desdemona is successful the results could be catastrophic. Rather than letting this disaster go unchecked, you still have time to destroy those artifacts, thereby preventing Desdemona from completing the ceremony.
However... this would be a perfect opportunity to bring justice to all the gathered cultists, including Desdemona herself. Once they finish the summoning, they'll likely be in a much weaker state. Other heroes can deal with the demon.
HERO: Stop the summoning by destroying the artifacts!
Although Desdemona has caused so much havoc with her legions of demons over recent years, this summoning may be the worst to date. In the past she's been content with pulling creatures from whatever Nether Planes she draws from, but the amount of power needed for this ritual is rather unsettling.
If she manages to complete her ritual, the amount of devastation left in the demon's wake could be unimaginable. You have to put a stop to this before innocent lives are put in danger.
According to this tip, she is siphoning power from several mystical artifacts scattered around the summoning site. You will need to destroy all of these fiendish devices if you hope to stop the summoning from happening.
Oranbega map, two artifacts to destroy. No surprises.
Debriefing: In the distance, you can hear a loud explosion. It seems Desdemona is quite aware that her ritual was thwarted. The people of Paragon are safe for the moment, though Desdemona still lurks, biding her time.
VIGILANTE: Take out the cultists and Desdemona after the ritual is done.
Demons marauding through Paragon City have caused quite a few problems over the years. It's one thing for these fiends to find their way to our world, but it's another when those demons are brought here intentionally.
Desdemona's sheer disregard for the safety of the people of Paragon City has gone too far with her latest endeavor. Add in the fact that she's working with the Circle of Thorns to summon this demon and this ritual becomes nothing more than criminal.
Instead of putting a stop to her pets again and again, why not stop the problem at it's source? Once the ritual is completed, she and her followers will be in a weakened state. Rather than chasing down the demon, why not wait for the real culprits?
By the time you make it to the summoning site, the cultists should be done summoning the demon. At that point, they'll all be ripe for the taking. Walk in there and bring justice to everyone.
Orangeba map, Circle of Thorns. Objective is to defeat Desdemona, which gives the Whip Cracker badge. An optional Clue reveals the Circle has summoned a demon called "the Marquis" as a prelude to summoning the Envoy of Shadow.
Debriefing: You step out from the Circle Cavern to see the immediate area in ruins - the 'Marquis' which was released seems to be the cause of this. Just a small price to pay, as Desdemona has been stopped from ever pulling something like this again.
Furtive Plea For Help
You find a note written in a hurry. You read it over, trying to figure out what exactly is written down...
'Ultima Ratio,
This is the safest way to contact you. You need to be warned about a life-threatening situation. I am part of a plot to kidnap and ransom the Paragon City Council. If our demands are not met, we will...dispose of our hostages.
This is not how it was originally supposed to happen, and I no longer want to be part of this plan - but I can't get out of it. I need your help, Ultima Ratio. Please do what I do not have the strength to do. I won't be there by the time you arrive - I want nothing else to do with this situation.
Miss Thystle'
Although this sounds like a trap, you've been hearing that Miss Thystle has been getting a bad name amongst the criminal elements of society. This very well could be true, and only you can save the City Council from being held for ransom... or even worse.
On the other hand, this could all be a trap - Thystle setting up the people she used to work for and then making a break for it. You're not about to allow a villain like her get away like this. You could track her down and bring her in - letting someone else deal with the possible problem with the Paragon City Council.
HERO: Rescue the City Council!
Miss Thystle has been causing problems for Paragon City for quite some time now. Her insidious plots have ranged from toppling historic monuments by means of accelerated plant overgrowth to despoiling outlying farms' harvests. However, she has never resorted to outright kidnapping. Perhaps this note is truly a plea for help from her.
If she truly is considering turning away from her evil ways, then you can not discount this warning. There may still be time to rescue the members of the City Council before it's curtains for them. From what it sounds like, Miss Thystle may be trying to delay her cohorts from following through with their plan, offering you an adequate distraction allowing you a chance to get them to safety.
Not only will you be able to save the lives of respected members of society, you may also be able to show Miss Thystle that fighting for what is right pays off far more than the life she's been previously living.
Since City Hall's sessions are closed right now, Thystle and her counterparts will have likely taken the Council Members to an offsite location. In order to kidnap them all at the same time, the location will likely be one of the administrative buildings, and you're pretty certain which one it is.
Get over to that building and rescue the Council members. Make sure they make it safely out. Allowing them to be recaptured would defeat Thystle's warning entirely.
Office map, Arachnos. Objective is to rescue three hostages. No surprises.
Debriefing: You were able to help the City Council with the help of Miss Thystle and her timely warning, though you're unsure of what will become of Thystle now...
VIGILANTE: Apprehend Miss. Thystle
This 'warning' by Miss Thystle is a rather transparent attempt at luring you into a trap. What she didn't plan for was you focusing on tracking her down!
Regardless of whether or not there is an actual situation, you can't just let Miss Thystle go like this. It should be easy enough to track down where exactly Thystle was run off to and then bring her down!
You're able to discover where Miss Thystle ran to - an old cave network beneath Paragon City.
If she thinks she can hide there, she has another thing coming to her. You're going to go in there and show her what exactly happens to the villains you catch within Paragon City!
Troll caves, Arachnos. Objective is to defeat Miss Thystle. Three (at least) waves of Arachnos attack when she gets to 25% or so, all more or less simultaneously.
Debriefing: You drag Miss Thystle out of the cave to be brought to the Zig by the PPD. You overhear on one of their radios that the City Council have been rushed to the hospital for emergency care. They've got the money - they'll be fine. You've at least managed to put away a major villain - an achievement that's worth the injuries of the council. -
I emailed Scott Kurtz about this a little while ago and he was surprised to hear that the arc was no longer available. He didn't say if he was going to do anything about it.
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I still haven't gotten around to playing the second batch of guest author arcs, but LOLBat was the only one in the first batch that was worthwhile.
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Quote:Right, because what AE really needs is even more arcs stuffed to the gills with overpowered mobs.
I just think it'd be neat to be able to make your bosses tougher and more interesting the more you work for it. -
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Based on what I've seen outside of Freedom and Virtue, I think the question on server merges has gone from "if" to "when".
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Quote:Conveniently ignoring the fact that I and others have pointed out that we already have millions of people using their real names online without OVER 9000 rates of stalkings, murders, identity thefts, etc. We are already there, the doomsayers are wrong, there is no controversy, you have no case.
Since you only offered one data point,
Just to touch on a few other points in passing:
- I certainly hope Kali isn't making some lame "violence against women" codswallop argument. Men are twice as likely to be the victim of a violent crime as women and three times more likely to be murdered.
- The driving statistics I quoted were from the only country that matters, i.e. the USA. I'm well aware that many other countries have more reasonable requirements for a driver's license (here, we require a pulse).
- I was on Usenet too and I don't think the flamewars were any worse, at least not in, say, alt.atheism
. I believe there were a few hellholes (talk.bizarre, IIRC, and any group with "abortion" in its title) but you knew what you were getting into if you went into them. I think Arcana's argument in this regard is contrary to fact; we don't know what Usenet would have been like with more anonymity.
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Quote:That's because people are a sea of statistics. Social policy is not established by the fact that something bad happened to someone somewhere. Bad things happen to good people, and that's unfortunate, but we don't stop the world on account of it. It would be hard to find some aspect of our existence that did not have unfortunate consequences for someone somewhere attached to it. Cars kill 45,000 people a year and injure 2.5 million more (roughly), not to mention the long-term environmental issues, but just try even raising the standards for a driver's license, never mind getting rid of them.
Venture talks about people like a see of statistics, and it's vanishingly unlike that any random individual person would care about any other person, so of course there's no reason to suspect that anyone would be googling your name or use your name to track you down because on average no one cares about you. But yet for some reason stalking still happens, women still get harassed, women still get murdered. -
Quote:Neither, really. In the long run, statistically, you'll still likely be orders of magnitude more likely to get hit by a drunk driver than to have someone mess with you because your real name was attached to a post on a WoW forum. Giving your credit card to a waiter will remain a bigger risk of identity theft.
Is putting real names public going to make their average user MORE secure, or LESS?
I'm not going to go through this post-by-post because there's no point. People are just being hysterical. As others have noted millions of people have put their real names on their Facebook pages without incurring DOOOOOOOOOOM. The real truth is no one cares enough about you, whoever you are, for your name being revealed on the internet to matter. -
Quote:Utter codswallop. EULAs have been held up in court. Blizzard has sued under its EULAs and won.
eula's are tricky, they generally are unenforceable in court,
As for the rest: if we were to do away with everything that could possibly cause someone somewhere to be harmed, through accident or malice, we would have to start with fire and the wheel. The bottom line is that the risk of someone hunting you down because of something you did on the internet is vanishingly low. -
I've been on the internet since the 80s and my real name has been out there for anyone to find all that time. Despite the fact that I speak my mind and am perfectly willing to call a spade a spade when necessary, I have yet to be stalked, harassed, physically intimidated or otherwise inconvenienced as a result of anything I've done or said online.
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Quote:It's been said in a few places that the vast majority of candidates for the superhuman division are "sent overseas", but since any friends or relatives who inquire into their fates disappear as well it's clear they've been greased. If there was a legitimate threat the state wouldn't be throwing away resources like that.
If Tyrant is facing a genuine threat, then that makes his evil actions more complex than if he's just using a fake threat to help keep himself in power. -
The Massively article and this thread are making mountains out of molehills. Praetoria as described on the official site isn't some complex ethical question; it's just another dictatorship using the same facile justifications they always do. And the whole Batman/Joker argument is just silly since the situation is entirely artificial. The Joker isn't executed or permanently imprisoned because DC wants to keep selling comic books with him in it. Reading an ethical argument into that is just silly.
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Quote:I can't imagine Malta viewing anything that helps supers become more powerful as being positive.
Infiltrate and take over to gain control over more supers.
Quote:It's not logically necessary - it was necessary for the game mechanics they're introducing in GR, and to improve the market's performance for villain-side players.
Quote:I'm not really trying to convince you to use the markets, but I'm just curious... if War Witch had got on and said, "Hey folks, even though the markets are merged mechanically for player convenience, our lore is that they are still separate - all bids are anonymous, so you can pretend the extra bids are coming from other NPC characters on your same side."
Quote:So I note that you have no problem rewriting the game's canon when you need to, which is a good and healthy approach. So why the sudden hangup?
Quote:Except APPARENTLY THEY ARE, given that I can get these things by beating up a random Freakshow.
Quote:At the end of the one in Heroes, you mean, which was written before City of Villains and all ITS Crey storylines appeared. She and Crey are a persistent evil that can never be truly defeated, which is why they keep showing up in new zones and getting new storylines. Are you not familiar with the serial nature of superhero comics, or how villains are never truly vanquished once and for all? Just tell me you've heard of Lex Luthor, who has been openly responsible for crimes against humanity and was also the President.
Things that work in comics don't necessarily work in games. The "Status Quo is God" approach has serious issues in games, where it can lead to players becoming frustrated and discouraged if they're never allowed to win any kind of lasting victory. Given that the story is only read once there is no good reason why, in the general case at least, the story for some factions should not end in their defeat. In the Countess' case there is a legitimate escape hatch (it seemed obvious to me at least that the woman you capture at the end is the Countess' clone, which is why she won't even talk to "her" mother) but to declare that she and the company just beat the rap and walked away is silly and insulting.
Quote:No it isn't. My argument is "a shared universe written by a lot of people over a long span of time is going to have a ton of contradictions, so why act like that's not the case when you can just ignore what you want?"
Quote:You didn't actually address my point. The game is FULL of fallacies (not to mention a high level of moral ambiguity, intentional and otherwise). Why is this one the end of the world?
Quote:God, I'd love to see the regulatory body that oversees a store that freely sells enriched plutonium, devastating computer viruses and manifested shards of the fabric of reality to anyone who has enough money. I can't IMAGINE how there might be some corruption in an institution like that!
Quote:(the partial list of cities attacked by the Rikti is, btw, found in the same posts of "former dev" Manticore as the Countess Crey stuff)
Quote:The devs say INF isn't money, but you don't care what they say:
Quote:Well: its highly unlikely your characters will ever find proof that materials are being smuggled between the markets, because the devs haven't and aren't likely to implement such activities in the game.
Quote:Interesting self-imposed challenge! Will you combine it with a MAN build or perma-death for Double Jeopardy?
Quote:As a player of more than a couple of blueside alts who are less than heroic, I want to thank Venture for all his contributions to Wentworth's. -
Quote:We don't have a choice; if we want to use MA we have to do it through AE. The vast majority of players I've spoken with not only ignore the stupid backstory (really, I have no idea why anyone at PS thought that was a good idea) but treat MA stories as if they were "real" and not holodeck shennanigans.
Don't you use Architect Entertainment? Like, a lot? Isn't that still a joint venture of Dr. Aeon and Crey Corporation?
Thanks to reward merits, I do have a choice as to how to get stuff.
Quote:Well, then. RP-wise, you can't purchase goods from other players who do use the market.
Quote:Huge items of power are stored in a vault by a magic hippie-chick that can't keep anything protected.
Quote:The world is being invaded by an alien race that only attacks one very small city on the coast of North America. Oh, and that little group of islands over there.
Quote:Enemies on the streets are capable of having their intestines sliced out of them and tossed a quarter mile away but they're able to be teleported to a hospital and repaired even though the PPD doesn't seem to be able to track anyone attached to this teleportation system.
Quote:Pedestrians can shove aside characters that weigh a ton and can rip thousand pound boulders out of the ground.
Quote:I think you're assuming an asymmetry of power. If what you say were true, it would be impossible for any sufficiently public person to keep any secrets whatsoever.
Quote:That's justified because just as there are psychics and clairvoyants scrutinizing things, there are also psychics and clairvoyants hiding things.
Even if you assume that they cancel out, that just gets you back to a real-world equivalent situation, which the corrupt Wentworth's still loses. Fraud requires that you commit more frauds to cover up the initial fraud, which then require more frauds...it's unsustainable.
Quote:But also, it's utterly impossible to have a sufficiently complex fictional world with no inconsistencies - much less a game world where fun often has to override fiction.
Quote:Basically Wentworth's is an arms dealer is what you're saying. Wentworth's the corporate entity would not be shut down. If some of its managers are dirty they will be fired, indicted and sent to prison for illegal arms sales. Wentworth's the company will be fined by the government and then get back to business.
Quote:And you're assuming that just because people KNOW that some of Wentworth's goods are dirty that they can PROVE it. The devs just said that they can't. The lawyers aren't just going to stand by while you shut down a legitimate business because Sister Psyche said she read someone's thoughts.
Quote:Yeah, Venture's reasoning kind of blows my mind. It assumes that because something IS corrupt on some level, it will necessarily be brought down in total with a snap of the fingers.
Quote:There's Crey, of course, which is the biggest example that counters Venture's sudden discovery of standards.
Quote:There are so many contradictions in this game large and small and so many moronic fallacies that would make the whole thing fall apart if you took it literally. So you don't.
Quote:The problem here is that the two markets are actually extremely abstract conceptualizations.
Quote:Inspirations, for example, are not "potions" in the in-game fiction. They are literally inspirations to higher performance. -
Quote:Wentworth's is a business that deals exclusively in items used to make superhumans (i.e. the most dangerous things in the world) more powerful. It would necessarily be the most heavily scrutinized and regulated business in the history of human endeavor. This is in a world with people who can read minds, see through walls, predict the future, etc. It's utterly absurd to think there could be an open pipeline of goods flowing through Went's to and from the Rogue Islands without anyone knowing about it. Once discovered, the company would be shut down, permanently, no saving throw. (Not necessarily by the government -- what do you think e.g. Manticore would do if he had solid evidence Went's was dirty?)
Would you either PM me your justifications or post them here? I'm very curious.
In order for this state of affairs to persist, it must be the case that Wentworth's is openly corrupt and is being protected by the government -- which is simultaneously refusing to recognize the Rogue Isles, embargoing and giving support to the Phalanx's private war against such, etc. Which makes no sense. It doesn't make much sense that heroes would knowingly market their Weapons Of Mass Destruction components through a company known to be doing business with superhuman terrorists, either, but the average player doesn't give a fig for such trifles as world consistency.