SPOILERS: Hero Tip Missions Level 30-39
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
Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"
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.
Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"