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.
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."
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 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."
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"