SPOILERS: Villain Tip Missions Level 30-39


Venture

 

Posted

This is a list of Tip missions for Villains in the level 30-39 range. It includes spoilers, though I didn't quite include every single detail. It's more than enough to let you know in advance if you want to avoid any of these missions due to enemy selection, themes, etc.

Note that some of the text differs slightly if you are a Vigilante viewing these missions. I haven't documented the changes as they were very small and didn't affect the substance.

8uFF00n'S Left Hand


You've found the hand of a Freakshow swiper. On the back are the words, '8Uff00N's Left Hand' - for some reason this Freakshow made it a point to label his hand. On the front is some sort of data pad, though it isn't exactly working properly. You examine the device for a few moments before causing a garbled video to play on the display. You see the fuzzy image of Doc Buzzsaw.


Hello there! If you're reading this, it means you've taken up my, Doc Buzzsaw's, offer! Or you've beaten the life out of whoever originally took up my offer. If the latter applies, then you're in luck! If the former applies, then be careful of the latter happening! But anyway let's get down to business, shall we?


I'm fascinated with the villain known as Shock Treatment and want to really get in there to study how her powers work! Unfortunately most of my boys can't get near her due to, well, the electricity she controls.


I'll pay anyone handsomely if they can bring this villain in to me! Last I heard she was going to assault a charity event Longbow was running in Nerva.


Doc Buzzsaw might not be the most stable person in the Isles, but she certainly does pay well when she puts out a job. However, one thing is a bit worrisome - the back of the datapad has a tag that reads, '2 of 4' - meaning that three other people may have gotten this message! If you're going to take up Doc Buzzsaw on her offer, you'd better act fast before someone beats you to the punch.


Although...destroying a Longbow charity event in Nerva might be more enjoyable than that. You might even keep Shock Treatment along to double up on the pure destruction that can be had.


VILLAIN: Destroy the Longbow charity event with Shock Treatment.


Doc Buzzsaw's offer might be tempting...if it weren't for the fact that there's a perfectly good Longbow event happening that you can destroy. You could probably even make the same amount of money selling off any of the equipment you take from all those defeated Longbow. You'll just have to make sure to get there before Shock Treatment has all the fun - which is doubtful, considering just how much more powerful you are than her.


It couldn't hurt to have her along though, just to spice things up a bit.


You make your way to Longbow's event in Nerva. When are they going to learn that only bad things happen when they try to set things up in Nerva Archipelago?


Warehouse, Longbow. Objectives are to rescue Shock Treatment (optional) and wipe out everyone at the event (which would require defeating Shock Treatment's guards anyway....) There are two crates of donated goods to optionally destroy. Miss Thystle is present, claiming she was just helping Longbow for the money and was hoping none of the other villains found out. Rescuing Shock Treatment triggers two ambush waves, one by Hollow Point looking to collect Buzzsaw's contract and another by a Longbow Warden. The latter is hostile to the former and killed him for me, ending the mission.


Debriefing: You leave the warehouse with the charity event in ruins. You'd feel bad for whoever those items were supposed to go to - if you cared, that is.


ROGUE: Stop Shock Treatment and bring her to Doc Buzzsaw.


Payment is payment, even if it means going after another villain within the Rogue Isles. Doc Buzzsaw has been known to have a very random assortment of items lying about - getting access to this collection will lead to something that will at least be profitable.


It's just a matter of tracking down Shock Treatment before anyone else manages to get her.


Longbow will be holding the charity event that Shock Treatment is crashing in Nerva, though you doubt it'll be in one piece by the time you get there.


Warehouse, Carnies. Objective is to capture Shock Treatment. RIP, Council and Circle of Thorns all put in guest appearances, the latter being the ones to actually have Shock Treament captured. She is a hostile hostage; defeating her ends the mission. N.B. I stealthed past a number of spawns so there might be some triggered ambushes I didn't set off.


Debriefing: Almost as if she knew when you would be done, you exit to see Doc Buzzsaw standing in front of you, holding her hand out. You hand over Shock Treatment and Doc Buzzsaw kicks over a large chest beside her. Opening up, you see various bits of interesting technology - all of it usable or sellable.


ATTENTION! SLAVES OF ARACHNOS!


This loud phrase is broadcasted over...and over...and over again, almost forcing your attention. You go to a place where you can clearly hear the broadcast. The man broadcasting the message finally gets underway...


This is Marshal Blitz, leader of the Rogue Arachnos in Warburg. For far too long we have not been taken seriously by Arachnos - today, however, that will all change! My soldiers have taken an Arachnos base and everyone in it hostage - its scientists, soldiers, and Longbow prisoners.


We have a list of demands that, if they are not met, will result in the destruction of this base! Any Arachnos operative listening had best take this seriously, for this is the dawning of a new age in Arachnos!


It looks like the Rogue Arachnos have finally made their move. If there are Longbow prisoners in that base, you can bet that some heroes will be showing up to save them.


You could always find out the location of the base, break into it, save everyone in there, then make off with the information in the base as well - Arachnos won't know that it was your doing anyway.


Of course, if heroes are looking for the base, you could go to another area of St. Martial, plant a fake recorder to make them think that is the location of the base, then wipe out any heroes who fall for the trap.


VILLAIN: Trap Longbow and defeat any heroes who fall for it!


Marshal Blitz and his Rogue Arachnos are of no concern to you - they're just a group that presents an opportunity.


If anyone manages to stop them, it'll either mean Arachnos has more power to oversee your actions, or that Longbow will have a few more soldiers to spare to throw at you. Neither of those is something you're too willing to let slide.


You can use some technology you've picked up in the past to fake a signal to Longbow regarding the location of the base. Then it's just a matter of dealing with whoever shows up, though you can bet they'll be sending a decent force to try to save their soldiers.


You head off towards an abandoned Arachnos base. You're not too sure who might be currently residing in there, but you'll be sure to kick them out to get your plans set in motion. It's the least you could do to set up a proper welcome for Longbow.


Arachnos base, Wailers. Objective is to place the transmitter for the fake signal. There are two Devouring Earth Bosses as well, playing off some other Tip missions. Clicking on the required glowies spawns two ambushes, both Rocks Fall Everyone Dies style. The first is a spawn of Longbow; the second is Overdrive with guards. Defeating them ends the mission.


Debriefing: You step out from the abandoned Arachnos base to hear a large explosion in the distance. Looks like Arachnos couldn't stop Marshal Blitz and his men either. That's too bad for them.


ROGUE: Stop the Rogue Arachnos and steal any information.


The operatives in Arachnos are already bloodthirsty as it is - at least there are the Arbiters there to keep them in check. Marshal Blitz is a loose cannon and bad for business in the Isles. Any headway he makes isn't going to be good for anyone - not even those deluded Arachnos that follow him.


Someone needs to stop him from destroying that base and gaining even more of a foothold within the Isles.


Not for free, of course.


You head off to the Arachnos base in question to stop Blitz and his operations. In the hope of getting a good amount of information out of it for yourself, of course.


Arachnos base, Rogue Arachnos. Objective is to take out the Demolition Expert. Once he's down you get a Clue with an And Your Little Dog Too speech from Mashall Blitz. Then you have to hack a computer to end the mission. The computer has some unspecified information on Project FURY.


Debriefing: You stopped Marshal Blitz and his mad scheme to blow up an Arachnos base. You made off with precious information, the Rogue Arachnos were pushed back, and everyone got back all of their proper operatives. Everybody wins. Except for Blitz.


Darrin Wade's Wish List


You find a list of artifacts that are wanted by Darrin Wade, along with some notes made on it...


Hardcase -


It's interesting, the artifacts that Wade wants. He's definitely up to something, that's for sure, given how much he's willing to pay for them. When I did some research, I found out that there are two identical sets of these artifacts. The true set is being held by the Circle of Thorns - the other is in the possession of the Carnival of Shadows.


The thing is, the Carnies have the fake set - I don't know why they do, but they do. But you wouldn't know they're fake until you try to use them - at which point they would blow up in your face.


Darrin Wade, a newcomer to the Isles, is definitely someone who has layers upon layers of plans up his sleeve. These artifacts would probably further them. It's safe to assume all of these plans will lead to him obtaining some sort of immense power, given what you've heard from him.


If the artifacts that the Carnies have really aren't genuine, you could try to steal those and sell it to Darrin Wade - he'll never know that they're fake until they explode, and even then, you can cover it up so that no one knows that the true artifacts didn't just...explode upon use.


Or...you can beat Wade to the punch and raid the Circle's lair to take the artifacts for yourself. What is he going to do about it? Send an ex-Midnighter after you?


VILLAIN: Steal Darrin Wade's artifacts for yourself!


These artifacts must be fairly powerful if someone like Darrin Wade is looking for them. Too bad the person who was hired on to get the artifacts lost this list.


This can always be an opportunity for you, however. You can find the exact location of where the Circle is keeping those artifacts and steal them for yourself - before Wade has a chance to know what happens.


You head off to take those artifacts for yourself. Maybe if things go really well, Darrin Wade will get those fake artifacts. It could be a fun sight to see them blow up in his face.


Oranbega, Rikti (yes, Rikti). Objective on entry is to steal three artifacts but after I took one from a chest it changed to "steal last artifact". That turned out to be in the hands of a Rikti Thief (Headman Gunman). Defeating him ends the mission.


Debriefing: You've salvaged the raided lair of the Circle and walked away with a good haul. The best part might be thwarting Darrin Wade's own plans in order to further your own. Now it's just deciding if you should keep it to yourself or show off a bit to the ex-Midnighter.


ROGUE: Steal then sell the fake artifacts to Wade.


Darrin Wade has a reputation of using people to his own end - could be why he's not part of the Midnighter Club anymore. Though he also has a reputation for paying very well. If this note is true, the duplicate artifacts are so spot on that it would be too difficult for anyone to tell that they're different - until the final moment.


Getting these duplicate artifacts for Wade will earn you some cash, and also prevent him from whatever he may be planning next.


Of course the only downside to this plan is having to deal with the Carnival of Shadows. You'll have to make sure to get the smell of evil harlequins off of the artifacts before you give them to Wade.


Dance club warehouse, empty map. First objective is to find the artifacts. When you do a Clue informs you they're enchanted to explode if taken from the premises so you'll have to find "Mistress Belinda" and "convince" her to remove the enchantment. She's in the back with a Council member for a guard. When she hits the floor she informs you the enchantment is a fake and she's called in Longbow to secure the premises. Your new objective is to defeat the Longbow Officer in charge to escape. Defeating him ends the mission.


Debriefing: After defeating the Longbow ambush, you informed Darrin Wade that you had the artifacts. He arrived shortly after to collect and gave you the payment requested - he wasn't able to tell at all that these were fake artifacts. This should be something interesting to remember down the line.


Demonic Pink Slip


You find a letter with the words, 'FIRED!' on the top. There are some arcane runes on the side, indicating this was some sort of pink slip put in for a...demon. You read it over...


I am writing this letter to inform you that I have no further need of your services. Despite the fact that I freed you from the lower regions of the Netherworld, you refused to do any work to solve my Wailer problem.


I gave you a simple task, which was to go into the main hideout of where the Wailers were working with the Devouring Earth, wipe them all out, then bring any evidence back to the warehouse that the Family has set up.


But could you do it? No, you chose to just do what all demons do - prey upon the innocent. You even broke apart the bonds I put upon you. Your employment, along with your time on this plane, are officially terminated.


- Hardcase


So Hardcase has been hiring demons to protect the Giza huh? It looks like this latest challenge is too big for him to handle alone, though how exactly the Wailers are working together with the Devouring Earth is anyone's guess. From the looks of it, the two forces are beginning to gather in an office building near the Golden Giza. Taking them out would help preserve St. Martial and also earn you some payment from Hardcase.


Then again...who cares about Hardcase? He's just some do-gooder forcing people in the Isles to do what he wants. Maybe it's time to stack the odds even further against him.


VILLAIN: Put Hardcase into a difficult situation!


Nobody in the Isles really likes Hardcase - he's a braggart and a pushover who talks as if he owns the place. Well, it's time to show Hardcase that when you talk down to the wrong person, bad things will happen.


So what if it means possibly furthering the destruction of the Golden Giza? If that happens, the Wailers will collect what they're looking for from Johnny and leave. Not that it matters too much to you, of course.


In order to make things harder for Hardcase, you'll have to try to organize some of the Wailers and point them in the proper direction - which is that office in St. Martial. You've heard that the Family recently captured some higher demons within the Wailers for Hardcase. If you can free them and cause some havoc for the Family, you could probably help get the Wailers better organized for whatever attacks they're planning in the future.


Abandoned warehouse, Family. First objective is to free three Wailers. Each will trigger an ambush wave when released; they are hostage allies. Next objective is to activate an altar to attract more Wailers to the area. This also attracts Hardcase, making his defeat your last objective.


Debriefing: In the distance you can see some Wailers riding on the backs of some of the Devouring Earth as the Family try to put them down. With Hardcase out of the picture for the moment, it looks like St. Martial will be in a good amount of chaos for a while. And it's all 'thanks' to you.


ROGUE: Take down the gathering Wailers and Devouring Earth


St. Martial has already been devastated enough by the Wailers - the entire eastern portion of the island is evidence enough. If they're somehow working with the Devouring Earth, it can only spell trouble for the rest of St. Martial - it could soon turn the entire island, save for the Giza, into a wasteland!


How exactly are you going to do business on an island where the only safe place to go is always watched over by the Family?


A situation like this demands someone to take action - especially when there's money involved.


You'll have to work fast to get into that office and see whatever it is that is uniting the two groups - then destroy it.


N.B. mission is a Wall Banger; Hardcase thinks all "demon callers" deserve to die and would never summon one himself. Moving on.... Map is the Devoured Office, DE and Wailers. Objective is to find the source of the alliance, which turns out to be Mangle. Defeating him ends the mission, but he immediately calls an ambush conisisting of both a Wailer King and a Lesser Devoured, both with guards, so you'll have to deal with them. You can click out as soon as Mangle snuffs it. Silent Blade is also present as an optional hostage ally.


Debriefing: Whatever was holding together the Devouring Earth and Wailers was shattered upon Mangle's defeat. Something must have happened to this deviant to really drive him off the deep end. Though at the end of the day, does it really matter? With the threat gone, you received a healthy payment from Hardcase and the satisfaction of knowing it's still business as usual in St. Martial.


Dr. Aeon's Science Convention


You find a flier detailing a science convention to be held by Dr. Aeon in the main square of Cap au Diable - it's fairly gutsy of him, you'll admit. You go to investigate to see it filled with minor devices - mostly just Aeon showing off his new NutriPaste product. However while you're there, you overhear Marshal Brass speaking to another Arachnos agent...


Listen up and listen up good, runt!


We've got a serious problem on our hands. That thorn Amanda Vines has been kidnapped by the vigilante Sky Dragon. Now, we checked it out - he's not holding her in his warehouse in Paragon, he's got her here in the Isles, somewhere in St. Martial. From the looks of it, he's trying to use his powers to twist Amanda Vines' mind to give her psychic abilities. Which may or may not be something she wants - but we can't have that.


You need to go in there and get her out! You fail and it means I'll have to pay some super-powered jerk to get her back instead!


This could certainly be something you can use to your advantage. Sky Dragon is known for having many priceless items - gathered both from his journeys around the world and also given to him from his masters. If he's here in the Isles, it means that warehouse of his is currently unguarded, just waiting for someone to go take everything from there. You'd have to make sure no one else gets the idea before you.


Of course...there's also the possibility of money to be made. You wouldn't be able to sell Sky Dragon's artifacts on the open market - they'd be too easy to trace back to him, and you. But if you were to knock out that Arachnos guard and save Amanda Vines, you'd be able to earn some points with Arachnos - and, much more importantly, a good amount of money.


VILLAIN: Steal Sky Dragon's artifacts!


Sky Dragon has taken somewhat of a fall from grace recently - you've heard some reports of his antics within Paragon City. The fact that he's operating now in the Isles must mean he's either getting desperate or hungry for power.


Too bad for him that he'll be returning to an empty warehouse - if you have anything to say about it.


You'll easily be able to hijack one of the Arachnos flyers to get you into Paragon - you can just tell the men you're serving Marshal Brass. From there it's just a matter of clearing out whoever is in that warehouse - it's safe to assume you're not the only one trying to rob it - in order to get yourself those artifacts.


Warehouse, Tsoo. Objective is to steal three artifacts. One spawn gives up a Clue saying the Tsoo want the artifacts as part of a plan to seal off the entity haunting Dark Astoria. The artifacts are all in the hands of Tsoo Bosses; one is held by a single Boss, the other two each by a pair of Bosses. When you defeat the last one, you are ambushed by a Circle of Thorns Boss. Defeating that ends the mission.


Debriefing: You return back to the Isles with some useful artifacts - considering all of the competition in the Isles, it'll be useful to have these items to weed them out, should anyone think of trying to one-up you.


ROGUE: Be that super-powered jerk who Marshal Brass has to pay!


While stealing Sky Dragon's items and selling them on the black market is tempting, you probably wouldn't be able to fetch much money for them, given that whoever obtains them will be hunted down like a dog by Sky Dragon and beaten into a pulp. Now...this other job, however, with Amanda Vines, can be profitable. Marshal Brass has been known to work together with freelancers from time to time - albeit work together might be a bit much, as he usually shows a great deal of disdain in asking for hired help.


If something were to...happen to that Arachnos squad going to rescue Vines, he'd have no choice but to pay you for her rescue.


You swiftly make your way to where Sky Dragon is holding Amanda Vines, making sure to let the Arachnos squad get there first - after all, you'll have to make it look like someone other than you took them out.


Abandoned office, RIP and guests. First objective is to take out an Arachnos patrol. Next is to rescue Amanda Vines, who reveals this was all a Xanatos Roulette to lure you into a trap. Sky Dragon and friends then ambush you.


Debriefing: You contact Marshal Brass regarding payment for rescuing Vines - after Brass discovers that the 'RIP' took down his squad, he is all but eager to pay you - for both rescuing Vines and for keeping quiet about the matter.


Krazy Mark's KRAZY DEALS!


You overhear some talk regarding a big find that Krazy Mark, from St. Martial, has - it seems to be some sort of new Rikti technology, which he's selling for dirt cheap. You go to investigate it, only to see that it's just a broken Rikti pistol. However, while at his store, you see a very angry Peter Themari stomping by with a furious look in his eyes. Curious, you do some investigating. One of your contacts gives you the following information...


Peter Themari is known for trying to corrupt any upstanding person he can get his hands on. Well, this time he got his hands on a wealthy young woman named Lisa Darls. Lisa was clever, though, and managed to get away from Themari's lair. She's hiding somewhere in the sewers beneath St. Martial - though if Peter Themari has anything to say about it, he'll find her first and put her back in her place.


It's somewhat surprising that Peter Themari let this woman slip from his grasp. Though you can still use this to your advantage. This situation is the kind of thing that heroes kill for - rescuing a woman from the grasp of the evil villain. If you were to create a fake SOS to some heroes, you could trick them to the sewers of St. Martial - and right into your trap.


Then again...your contact did mention this woman was quite wealthy. That equation of wealth plus distress always equals plenty of money to be made.


VILLAIN: Trap the heroes of Paragon!


Those heroes within Paragon are always waiting for the chance to spring into action to rescue any sort of damsel in distress. Such predictable behavior is excellent for someone such as yourself to use to your advantage - which you fully intend to do.


You've got your plan all set in motion. You'll have to first make sure to silence the girl hiding in the sewers - you can't risk the heroes actually finding her. Next you'll release a fake broadcast, disguising your voice. Then all you'll have to do is sit back and let the heroes come straight to you - for their beating, of course.


Sewers, Wailers. First objective is to "silence Lisa Darls". She turns out to be a Succubus. Next objective is to use a communicator (a conveniently nearby desk computer...in the sewer...) to make the fake distress call. That calls in ambushes from Miss Thystle, Flambeaux, Frostfire, and Longbow. Defeating Frostfire and his guards ends the mission; you can click out instead of fighting the Longbow.


Debriefing: You should start keeping count of all the heroes you've taken out - the list is starting to grow too long to keep track of. Though it was a bit of an upset that some of the supers you handled weren't true heroes just yet.


ROGUE: Rescue Lisa Darls to access her bank account!


You do some digging on the identity of Lisa Darls to find out she's actually a very wealthy stock market broker with a large amount of expensive stocks - which can be yours, if you help her out of this situation.


If she's underneath the sewers in St. Martial, it'll mean she's in Wailer territory. Fighting through those Wailers will be sure to startle the woman into running away - which could lead to her into more danger. That's not something you can risk. You'll have to figure out a way to placate the wailers in order to safely reach the Lisa Darls - if you choose to help her.


You put in the request to a few of your contacts that you require a method of walking past Wailers untouched. One of your more reliable contacts sends you a magical rune. They say that it will make the Wailers think you're one of their own, so long as you hold onto it. Though the contact did warn you that the rune was very sensitive and could be shattered easily.


This'll have to do for now.


Sewers, Wailers. Wailers are non-hostile to start. Lisa Darls is all the way in the back; she's been turned into a Succubus. After a dialog she gives you the codes for one of her bank accounts, but Themari arrives and your protective rune shatters. She vanishes and your new objective is to find Themari. He spawns up near the front of the map; Circle of Thorns fill in some empty areas and the Wailers are now hostile. You get a dialog with Themari which results in him teleporting away and summoning a Circle Boss to deal with you. Taking out the Boss and its guards ends the mission.


Debriefing: You're not too terribly surprised that took more effort than you imagined. Lisa Darls gave you all the information needed to access her bank account.


You watched as she ran off into the streets of St. Martial. She's avoided Themari for now, though how much longer she has is anyone's guess.


A Long Line of Spirits


You notice something odd out of the corner of your eye...you turn and see a line of...spirits...seeming to be waiting for something to open within a nearby wall. You walk over and pull the last spirit in line away to question it regarding what is going on.


L-leave me alone! We're going to see the show! H-haven't you heard? That Bocor, from Port Oakes, he's finally going to be going through with the ritual!


He finally got what he wanted from that Olivia Starr - her soul is now ready to be used! We all are anxious for the time to come. We...don't know what exactly will happen, but we do know we'll be able to travel to the other side! We can hear Starr's pleading, that she'll tell anyone who rescues her how to access her bank account to take all her money - but it's too late now for her!


You toss the spirit back into the line and step back, pondering over the situation. Mr. Bocor is a large player in Port Oakes, and his access to the realm of magic is vast and deep. Just what exactly he's using Olivia Starr for is not known...but perhaps...you could find out what Bocor intends to do...and instead use her soul for yourself. If Bocor has a problem with it...well...he can take it up with you, if he dares.


On the other hand, Bocor is a dangerous man, and Olivia Starr is known for her wealth. If you were to somehow save her from this plight, you would be rolling in the money. It might mean angering Bocor, but you can pay him off if he tries to make any moves.


VILLAIN: Turn this ritual to your advantage!


You track down the source of the ritual to a Circle of Thorns lair in the caverns beneath Cap au Diable. You use your contacts to discover why exactly Mr. Bocor was interested in Olivia Starr in the first place - her soul had been marked as a doorway between planes.


When this ritual is complete, a doorway will be temporarily unlocked to a plane called the 'Ether Plane', where it is said that great power and knowledge sit, waiting for someone to come and take it. That someone is going to be you - if you get to the portal first.


You call in some favors from contacts and others that you know within the Isles - they'll keep Bocor busy while you're looting this plane for everything that it has. If Bocor does show up in the end, you'll be sure to show him just how you feel about others getting in your way.


Mu Spirit City. Objective is to "find the treasure of the plane", but first you have to break down a door with high HP and resists. Once it goes you get three ambushes of Red Caps and at least two of Tuatha. The rest of the map is populated by Red Caps. Obelisks give Clues about Polar Shift, Mangle, and Sky Dragon. The "treasure" turns out to be a chest containing a slip of paper with a man's name on it (not given). Opening the chest triggers an ambush by the "Ether Guardian", a Nova-form Kheldian. Defeating it ends the mission.


Debriefing: You step out from the Ether Plane with less than what you thought you would get. You'll have to look into the reason why Mr. Bocor would go through all this trouble just for a piece of paper with a name on it - perhaps finding out the reason will lead to something useful.


ROGUE: Save Oliva Starr's soul to get her money!


Normally you wouldn't be too concerned about the predicament of Olivia Starr - but the fact that she's throwing a very large amount of money to anyone who is willing to help her out does go a long way towards changing your mind.


Bocor most likely has some goons within the Circle of Thorns running the ritual, which means you'll have to bust in there and stop them before Olivia's soul - and the information for her bank account - is lost.


You receive word from one of your contacts that the system of caves that the Circle is in actually starts all the way in St. Martial. Looks like you're in for a bit of a walk.


Roman caves, Circle of Thorns. For some reason the title for this mission is "Steal the Duplicate Artifacts", but objectives are to save Starr's soul and handle Mr. Bocor. The soul is in the hands of a "Soul Carrier", a Circle Boss. Defeating him and his guard releases it; the soul gives you the codes for all of Starr's bank accounts and then flits off into the unknown. Bocor spawns nearby as for dialog, which ended very anticlimacticly with me punching him out, ending the mission.


Debriefing: You managed to free Olivia Starr, get all the information on her bank accounts, and put Mr. Bocor in his place. Looks like you won't have to worry too much about him retaliating - if he knows what's good for him.


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"

 

Posted

Mask Covered in Saliva


You found a Carnival of Shadows mask covered in saliva - the monstrous kind. You notice bite marks as well as holes made by a corrosive substance - Arachnoid acid. Investigating further, you find out the following...


Earlier today, the Carnival of Shadows were throwing one of their 'parties' in the main street of St. Martial. They were causing their usual chaos and destruction, until one of the Seneschals made the mistake of putting her torch too close to the wrong truck. The vehicle exploded, creating a large crater, which exposed a hidden Arachnoid cave underground!


Many of the Carnival fell in to the lair before it was sealed up by Arachnos. Now the Arachnoids are rampaging in one of the casinos, while the other Carnies are trapped in that cavern.


The Carnival of Shadows always seem to take their parties too far. Arachnos is too busy trying to contain the Arachnoid threat in the streets of St. Martial, meaning that casino is still crawling with Arachnoids.


Going in there and saving the patrons and manager of the casino would earn you their gratitude - but more so, you would have free reign over taking the money from the casino for yourself.


Then again...those Carnies are still probably fighting the Arachnoids in that lair. But if someone were to go in there and finish them off...well, that would be less Carnies around to keep their leader, Vanessa DeVore, powered.


VILLAIN: Finish off the Carnies in the Arachnoid cave!


The problems of the Arachnoids destroying a few casinos is too small to interest you. However, the Carnival of Shadows is another matter entirely. You're aware they're more dangerous than meets the eye - and growing more powerful with every member in that group. Vanessa DeVore's little collection of souls live to serve her every whim - a dangerous woman to keep around, if you're intent on not serving her.


Those Carnies may be able to hold out in that cavern until their kindly master comes to save them - that is, unless you step in.


There's only one way to deal with an issue like the Carnies - end them. And that's exactly what you plan to do.


Arachnoid caves, Arachnoids. Carnie spawns are getting killed as you enter. First objective is to take out the head Carnie Mistress. Taking her out ends the mission, no surprises.


Debriefing: Well, that's one group of Carnies that won't be bothering you anymore - or powering Vanessa DeVore, for that matter.


ROGUE: Save and rob the Casino!


The Carnies trapped in that cavern can help themselves - or not, there's nothing to gain really in helping them. But the casino? There's good money right there. Saving the manager of the casino will definitely help you in the future - though that's the second place prize. The real deal is in having those precious cash vaults in that casino all to yourself. You'll just have to dress it up a bit to make sure that it looks like the Arachnoids devoured the money - or that some Arachnos lackey was the one who stole their good money.


This is the kind of plan that really has no downside. Make a lot of money, save someone who makes a lot of money, then make a lot of money through them. The only downside is having to fight through those Arachnoids, but that's a necessary evil. At least this time.


Abandoned office map, Arachnoids. First objective is to rescue the casino owner. Next is to loot the safe. That spawns an ambush by Hollow Point, who had the same idea you did.


Debriefing: You sneak out the back of the casino with your prizes over your shoulders - this'll do nicely in the future.


Mind Splitting Headache


You suddenly get a mind splitting headache - even if it's physically impossible for you to have one. You try to figure out how this could suddenly happen and stumble upon the following...


It seems one Psymon Omega, the master psychic in Nerva Archipelago, is having a very rough day. Some sort of device is overloading his psychic powers, sending out massive pulses of psychic shockwaves.


There seems to be a connection to how intense these shockwaves are and how many psychics are in Nerva - the more psychics, the more powerful the shockwaves become. If too many psychics gather, it could mean a massive psychic explosion in Nerva - it would easily knock out any normal person on the Island, not to mention severely damage any psychic nearby.


You ponder over the situation after you find something to protect yourself from the psychic shockwaves.


Psymon Omega has always been a very overconfident psychic within the Isles - this whole incident was probably caused by someone he rubbed the wrong way. Given that Longbow is in Nerva, they'll be trying to minimize casualties by finding what exactly is causing this and destroying it. However...if you were to somehow lure enough psychics in the area, you could force the overload yourself. It'll leave Nerva and Agincourt ripe for the picking - as long as you have something to protect yourself from the damage.


However, you do imagine that Psymon Omega would be very gracious to whomever stops this - especially if said person was able to, say...ransom off to him the device causing all of this.


VILLAIN: Overload Psymon's Psychic Abilities!


Psymon's predicament will provide you with ample opportunities - mainly organizing the potential for a massive psychic explosion throughout all of Nerva! The amount of harm this will cause is massive - ranging from Longbow in Agincourt, to Crey, to the Circle of Thorns...


You'll have to get your hands on some Longbow communicators in order to radio in some of the big name psychics to come to Nerva as soon as possible. Then, it's a matter of sitting back and watching the chaos ensue - provided you have something to shield yourself from the explosion.


You do some investigating to discover a piece of Crey technology that will give the user temporary invulnerability to psychic shockwaves - you plan on activating this right before the main event, as the device will only work once. You wouldn't want to be knocked out with everyone else, of course.


Instanced Nerva, Longbow. Objective is to defeat three Communications Officers, all Wardens. Defeating them ends the mission, no surprises.


Debriefing: You walk away from the main square in Nerva, leaving all of the various people caught in your wake there. Nerva, even if it was for one brief moment, was entirely locked down, thanks to the problems of Psymon Omega.


The best part? Those in positions of authority are looking to go after him now for the incident - you were able to cause this amount of chaos and get away with it!


ROGUE: Retrieve the device in quesiton and ransom it off to Psymon!


You don't really sympathize with Psymon's plight, but you do see a chance to make some money off of it. You're willing to bet he'd pay anything in order to get his powers back under his control - and probably even more to find out what exactly was the cause of all this. You'll have to do some investigating - and fast - to discover the source of the problem before the potential psychic explosion rocks through Nerva Archipelago.


You trace the cause of Psymon's psychic dilemma to a small cavern in Nerva - there seems to be some pretty impressive technology at work. You'll have to find out whoever is controlling the technology causing these problems for Psymon, then take control of it for yourself. After that, it'll be a simple matter of just ringing up Psymon to determine just how...grateful he would be if you disabled the machinery. Hopefully for his sake he'll be very grateful.


Rikti base, Rikti. First objective is to defeat the High Commander. There's an optional glowie that gives a bit of info about the Honoroee. Next objective is to use a radio back at the entrance to talk to Psymon; after a short dialog he pays you to turn off the disruptor, ending the mission.


Debriefing: You emerge from the cavern to a headache-free Nerva Archipelago. And also with a great deal more money in your bank account. All in all, today turned out to be a pretty good day!


A Rather Persistent Spirit


A glowing ball begins to spin around the area. It follows you with a slight whisper. You can't really hear what it's saying, but the whisper continues despite any attempts on your part to bat it away. The spirit begins to circle around your head several times, the whisper growing louder to the point where you can make out what it's saying: 'HELP!'. You pause to hear what the spirit has to say.


You have to help me! My men and I went into the spirit world to try to destroy one of the Banished Pantheon's gods. Unfortunately the Circle of Thorns caught wind of our plan and have trapped us within the spirit world - we don't know why or how.


They are now threatening to unleash a demonic beast upon us if Longbow doesn't supply them with all the artifacts from the MAGI vault.


This astral projection of myself will not last long. Please, you have to find the Circle's lair beneath the island of St. Martial and free us!


Looks like the Legacy Chain got too cocky for their own good - did they really think they could take down one of the Banished Pantheon gods with the power that they wield?


It sounds like whoever is in that spirit world is pretty high up in the food chain - enough that if there was a bargaining chip for their lives, Longbow would probably pay anything to get them back. Besides, it's a better alternative than handing over everything from the MAGI vault.


However, that demon does sound pretty tempting. You could always wait for the negotiations to begin, kidnap a summoner from the Circle and get them to summon the demon for you into this plane. Then it's just a matter of...testing this demon out with your 'friends' in Longbow.


VILLAIN: Summon the demon and use it against Longbow!


Good guys trapped in the spirit world where they can't be a bother? Check.


Longbow in a bad situation? Check.


Circle of Thorns possessing a way to summon a powerful entity that can be controlled? Check and check.


The only thing missing from this list is you taking advantage of the situation.


You'll just have to make sure that this demon is fully controllable - you wouldn't want to have to go through all that trouble to have a wild demon to deal with.


Cargo ship, Longbow. First objective is to find a "Circle Summoner" who runs away when you approach him, giving you the demon-summoning ritual. Next objective is to click on an obelisk to summon the demon. This gets you a message claiming the demon Morthilia has been summoned. Morthilia turned out to be a Succubus spawned up near the front of the ship; she died in seconds. Final objective is to defeat a Commander Lewis.


Debriefing: Wherever those Legacy Chain are, they'll be stuck there for quite some time. And Longbow will be that much more fearful of making any deals in the Isles - as long as you're around.


ROGUE: Stop the Circle and sell the key to saving the Legacy Chain!


While the Legacy Chain might not be at the top of your list of concerns, the fact that Longbow are currently in negotiations with the Circle to release them can work towards your benefit. It would be a simple matter of attacking the Circle, stealing the incantation to release the Legacy Chain, then selling it off to Longbow.


Longbow might not appreciate that you're still selling this to them - in fact they certainly won't appreciate it - but it'll make you some money and they'll get those Legacy Chain back.


The Circle of Thorns lair seems to be in an underground cavern in St. Martial - different than their usual stomping grounds of Oranbega. Not that it's a problem, of course.


Roman caves, Circle of Thorns. First objective is to defeat the Circle Gatekeeper. A Tsoo Ancestral Spirit is present as a hostage enemy. Sky Dragon is also present, either possessed or mind controlled. The Gatekeeper is a Circle Boss; defeating him and his guards triggers the next objective which is to use an altar to contact Longbow, ending the mission.


Debriefing: You leave the cavern and see your contact from Longbow waiting for you. You make the deal with the man, who quickly walks off afterwards. The briefcase of money given to you has some weight to it - opening it up, you see a good amount of money inside. Longbow pays well when they want one of their own allies back. A good thing to remember.


The RIP Wants YOU!


Your vision is blocked by the words 'The RIP Wants YOU!' as a flier for the RIP literally falls onto your face. You remove the flier and read over the rest of the text...


Are you between the ages of 18 and 40?


Can you fire a gun?


Do you have a desire to fire a gun?


Do you feel comfortable with asserting authority over others who may be stronger than you?


Then come to the Rogue Isles Police Convention today in St. Martial! The best of the best will be there to see if you have what it takes to get the job done!


The RIP are organizing? There's a first time for everything. More than likely Arachnos has been getting tired of heroes sneaking into the Isles and need the RIP to shape up their act.


From the sounds of it, many of the 'higher ups' in the Rogue Isles Police are going to be at this convention in St. Martial - which means if someone were to swoop in and strike them all down, it would go a long way towards making a...lasting impression on them.


Then again, this would mean that the main RIP offices are understaffed - the perfect opportunity to sneak in there and steal some incriminating evidence against the higher ups. A news station like WSPDR would pay quite well for that information.


VILLAIN: Attack the RIP Convention!


If the Rogue Isles Police think you're just going to sit around while yet another organization bent on 'policing' the Isles tries to get organized, they have another thing coming to them. It's not that they would actually be able to stop any of your plans, but it certaintly won't help having to consider a new thorn from the many that can be in your side.


Striking down the RIP while they're all gathered will send a clear message to them - you're not welcome in Mother Night's town.


It'll be as simple as taking down the heads of the RIP, along with scaring a few of the potential recruits while you're there.


Office, RIP. Objectives are to scare off two Recruits and defeat the RIP Captain. The Recruits are "hostages"; they run off when you defeat their guards. One they're all taken care of your next objective is to defeat the event organizer, which turns out to be Savage Siren.


Debriefing: You don't think this is how the RIP imagined their convention ending. Savage Siren will also be hurting pretty badly after that encounter - maybe that'll show her that she's out of her league.


ROGUE: Blackmail the RIP!


It's known to everyone in the Rogue Isles that the majority of the Rogue Isles Police are corrupt - one trip to Mercy to see one of their infamous 'Infected Fighting Rings' will tell you that much. The fact that this convention is happening in St. Martial, one of the richest parts of the Isles, means someone else is backing them - either Arachnos, or one of the other several groups who have the police in their pockets.


This convention will mean the RIP will start getting some more press soon - the reporter Amanda Vines would probably kill to have some juicy information on them to release.


Given that she isn't one to kill, there's always the next best thing - being paid to blackmail the higher ups in the RIP.


One of the main RIP offices is in St. Martial. It would explain why so many of the officers can be found gambling instead of actually doing their job.


Office-to-sewers map, Carnies. Objective is to find three pieces of information. One computer reveals a "Captain Duffy" is really a 5th Column sleeper. A crate that says it should be protected but actually must be destroyed contains files on an Infected fighting ring in Mercy. The last Clue was on the final Boss, Mistress Julia, but I didn't get to read it.


Debriefing: The people from WSPDR were more than excited when you contacted them regarding the information you found. The deal was simple to make - they had a surprising amount of money to send your way for what you found. They should be airing it all in a weekly special called, 'RIP - Secrets Unveiled!'

Sounds of Utter Chaos


You hear from a communicator on the ground sounds that can only be described as utterly chaotic. You pick up the communicator and shake it a few times, trying to make out what is happening. The chaotic sounds continue, though you're able to piece together what's happening after listening to it over...and over...and over again.


It appears that Longbow discovered an Arachnos base hidden within Founder's Falls. Whatever Arachnos was making in there prompted Longbow to send all of their forces in - including Ms. Liberty. The raid only became worse when an explosion alerted a group of Devouring Earth, who burst into the base from underground. A group of Devouring Earth activists, hearing this, began to protest outside of the lab - believing Longbow was torturing the creatures.


The PPD showed up to try to calm the protests, however a group of Carnies attacked the police, who brought the battle into the Arachnos base. The Council, wanting to take whatever Arachnos was developing, rushed in, only for their group to be split in half by a group of sleeper agents from the 5th Column.


The battle now rages on with everyone in Founder's Falls focused on it.


...well then. It certaintly looks like there's a good amount of action going on in Founder's Falls today.


VILLAIN: Rob a bank in Founder's Falls.


Why not rob the bank in Founder's Falls? Everyone there currently seems preoccupied with whatever is happening in that Arachnos base - and from the sound of it, there wouldn't be too much chaos you could add to the whole mess.


Getting into Founder's will be simple if you use the system of canals they have set up. Then it will just be a matter of walking into that bank and taking what you want - there's a strong possibility it might not even be guarded!


You head off towards Founder's Falls. Perhaps you should time this to see just how fast you can rob this bank.


Bank, empty map...mostly. Your first objective is to "take out any guards". The only guard is a member of Hero Corp, who is terrified of you. You get a dialog with him; you can either attack him or tell him to run (I did, he ran). Next objective is to rob the vault. Doing so makes the map spawn with a new set of guards...reformed Freakshow sent by Miss Francine. The final objective is to defeat their leader, a Reformed Freakshow Noise Tank, and his guards.


Debriefing: Things got a bit hairy back there in the bank, but it was nothing you couldn't handle. You made off with a good payment for the day - even if it was at the cost of the college savings funds of those children in Founder's Falls. /* hello, FDIC? */


ROGUE: Wait for the battle to die down then see what it was all about.


This might be the most chaotic battle you've heard about in quite some time - and you've heard/seen your fair share of chaotic battles. Whatever caused Longbow to go in there with their full might must have been pretty impressive. Though judging by the chaos, it's likely that Longbow's purpose for going in there will be lost for some time.


Sounds like the perfect chance for someone like you to go in there once the dust is settled to see what exactly the big fuss was about - most importantly before someone else does!


You keep the transmission on, waiting to hear for the battle to die down. Sure enough, you hear the retreats being sounded by all the various groups - Longbow pulling out to treat everyone's wounds, Arachnos abandoning the base, the 5th Column chasing after the retreating Council...the Carnies getting bored and leaving. The Devouring Earth began attacking all of the activists outside, causing the PPD to chase the monsters out. Now is the perfect time for you to get in there and see what exactly the big deal was.


Flaming ruined tech map, Rikti. First objective is to "find out what Arachnos was doing", which you do by finding a computer. Its Clue reveals this was the site of an Arachnos cloning lab incorporating Rikti DNA into clones of the best Arachnos warriors. The next objective is to retrieve a key device from the Rikti commander. He destroys the device as you defeat him as a dog-in-the-manger move.


Debriefing: There wasn't any real profit to be had by that expedition, but you did ensure the safety of the world by stopping the Rikti from obtaining that device. That will at least make future deals smoother - things tend to get lost in translation when a Rikti dropship is bombing the building you're doing business in.


Syringe Oozing Goo


You find a syringe oozing purple goo. On the syringe are the words 'CREY INDUSTR', cut off by the broken shards of glass. You use some of your contacts to try to figure out what exactly Crey is doing with this odd substance. One of your more reliable contacts lets you know that they found the following message from a Crey scientist...


Formula is complete. We're always moving forward in Crey. This needs to be top secret - apologies for the odd method of delivery. This cannot fall into the wrong hands. Dr. Creed is mad, but a genius. We've taken the serum he used for the Infected and broadened it.


If it is mixed in with water, we can create a controlled detonation. Plan to use it on Arachnos, gain some leverage on their technology, maybe Project FURY. Then use it to thin hero population. First test will be against Devouring Earth in Nerva.


So Crey has created a way to make water explode. They're always innovating, you have to give them that much. The message in the syringe didn't specify how far along this formula was or how well it exactly works - though Crey is getting themselves into some dangerous waters by threatening both Arachnos and Paragon at the same time.


It all seems to be hanging on no one finding out...but yet, here you are. You've found it out. Arachnos would be quite furious at this faction of Crey if they found it - and quite thankful towards whoever tipped them off. Though you'll have to make sure to destroy the formula - something that powerful can be bad for business.


However, it seems a bit short-sighted of Crey to test this out on the Devouring Earth. You could always ambush their lab team and use this on a better target - Longbow!


VILLAIN: Steal the formula and use it against Longbow!


Crey's problem has always been that they're too cautious about utilizing impressive technology right away. This formula for 'exploding water' is something that could be extremely useful, when used in the right hands. Your hands, to be specific.


One of Longbow's main bases in the Rogue Isles is within Agincourt. The base has its own supply of water - pumped out through various generators deep beneath the base.


If you could insert the formula into the stream then activate it, it would cripple one of Longbow's main resources in the Isles.


Swiping the formula from Crey is something you can do on the way there, if they're performing their experiments within Nerva as well. Then it's simple setting Longbow up to knock them down.


Longbow base, Longbow. First objective is to put the serum into the base's water supply. Next is to use a nearby computer to activate it. Last objective is to take out the base's commander.


Debriefing: You step out from the ruined Longbow base. It'll take them a long time to recover - time which they won't be spending monitoring any of your activities within the Isles. This would be the perfect time to start getting any plans of yours into motion!


ROGUE: Get evidence from Crey and sell it to Arachnos!


Does Crey really think they can get away with going against both Arachnos and Longbow? Something like this could cause some serious chaos in the Rogue Isles - Longbow will be scouring it for signs of Crey activity, Arachnos will be doing whatever it takes to put Crey down. And when those two groups meet...well, let's just say the idea of doing business in a black market will be out the window when an all out war is going on right behind you.


Someone needs to step up and stop this - while also making a profit. Which shouldn't be too hard to do, given the market you deal in.


You head off to one of Crey's main labs in Nerva Archipelago. You'll have to make sure to destroy the source of the serum so it can't be used, then hack Crey's computers in order to retrieve physical data regarding what exactly they were planning.


Tech lab, Crey. Objectives are to download the data and destroy the serum. The serum is a destroyable lab cart. One random spawn gives up an access card that will let you release the experimental specimens. There are two computer objectives; one is the console that releases the specimens (Redcap, Lesser Devoured, Chief Soldier, scattered around the map, all allies), the other has the necessary data and ends the mission.


Debriefing: You almost had to turn down all of the offers that Arachnos was making for information on Crey. You spoke with an Operative Vargas, who was extremely eager to pay whatever you requested for the information. Now it's just a matter of sitting back and watching Arachnos deal with Crey.


Collapsing Ideals (VILLAIN MORALITY MISSION)


You overhear some Arachnos operatives speaking about a mind control device being worked on by Arachnos scientists. You look into the matter, using all the resources at your command to find every bit of information there is...


You discover that Arachnos does indeed have a mind control device, though it is only powerful enough to control the mind of one person. They have been developing it to combat recent problems with Bane Spiders breaking free from their mental network.


They already plan on using a prototype on the device on a man named Michael Polario, a rich gambler living in St. Martial. They have evidence that he has left Johnny Sonata's inner circle to work with Longbow in an attempt to kick out Johnny - and Arachnos - from the Giza and St. Martial! Polario has been seen speaking with the hero Overdrive about this on several occassions.


Later today, Polario will be giving a live conference to the people of Paragon, telling them of the corruption within St. Martial in order to bring as many heroes as possible into the island to remove the threat of Johnny Sonata and Arachnos.


Arachnos, however, has a different plan of their own for this device.


Well, well! Looks like you stumbled upon quite the tangled plot: a former member of Johnny Sonata's gang trying to redeem himself, Arachnos looking to stop that with a very lucrative device, and a connection with Overdrive - someone considered to be a hero amongst heroes in Paragon.


All of this comes together to form an idea in your mind - take the mind control device for yourself, stop this Michael Polario from inviting more heroes into the Isles, and then, to top it all off, mind-control Overdrive to make her your lackey for ALL of Paragon to see!


You map out your master plan after picking up some more information on Arachnos's 'big plan'.


Operative Vargas is currently waiting for some hired help in the form of Savage Siren to show up - looks like they're paying her off to be the one to do the deed. You're going to get there before Savage Siren and take the device from Vargas - leaving him sprawled out along the ground should leave a clear message to Savage Siren - stay away from here.


Once that's done, you'll have to make your way to the top of Polario's penthouse and take him out - before the cameras start to roll. Once he's taken care of, you'll send a message to Longbow that you're 'holding him hostage' - it's just a matter of time until your soon-to-be lackey, Overdrive, arrives.


You'll beat her into a pulp, use the device, then walk out with the people of Paragon watching your victory!


Longbow will have lost their inside man of Polario, the heroes of Paragon will never be commanded to assault St. Martial, and you'll have yourself a new personal lackey. What's not not to like?


You head off to the location of Polario's penthouse within St. Martial...


Office, RIP. First objective is to dialog with Vargas to get the device. Next is to deal with Polario, another dialog. This triggers an ambush by Overdrive. When she gets to 25% you use the mind control device on her, turning her into a non-combatant...as Blast Furnace comes charging in to her rescue. When you beat him down you get a dialog to gloat over him, then Overdrive breaks free and attacks again (having regened to full health by now, of course). After you beat her you get to rub Blast Furnace's nose in his failure again, ending the mission. N.B I stealthed past all the RIP so there might be some surprise ambushes in there or whatnot....


Debriefing: You step out from Polario's penthouse. While your initial plans of keeping Overdrive as your lackey failed, you were able to turn it around to beat her down - twice - and crush the hopes of the hero, Blast Furnace.


The two are most certaintly furious at you - but what exactly could they hope to do against the power that you wield?


Nothing. Just like all the others.


Playing the Sides (ROGUE MORALITY MISSION)


You receive a message from one of your contacts within the Isles, saying that a woman has been asking around for your services. You show some interest and get some more information - it leads to you receiving a personal message from this woman, who goes by the name of 'Swift Cut' .


Dear Stormtouch-


I hope this message finds you well. Your contact spoke very highly of your abilities - I am hoping to hire you for aid. I am...was a member of the Whispering Hand, a group of assassins led by Silent Blade. However, I have no wish to be with them anymore - I never wished to be a part of them in the first place! Everything was forced upon me - my membership, my training, all of the deeds I've done.


I am currently looking for passage into Paragon, where I have been guaranteed safety by the PPD. There is a route through a sewer system out into Faultline, but I fear if I move, the Whispering Hand will cut me down.


I am willing to pay however much you need in order to ensure your services. Please send this message back as soon as possible - I do not have very long. Thank you.


-Swift Cut.


You've heard a bit about the Whispering Hand - an up and coming group that has been appearing more and more in the news since Silent Blade officially took them over. You don't really care too much about why this person wants out - mainly that this would be a good moment to make yourself some money. They say the Whispering Hand are tough, but nothing will stand between you and a good payday - if you're willing, that is.


You send a message back to Swift Cut saying that you're in on the deal, along with stating how much money you'll be requiring from her for the job to be done.


She contacts you shortly afterwards, informing you that she has already begun to make her way into the sewers, thinking you would not show up - however she has run into the Whispering Hand and is currently on the run from them!


She has found somewhere to hide for now, but will not last very long with the group on her tail.


You tell Swift Cut to stay where she is, saying that you'll be there right away.


You'll have to hurry before the Whispering Hand gets her - once that happens, you can say goodbye to your payday!


Sewers to Faultline map, Tsoo. Swift Cut spawns up front as a non-combatant hostage escort, meaning if you're a Stalker (as I was playing) it sucks to be you. You have to drag her across the entire map, fighting several Bosses and ambushes. There will be a Boss right as you come out of the sewers so be ready. When you get to the sub dock Silent Blade is waiting for you; she fights until she gets to 25% then stops for a dialog, offering to not hunt down and kill everyone you care about in exchange for Swift Cut. When you refuse she vanishes. Activating a transmitter to call the PPD spawns several waves of Tsoo ambushes, followed by another battle with Silent Blade. She stops for another dialog before dying; the PPD sub shows up for Swift Cut, the end.


Debriefing: You return to the Isles with Swift Cut's credit card - a quick check shows that all of the money you required for your payment is within the account specified here. What happens next between her and Silent Blade is none of your concern - unless, of course, it leads to a future job. Then you'll be all ears for what has to be done.


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"