SPOILERS: Villain Tip Missions Level 40-50
Lacquered Porcelain Shard
You find a shard of lacquered porcelain. Looking it over, something piques your interest.
After studying the shard of porcelain, you can feel that the lacquer has not fully set, due to the mild stickiness of the surface. As you're about to toss the shard away, you recall hearing that the Carnival of Shadows has been working on this side of the pond lately. If this shard came from one of DeVore's masks, then it seems she's creating them somewhere nearby.
The masks worn by members of the Carnival are reputed to draw energy from the wearer and give their energy to a master mask. If these masks are being produced nearby, it's possible that you might be able to extract the secrets of the masks from the people actually making them. And with those secrets in hand, you just might find a way to make a master mask of your own and create your own network of psychics.
However, if these masks actually are able to offer its wearer these powers, this might be your opportunity to stop the competition from moving in on business. At the very least, it'll be fun to hear the Carnival Queen's screams of anger echoing through the Rogue Isles.
VILLAIN: Rough up DeVore's clowns and have them create a master mask for you.
Everybody knows what the Carnival of Shadows' masks do. In short: the wearer of the master mask draws power from those wearing other lesser masks. Not to mention the wearer of the master mask can see through the eyes of everyone on that psychic network. You definitely want in on that. Perhaps you can convince one of these mask makers in the nearby mask making facility to build you one of these master masks.
Considering how tight lipped the Carnival members have been in the past about anything to do with their organization, you doubt they're just going to 'fess up right away. You'll likely need to be very convincing.
Abandoned warehouse, Carnies. Objective is to find the Mask Tender. She is a hostage; freeing her gives you a new objective to escort her to an altar. There she makes your mask; clicking the altar ends the mission.
Debriefing: Success! If that Carnival Mask Tender was telling the truth, you should be able to connect to any Carnies who put on the masks built in this facility. That is, provided the mask actually works.
ROGUE: Destroy the process by which the masks are made to cut down the competition.
The Carnival, they--like the Freakshow--know how to throw a good party, but they can sure be a thorn in your side. You've been presented with a perfect opportunity to shut down the Carnival mask production process for a good while. All you have to do is destroy whatever masks they've already created and take out whoever creates these masks. Afterall, you can't have these idiot clowns interfering in your business.
Since this lacquer is still sticky, that would not only mean their facility is somewhere nearby, but it would also point to a way to ruin their scheme. Find where they're making these masks, destroy them and then take out whoever is responsible for making them.
Abandoned warehouse, Carnies. Objectives are to destroy 3 crates of materials and take out the Mask Tender. The Tender is only an Illusionist but when she gets to half health the Overseer Mistress, a Master Illusionist, shows up with guards. Defeating her ends the mission if all crates are gone.
Debriefing: You successfully destroyed all of the masks in this warehouse and the Carnival Mask Tender who is capable of creating new masks. This will likely slow the Carnies down for awhile, but will really anger Vanessa DeVore.
Old Russian Ballad
You overhear a song being played nearby in a foreign language - you recognize it as Russian. Looking nearby, you see it's coming from a small music box, dropped by someone. Examining the box, you see the figure inside carrying a small note...
Arachnos have finished the plans on the MK II Nullifier Gun. My plan has so far gone perfectly, but now I need you to go retrieve said item, just as we spoke of earlier. I have listed the location of the base in Grandville where they have the specs for the new gun. Bring it to me and I will give you a portion of the money that Longbow is willing to pay to have the item back. Maintain radio silence until operation is complete.
-Lt. Demitrovich
You recognize the name Lt. Demitrovich - she is the Longbow turncoat in Nerva Archipelago - of course Longbow doesn't know that, but you know what side Demitrovich plays for - her own. It's fortunate that whoever was tasked with this delivery has...lost their way. It will offer you a good chance to take advantage of the situation. The amount of money Demitrovich is offering is pitiable - however...you could steal the schematics for the MK II Nullifier Gun for yourself...and give Demitrovich a modified version of it. Say...a modified version where the gun explodes upon activation.
Of course, Demitrovich probably has much more money to throw around. And she has a lot of secrets too. Secrets Longbow would be willing to pay for. This could be the perfect opportunity to make some money by taking advantage of all the parties involved here.
VILLAIN: Steal the schematics and modify them!
You're not too interested in Lt. Demitrovich's payment for the new Nullifier Gun MK II. However, if she plans on giving the schematics to Longbow, you don't see why you couldn't...have some fun with this.
She wouldn't know, of course, about the additions you made to it - neither would Longbow, until their Nullifiers suddenly get a face full of fire when they try to use the guns. And then...who will Demitrovich blame? The villain who sold her the Nullifier Gun? Or Arachnos, who originally got their hands on the gun from Demitrovich?
You figure out that Arachnos is keeping the schematics inside of one of their bases in Grandville. While outsiders might think this would be an impossible task to handle, you know differently - it'll be all too easy getting inside of that base.
Arachnos base, Arachnos. Objective is to find the schematic. Shock Treatment is present as an optional ally hostage, even less coherent than usual. One spawn gives up a Clue about Hollow Point, claiming he has amassed enough followers to become a significant threat to Arachnos and may be allying himself with Blitz. Recovering the plans triggers two Malta ambushes, one by agent "Decoy 4", a Boss. Defeating Decoy 4 ends the mission.
Debriefing: You modified the schematics and delivered them to Lt. Demitrovich. She was very appreciative of your help and said she would deliver the information to Longbow right away.
Perfect.
ROGUE: Blackmail Demitrovich after selling the information to Longbow!
Lt. Demitrovich is a woman who closely guards all of her secrets - from the villains she deals with in the Isles and from the soldiers she serves with in Longbow. You're sure that the people in Longbow would be very generous in their payment for outing a traitor in their group.
You're also certain that Demitrovich would be willing to pay a good amount of money to keep her secrets safe. As long as she doesn't know about Longbow having the information until it's too late for her to do anything about it.
It's just a matter of tracking down the evidence to present to Longbow.
After doing some extensive research, you find out, to your dismay, that the one group who has all the information regarding Demitrovich's activities are...Malta. Of course.
Looks like you'll really be earning your money today.
Warehouse, Malta. Objective is to find the data on Demitrovich. There are three computers to search, one of which has the data. The other two have snippets on Ajax and Shock Treatment. Once you have the data you must use another computer to signal Longbow with your offer. They wire the payment to your account in exchange for a copy of the file. You then must meet up with Demitrovich back at the entrance to extort a bit more cash out of her. You can choose whether or not to tell her about giving Longbow a copy first; there's no combat either way.
Debriefing: Sometimes the best way to make a profit is to play all the sides that are involved. Longbow will no doubt be after the good lieutenant now. While she's on the run, you'll be sure to be spending all that money she so...graciously gave to you.
Rikti Artifact Rumors
You hear some interesting rumors regarding a deactivated Rikti Artifact.
You've heard from a reliable source (who knows what'll happen if he's lying) that a deactivated Rikti Artifact was discovered in the sewers beneath Peregrine Island in Paragon City. Some serious havoc could be caused with this device. According to your informant it is a device that the Rikti lost during the first Rikti War. This ancient piece of technology is said to be able to greatly enhance the wearer's psychic powers, and if activated it will alert the Rikti to its presence. This gives you some interesting ideas.
You could activate it cause the Rikti to go crazy searching for it. This would likely cause mayhem in Peregrine Island as the Rikti raid the area searching for their Artifact.
Alternatively you could wait for someone else to activate it and use the distraction to reveal the Rikti raid leader's base and steal any valuables not bolted down.
VILLAIN: Activate the Rikti Artifact to cause mayhem.
This should be pretty straightforward. Take the sub to Peregrine Island in Paragon City, sneak into the sewers, locate the artifact that your contact told you about and get out of there. This Rikti Artifact will cause the Rikti to go berserk while trying to find this artifact. This will cause untold damage as well as serving as a great distraction.
As if causing destruction in Paragon City isn't incentive enough, this could also create a distraction that will allow you to carry out other plans unnoticed for a short time. You head off towards the sub that will take you to Paragon City.
Sewers, PPD and Longbow. Initial objective is to find and activate the artifact. Doing so calls five waves of Rikit ambushes and spawns your final objective, one each of Longbow and PPD Bosses arguing over jurisdiction. Defeating them ends the mission.
Debriefing: Your distraction worked as intended. As soon as the artifact was activated Rikti started pouring into the area and causing mayhem. The heroes in the area won't know what hit them.
ROGUE: Wait for the Artifact to be activated, then go loot the Rikti base.
The plan is simple. Spread some rumors about the Rikti Artifact, hitch a ride to Paragon City on a sub, wait for someone to activate it and wait for mayhem to ensue. Then, you're free to hit up that Rikti base and procure not one, but hopefully several Rikti Artifacts!
You've spread the rumors. Any time now someone should try to activate the artifact. It's time to set off to Paragon City and raid that Rikti base. You head off to catch a ride to Paragon City. You can almost smell the cash you'll make after you sell those Rikti devices.
Rikti base, Rikti. Objective is to steal three artifacts. There are actually four crates, one of which contains Rikit medical supplies. That one does not count and spawns three ambush waves. Collecting the required three triggers a Rikti Boss ambush (with guards). Defeat him ends the mission.
Debriefing: What a haul! You knew someone would go after that Rikti Artifact, which gave you the perfect opportunity to see where the Rikti raiders were coming from. That lead you this Rikti base, which you picked clean.
Seeds of Destruction
Casually disregarding this seed at first as nothing special, you notice an odd pattern that has been etched on its surface.
Looking closer at the pattern, you recognize mystical etchings similar to the kind that the Circle of Thorns use in their rituals. As you continue to inspect the seed, a sickening purple glow begins to swirl around the runes. Instinctively, you throw it - and not a moment too soon, for it bursts into an explosion of dark magics.
With this seed being innocuous enough that someone of your ilk is able to overlook it, how many more of these seeds are making their way around the Rogue Isles? Additionally, who is it that these seeds are intended for? And even more importantly - why aren't you in on this scheme?
Then again, maybe these seeds have a nasty catch to them. It might be a good idea to eradicate them entirely.
VILLAIN: Find the source of these seeds and take them for your own uses.
The power those seeds contain would allow you to do all manner of... Interesting things. However, the first step will be to get them out of the hands of the Circle of Thorns and into yours. Once you've found the source of their creation, you could really go to town with these. And by town, you're thinking Paragon City... or maybe even bigger!
The best place to start looking for the cultists is likely within one of their old temples. And you know exactly where to find one. Head off in that direction and rip those vessels of destructive magic from their zealous hands!
Oranbega, Circle of Thorns. First objective is to find the Summoner responsible for the seeds. This objective really means "defeat Desdemona" as she's here as well looking into the plot. Two waves of Circle ambush you during the fight. On her defeat she gives up a Clue imploring you to destroy the "Book of Kantikos". Your new objective is to find the book. The book is just a chest glowie; it gives up a Clue but you can't read it because it also ends the mission.
Debriefing: The seeds of destruction were nothing more than a lure for Desdemona to walk into the Circle's lair. Even though you found the book used to create the seeds, that too was booby trapped. Ultimately, you were able to take out your frustrations on that turncoat, Desdemona, so at least the day wasn't all bad.
ROGUE: Find the source of these seeds and destroy them.
These seeds might be too dangerous for even someone like you. Small and unassuming, anyone could come across them without noticing what kind of danger they're in. You're not so much concerned about other people being victim of them but rather you running into another one.
Perhaps it would be best if you tracked down these Circle of Thorns cultists and put a stop to whatever their scheme is!
You have a pretty good idea where to find the ones responsible for these strange seeds. If your hunch is right, you'll likely find them in the act of creating more of these deadly little bombs.
Find some clues as to how they're making them, then take out those crazies!
Oranbega, Circle of Thorns. On entry you hear a "mysterious voice" saying that the cultists have been stopped but the speaker is captured. First objective is to find the speaker. That turns out to be Desdemona. She is too weak to fight after you rescue her and runs off, triggering an ambush by "The Low Chanter", a Circle Boss. He calls in another ambush wave as you beat him down. The seeds turn out to have been a ruse, presumably to lure in Desdemona.
Debriefing: Desdemona, demon summoner turned hero, beat you to the punch. Although you might see that as a bad thing, she was the one who did all the work. All you had to do was lift a finger, and now she owes you a favor.
Taper Of The Frozen Flame
You find a very interesting item in a recently acquired magic tome.
While flipping through the pages of a recently acquired supposedly demonic magic tome, you're largely disappointed with your findings. However, one artifact mentioned in this so-called catalog of demonic artifacts stands out. Something called the Taper of the Frozen Flame. This candle is said to be inexhaustible and on its wick burns a cold-fire. A ritual mentioned in this tome explains that the taper can be used to multiply a user's power over cold by a factor of a hundred. This could amplify a relatively powerful person's cold manipulation power to a near unimaginable level.
This book hints at the location of this artifact. If your understanding of the riddles found on these pages is correct, then the artifact rests deep under what is now known as Grandville in Oranbegan ruins.
You could set off to obtain the Taper of the Frozen Flame for yourself.
Alternatively, you could destroy it, as it is far too dangerous to leave for someone to find.
VILLAIN: Take the Taper of the Frozen Flame for yourself!
This artifact's potential isn't missed by your keen eye. With it you could...well the possibilities are nearly endless! Plus, it's best to snatch up that artifact before someone else does. Should this fall into the hands of the unworthy, who knows what would happen.
If your suspicions are correct and the Taper of the Frozen Flame is still here, you're about to become a very powerful man. The likelihood of someone knowing about the taper is pretty high, so you should prepare yourself for that possibility. You head off to where you believe the Taper of the Frozen Flame lies.
Oranbega, Circle of Thorns. Objective is to get the Taper. One spawn's speech reveals the Circle made 50 copies of that tome and spread them around the Isles to lure villains in. This is reinforced when you find a chest full of copies. A Death Mage named Thesaedes reveals after you beat him down that the plan was to lure in a villain with cold powers to increase the power of the Taper so they could use it to cover the world in endless winter. Finding the Taper triggers an ambush by Polar Shift (shocking, I know) and Longbow guards; defeating them ends the mission.
Debriefing: It wasn't easy, but you now have in your possession an artifact that will greatly amplify the power of someone's ability to manipulate cold. The villain Polar Shift attempted to thwart you, but she was no match for you.
ROGUE: Destroy this artifact before it falls into the wrong hands.
This Taper of the Frozen Flame's power is incredibly tempting. You could sell it, or perhaps use it for your own ends. However, you keep coming back to the same conclusion. Doing either can only end in catastrophe. The only solution is to destroy the artifact.
If someone with truly ill intentions got their hands on this artifact it could spell the end of everything. Catastrophes aren't good for business, namely your business of making a name for yourself in the Rogue Isles. You head off to where you believe the Taper might be.
Oranbega, Circle of Thorns. Objective is to destroy the taper. This parallels the Villain mission exactly, except you destroy the taper instead of stealing if for yourself.
Debriefing: The Circle of Thorns was intending to lure villains to their lair to harness their energy to use the power of the Taper of the Frozen Flame. Not only that, but you were attacked by Polar Shift, who was also after the artifact. Your gut feeling was right, that artifact needed to be destroyed. After defeating Polar Shift, she seemed to come to some sort of realization and snuck away in tears.
This is How She Dies
The signal on your radio goes in and out for a moment and then you hear the following: 'She's been causing too many problems, that Overdrive. I want her whacked, got it? The Family will pay big. Do the job and you got your money. Or maybe even a place in our cozy little family. Just make sure you drop a tulip next to her so we know it was you, got it? She's currently investigating one of our warehouses in the Rogue Isles.'
This is exactly the kind of lead you've been looking for. The Family is so far beneath you any reward they could offer would be laughable. However, the opportunity to go face to face with a real hero--this Overdrive--gets your blood pumping. The look on Overdrive's face as you crush her beneath your boot will be reward enough.
The Family doesn't have much that interests you, however you definitely see an opportunity here. You could let Overdrive know that the Family is gunning for her, you could always use more contacts in Paragon City should you need someone to watch your back.
VILLAIN: Hunt down Overdrive and make her suffer.
It's hard to pass up a situation like this. Overdrive is practically being given to you thanks to the Family tipping you off that she was in the Rogue Isles. There's the small matter of dealing with her bodyguards, but you figure a warmup is in order before taking on Overdrive.
Overdrive is currently investigating an abandoned office for Family activity with a large group of Longbow. Now's your chance to swoop in and take her out.
Abandoned office, Longbow. Objective is to defeat Overdrive. An early spawn's speech hints that Desdemona is around too. She turns up as an ambush after Overdrive snuffs it. Beating Desdemona and her guards ends the mission.
Debriefing: That was unexpected! You managed to not only take out Overdrive, but Desdemona as well. When word of this gets around, the Rogue Isles will fear your name even more than usual.
ROGUE: Warn Overdrive of the hit put on her.
The Family wants Overdrive killed. They themselves would have a heck of a time doing that, though; she's no joke. They'll likely hire mercenaries and other villains--like yourself--to do it. Your hope is that by warning her you might earn a favor that you'll be able to call in.
The Family has a lot of resources to throw at their problems. It wouldn't be out of the question to expect other big hitters in there. You're hoping she's grateful enough to owe you a favor.
Abandoned office, Arachnos. Objectives are optionally to recruit Desdemona and to find Overdrive. Rescuing Desdemona triggers a few waves of Arachnos ambushes. Freeing Overdrive, a combatant escort, triggers an attack by Mangle, whom has been promised a Patron position if he can bring in both Overdrive and Desdemona. Escorting Overdrive to the door ends the mission.
Debriefing: You managed to wade through the mess that was created when the call went out to kill Overdrive. You managed to save her life, which is something you'll bring up if she ever tries to take you to the slammer.
Surely that's something those do-gooders will keep in mind, right?
Two too many Flambeaux
Out of the corner of your eye you spot a flier that catches your interest.
You find a party flier that raises an eyebrow which reads:
Flambeaux Festival
Your lovely hostess Flambeaux invites you to the first annual Flambeaux Festival! This year's celebrations include me (the amazing Flambeaux) battling myself to the death! Intrigued? You should be! I recently acquired and reprogrammed this really cool robot that totally looks like me. You can never have too much of me, right? We'll fight, and it'll be like totally awesome! Tell your friends! The Rogue Isles will burn baby burn!
Ugh, does this wannabe villain ever quit trying to draw attention to herself? She's very clearly come into possession of a Nemesis automaton clone of herself, and you think everyone knows it. She was sharing it with everyone who would listen (and even to some who wouldn't) at Pocket D last weekend.
You could crash her party and teach her how real villains of the Isles operate.
Or, you could bail Flambeaux out of there. You know this is going to get ugly fast.
VILLAIN: Crash Flambeaux's little party.
Flambeaux is a shining example of what a villain should aspire NOT to be. You're sick and tired of this little twerp showing up and demanding attention. Infamy is earned by causing some havoc, not by throwing a stupid party and inviting everyone. Knowing her, she'll be surprised by you showing up and wanting to break up her pointless grab at attention. How sad.
Flambeaux will probably not see this coming, and you're probably not going to be the only villain in there that wants to see her eliminated. This fiery little tart needs to be taught a painful lesson today. Just to discourage her from doing this ever again, you think you'll destroy any other automatons she might have around the warehouse. You ball up the Flambeax Festival flier, toss it over your shoulder and head out to where it is being held.
Freakshow Warehouse, Freakshow. Objectives are to optionally get Mangle's help, defeat both copies of Flambeax and destroy three crates of automaton parts. There are a few Nemesis Automatons attending the part as well, other than that, no surprises.
Debriefing: You not only taught Flambeaux a very painful lesson, but you've destroyed all her little mechanical toys. You don't know about everyone else, but you had a great time at this little party.
ROGUE: Prevent Flambeaux from getting in trouble.
Flambeaux is most likely going to be in a world of trouble. In an attempt to make everyone love her, she's inadvertently made everyone hate her guts. Her constant ploys to be the center of attention have made a lot of heroes and villains want to see her go away. Permanently. You've got to give her a hand.
Flambeaux annoys the heck out of everyone, including you, but you don't think she deserves to die. Perhaps you can get through to her that she needs to lay low, back off, and cool it. Otherwise, she may end up disappearing. You head off to the location where this party is set to happen.
Freakshow warehouse, Arachnos. Objectives are to find and rescue Flambeaux and find and rescue the REAL Flambeaux. Rescuing the fake (an ally) calls down at least two ambush waves. Rescuing both ends the mission.
Debriefing: It seems that even Arachnos wanted to take out Flambeaux. You managed to get her out of there despite all of the Arachnos agents. She seemed thankful, and you think you might have actually gotten through her thick skull. Or maybe she was just pretending to listen to you...who knows?
Wanted: UQUA. Dead: Alive
You find some Rikti writing carved in a nearby wall. It reads...'Wanted: Uqua. Dead: Alive'. Curious, you investigate the situation to see what exactly this is all about.
Rikti Traditionalists have had enough of the woman called Kelly Uqua, claiming she is actually part of the Restructurists movement and a hidden Rikti agent within Crey. With Vanguard's permission, the Tradionalists have put a bounty out on Kelly Uqua, asking for any able-bodied person to step up and bring her to the temporary base set up by the Traditionalists within the Rikti War Zone.
Investigating even further, you find out that this is one of the main Traditionalist bases of the Rikti, set up in a former Restructurist base. They have been stockpiling their supplies there in the hopes that they can somehow convince their fellow aliens to lay down their own arms in the name of peace.
You've heard rumors that Kelly Uqua has angered the Rikti through her actions at Crey - along with the possibility that she herself is actually a Rikti in disguise. It's somewhat interesting, though what's more interesting is this Traditionalist base in the Rikti War Zone. From the information you gathered, they're building up quite a force in there - perhaps with aid from Vanguard. Who knows what sort of useful Rikti technology could be there, just ripe for the picking?
However, that bounty to bring in Kelly Uqua is probably fairly decent - given the possibility that Vanguard is behind it. It could mean just a fat payday, or it could also mean a new set of impervium armor, courtesy of Vanguard.
VILLAIN: Rob and destroy the Tradionalist base!
Traditionalists...Restructurists...does it really matter what name they call the Rikti? Not to you, at least - you look at them and all you see is an opportunity. From what you've discovered, this Traditionalist base will be packed with Rikti technology - and possibly information. Vanguard won't be guarding it, as it's outside of the limits of their influence.
Which means that it's just sitting there...waiting for someone to walk in and take whatever is in that base for themselves.
You head off towards the Traditionalist base. Hopefully no one else has gone there before you - if so, you'll just have to...inform them that this base is yours for the picking.
Rikti base, Rikti. Objectives are to steal the technology, destroy 2 supply crates and defeat the Tradionalist leader. Defeating one spawn will trigger an ambush by Flambeaux with Arachnos guards. Once the initial objectives are complete a new objective appears: set a bomb to destroy the base. Doing so ends the mission.
Debriefing: You run out from the Rikti base with all of the stolen technology you found. Moments later, a large burst of fire erupts from underneath the ground, shooting out like a spurt from the hole you crawled out of. Nothing is left in that base now - including evidence that you were ever there.
ROGUE: Hunt down Kelly Uqua!
You've seen Kelly Uqua give several interviews on behalf of Crey. The look in her eyes has always made people uncomfortable - as if she was some sort of alien. It's quite frankly not too surprising to hear that she may actually be a Rikti in disguise - though it is a little disconcerting that the Rikti could disguise themselves as humans.
Regardless, there's a bounty out on her head, and you're not going to let something like the possibility of going through Crey get in your way!
You do some investigation to find out where Kelly Uqua should be - within one of Crey's offices, right in the heart of Grandville.
Office, Crey. Objective is to defeat Uqua. One random spawn, identifiable by its speech, will trigger an ambush by a Scorpinoid Boss on its defeat. Uqua spawns as a Rikti Magus with a dialog. At the end of the dialog you get a message saying "You have defeated Kelly Uqua!", but you really haven't: she turns hostile and calls in another Scorpinoid Boss ambush. You must defeat both it and Uqua to end the mission.
Debriefing: You drag Kelly Uqua to the nearest soldier in Vanguard. They know right away what you're there for, taking in Kelly Uqua, while handing you a card to claim your bounty. It seems they were quite serious about finding Uqua, as the card was actually a key to a large warehouse full of various pieces of technology! You'll have to do work for the Vanguard, or Traditionalists for that matter, more often!
My Other Selves (VILLAIN MORALITY MISSION)
You find an odd circle with a small button on it. Upon pressing the button, a small holographic image springs to life - and it's an image of you!
'Sparkdancer, listen to me. I am you from many years in the future. I have spent nearly all of my incalculable power to send this message back in time so that you can correct the one critical flaw that I - you - made in my - our - master plan'.
Deep down inside, you know that the person you're seeing might truly... be you. And if it is - and in the future you can span time and space - then you MUST know what that mistake is... and see to it that you never make it!
You continue listening to the message sent by your future self.
'Crey Industries has a secret lab that they are using to conduct experiments on the time-space continuum. I found it many centuries ago, and this is where I - you - would begin forming your - my - master plan. Within the lab are three matrices they're using to open rifts in time. Encoded in this message are three keycodes that will locate me - you - in the past - er - in your future.
You MUST know what you did wrong or EVERYTHING will be ruined!
Within the message projection device is the location of where your destiny lies. Go seek it out while you still have... time!
Praetorian lab map, Crey. First objective is to capture the Chief Temporal Scientist. He gives you the passcode to the "Primary Matrix Terminal", which calls an ambush (Paragon Protector and guards) and summons your future self. A dialog with your future self reveals that a) (s)he has no idea what you're talking about regarding the message, b) Frostfire is a hero in the future and your archenemy and c) he followed your future self here and you have to fight him. His defeat causes the terminal and your furture self to despawn, triggering another ambush and the spawn of a secondary matrix terminal, which spawns your far future self elsewhere on the map as you get close to it. Your far future self looks...different...and implies that both you and Frostfire drink from the Well of the Furies. Frostfire spawns again, along with a Crey ambush. Defeating him gives a new objective to access the tertiary matrix terminal. Again, another future you, this time the "ultimate you" spaws, and informs you that your "greatest mistake" was taking half the power of the Well and letting Frostfire get the other half, instead of letting him have it all. Frostfire would have used the power to create paradise; your ultimate self destroyed him and used its half to destroy all life in the galaxy. When you vow to take all the power for yourself when the time comes, ultimate you attacks. It turns out some of the phlebotinum responsible for Frostfire's demise is still about allowing you to defeat your godlike incarnation, ending the mission.
Debriefing: You - from thousands of years in the future - attempted to sway you towards the pathetic and pitiful path of righteousness.
Instead, you learned how to become a being of untold power one day. And you can make sure this happens with nothing more than one short, swift kick to the face.
In time, your master plan will be fully realized. In time.
Easy Job, Easy Money! (ROGUE MORALITY MISSION)
You are personally contacted by a lowly Arachnos operative during your travels. The man hands you a device - a hologram. When you ask what exactly is here, he informs you that it is for your eyes only. The operative walks away, leaving you with the device. You set it down and activate it, causing the image of an Arbiter of Arachnos to appear.
Greetings Konoros, I am Arbiter Becklo. Despite previous...actions on your part with Arachnos, we wish to offer you a job, a very well-paying one at that - and quite simple as well. It requires someone such as yourself who is rather powerful and isn't afraid of...well...let's say, crossing a few lines.
If you are interested, you can come contact me at an Arachnos base we have set up outside of Warburg - I'll have one of our men personally fly you over there from St. Martial.
There I will give you the exact details - it is not safe to release them in the current state of our...conversation.
I look forward to doing business with you. Good day Konoros.
One constant of Arachnos is how well they'll usually pay mercenaries in their employ - it gives them plausible deniability and a steady stream of support in their various small civil wars. It is somewhat...concerning that Arbiter Becklo wasn't willing to give you the details of what exactly the mission is. If you are going to go through with this, it would be best to first check in to the situation to ensure you aren't walking into some sort of trap.
You put out a call to some of your reliable contacts to find out everything you can about this Arbiter Becklo.
Soon enough you have all the information you need, including where he is at this very moment - Warburg. Becklo is a respected Arbiter, known for his extreme loyalty to Arachnos (as all Arbiters are) as well as being Arbiter Daos's 'go to' person for solving conflicts between the patrons - in other words, a man who has a reputation within Arachnos for being trustworthy. Of course, this is being trustworthy...within Arachnos...so how much that actually means is debatable.
At any case, even if it is a trap, it would be easy enough to get out of it from within Warburg - what do you have to lose?
You'll have to head towards the Arachnos Flyer within St. Martial, where Becklo assured you that a pilot would be waiting to personally fly you out towards their location within Warburg. Then it's just a matter of making the deal and going through with it - nothing that should be too difficult for you.
Instanced Warburg map, Arachnos. First objective is to speak with the Arbiter. He explains the job, which is to pilot a Malta Titan (it says here, yes, I know they don't have pilots) into the slums of Grandville to flush out rogue Bane Spiders. When you refuse, you get six waves of Arachnos ambushes, followed by another dialog with Blast Furnace who reveals the backup plan to fire missiles from the nearby Malta base into the slums, which was also how they were going to deal with you afterwards. Blast Furnace is wounded and can't help, so you have to go into the base after the leader. The leader uses a force fiend at 75% health to become invulnerable; you have to take out a nearby generator to shut that down. Once he's down Blast Furnace spawns again to thank you for you help...and arrest you. Beating him down ends the mission.
Debriefing: Despite your actions against Arbiter Becklo, Arachnos has backed away from any further conflict on the matter - most likely because they cannot risk the plan they had to be revealed, as it would give away Westin Phipps and his entire operation.
You showed Arachnos, though, that you are willing to do a job for the right price - but even someone like yourself has a line of what is acceptable.
When someone crosses that line, you're sure to be there to put them in their place.
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"
Thanks for the write up Venture.
This is a list of Tip missions for Heroes in the level 40-50 range. It includes spoilers, though I didn't quite include every single detail. It's more than enough to let you know in advance if you want to avoid any of these missions due to enemy selection, themes, etc.
Note that some of the text differs slightly if you are a Rogue viewing these missions. I haven't documented the changes as they were very small and didn't affect the substance.
A Broken Nemesis Jaeger
You hear a series of clicks and smell the acrid stench of smoke coming from a nearby alley way.
Upon investigation you discover a Nemesis Jaeger robot. It evidently has broken down and is on its last legs. After bashing it open you're able to access its rudimentary computer and find out where it was going. This Jaeger among many others recently received a transmitted command to track down and eliminate a list of villains in the Rogue Isles and then store their bodies in a warehouse in Grandville. You're number 3 on this list.
You could teach Nemesis that you're a much bigger threat than number 3 and take out the person behind this scheme.
Alternatively you could check out this warehouse and see if there are any valuables to be pilfered, and it could be good to find out what Nemesis is up to.
VILLAIN: Show Nemesis that you're the real threat.
Not only has Nemesis significantly underestimated your power and your threat level, but he's also sent out a small army of automatons to kill you. This transgression shall not be forgiven!
You take note of the coordinates specified in the Jaeger computer. You believe this will lead you back to where the transmission came from. You have every intention of showing those Nemesis fools that you're a far greater threat than number 3 in the Rogue Isles.
Tech map, Nemesis. Objectives are to defeat the Threat Assessor and optionally help Shock Treatment. She is an ally hostage and irate over only making #4 on the threat list. The Assessor is a Fake debating with the "List Compiler" over your position on the list; as you beat them both down he decides to move you to #1 and then "#0". Beating them and their guards ends the mission.
Debriefing: You think you've managed to safely secure threat position 1 or 2 with Nemesis' army. This may cause more problems down the line, but at least Nemesis knows who they're dealing with now.
ROGUE: Investigae and loot warehouse.
You don't really care how big of a threat you are, in fact you'd prefer to not be on that list at all. It'd be easier to operate undetected in the Rogue Isles that way. What you do care about is what Nemesis is up to, and what valuables might be stashed away in that warehouse.
If Nemesis has successfully eliminated villains or heroes and brought them back to this warehouse, then perhaps their tools and equipment haven't been picked clean. There might be some incredibly powerful devices and artifacts there. You head off to the coordinates listed in the Jaeger's computer.
Abandoned warehouse, Nemesis. Objective is to investigate two body bags. There are a number of "decoy" bags that contain the bodies of villains you don't recognize. One bag is empty and labelled "Miss Thystle"; finding it triggers an ambush by her automaton and guards. The second is labelled for you and triggers an ambush by a doppleganger automaton and guards.
Debriefing: You didn't recognize any of the fallen heroes or villains; they were probably low on that Nemesis threat list. Unfortunately there was nothing of any value there, and you were lucky to escape with your life as you were assaulted by automaton copies of both Miss Thystle and yourself.
Bloody Bane Spider Helmet
You nearly trip over a small object on the ground. Upon inspection, you see it is a helmet belonging to a bane spider, with blood splattering the outside and inside of it. Whoever was wearing this must have been in quite the battle, though it isn't normal for Bane Spiders to discard their gear like this. You investigate this further by utilizing the tech inside the helmet to gather information about whoever discarded this...
It seems Arachnos has issued a bounty on a group of Bane Spiders - they've broken off from the mental network that comprises the soldiers and are trying to flee the Rogue Isles. This happened in the midst of an assault on a Longbow base in Grandville - now both Longbow and Arachnos are seeking these Bane Spiders, both offering a large reward for them.
You've heard of this happening before to a Bane Spider here and there - that was the last time you heard of those specific operatives, however. Arachnos is swift to handle any issue with the Bane Spiders, though now it appears to have become widespread within this group.
You could investigate where one of these Bane Spiders has run off to and collect on that bounty - either from Arachnos or Longbow. It would be a fairly good payday from either group and earn you some influence with one of the two groups.
Then again...it sounds as if the squad was in the middle of attacking a Longbow base when they disbanded. That means there's a group of Longbow out there still operating - still tracking everyone's movements, including your own. That's something that...can't be allowed to remain. Not when they're teetering on the brink of destruction.
VILLAIN: Destroy the Longbow base!
Longbow's presence in the Rogue Isles has done nothing but cause irritation after irritation - counting this latest one with the Bane Spiders. After doing some more investigating on the matter, you're able to piece together that the Bane Spider's link breaking was most likely caused by some agents within Longbow - they have had plans before to do this.
Which means they'll have Bane Spider turncoats at that Longbow base. Not that it'll matter - from the videos you've stolen, the base is already in ruins. Time for you to finish what Arachnos started and kick Longbow out of your turf.
However, just destroying the base won't be enough. You'll have to make an example out of the higher ups there. You're going to find key people there and make sure all of Longbow - and Paragon - know that you took them down.
You make your way to the Longbow base, ready to finish off the job Arachnos started - in a manner that they could never hope to replicate.
Abaonded tech lab, Longbow. First objective is to defeat the commander. Next is to defeat a rescued Bane Spider. Then you have to find and activate a live video feed. That gives you a Clue describing how angry the Longbow brass are at your performance, and a final objective to plant a bomb and destroy the base.
Debriefing: You get to a safe distance from the base before setting it to explode. Plumes of smoke rise from the ruins of the Longbow base, and they know exactly who did it. Good. They now have a face to associate with their nightmares.
ROGUE: Collect the Bane Spider bounty!
Some Bane Spiders acting up says one thing to you - opportunity. Longbow and Arachnos are looking for any of them and they're both offering top dollar for them.
Unfortunately for Arachnos, Longbow happens to have a bigger paycheck to spend for the Bane Spiders.
You do some investigating and get in touch with certain contacts to find out that Crey has already located one of the Bane Spiders and is currently holding him hostage in one of their warehouses.
It looks like you've got your lead, at least. Crey has enough money as it is - it's time to spread the wealth.
You head off to find the Bane Spider. It's lucky for you that Crey is keeping him nice and cozy until you show up...
Warehouse, Crey. Objective is to find the captured Bane Spider. One spawn, identifiable by speech, will call an ambush wave of Arachnos upon its defeat. The Bane Spider is an unguarded non-combatant and has a short dialog, which triggers four waves of Arachnos ambushes. Following that you must return to the entrance to meet Agent G, who pays you off.
Debriefing: You casually walk out of the Crey warehouse with the suitcase full of money - courtesy of Longbow. Not too bad of a payday, if you do say so yourself.
Classified Mission Directive
This appears to be a set of orders intended for members of the underground organization: The 5th Column.
'Until further notice, sleeper cell Macht will be charged with guarding the recent shipment of power nodules. Know that these nodules are all that are remaining in our possession and are needed for the recuperative procedures our great leader is undergoing. Your lives are less valuable than a single one of these nodules.'
Apparently the 5th Column has chosen to hole up here in the Rogue Isles and have within their possession machinery that is not only rare, but are also needed for healing who you would presume is the Reichsman.
Wouldn't it be a shame if these fascists were to somehow lose their little toys?
You can't allow those power nodules to get into the hands of the 5th Column or anyone else for that matter. It's best if you destroy them, and loot their base while you're at it.
VILLAIN: Steal the 5th Column power nodules!
The 5th Column are a blight. Their silly fascist agendas to take over the world, how cliche. Wouldn't it be a shame if you were to infiltrate the base where these Power Nodules are stored and take them for yourself? Perhaps that'll teach the 5th Column to conduct their business in the Rogue Isles.
They're likely skulking around in one of their former hideouts, licking their wounds. You've got a good idea where you can find them. Track them down and steal their Power Nodules.
5th Column base, 5th Column. Objective is to steal three power nodules. Each one triggers an ambush by a 5th Boss and guards. Defeating the last ambush ends the mission.
Debriefing: You secured the three Power Nodules. Not only will they serve you well, but it will also slow the recovery of the Reichsman. That kills two birds with one stone.
ROGUE: Destroy the power nodules and loot the 5th Column base.
Those Power Nodules can't be allowed to be used to empower the 5th Column's leader, Reichsman. If these were to fall into the wrong hands, the results could be catastrophic. It's best if you infiltrate that 5th Column base and destroy their Power Nodules and loot the place of any valuables. After all, the 5th Column are notorious collectors of priceless pieces of art.
Those Power Nodules need to go! No good deed should go without a reward, so you'll help yourself to any valuables within the 5th Column base. Sounds like a win-win situation. You make the Reichsman suffer and you get some priceless art.
5th Column base, 5th Column. Objectives are to steal three pieces of art and destroy three nodules. Two of the paintings are in safes; the third is in the hands of the base commander, an art collector who is more concerned with you stealing his goodies than with protecting the nodules. The nodules are destroyables with no surprises.
Debriefing: That was satisfying. Not only did you liberate a number of priceless paintings, you also destroyed the Power Nodules. That'll definitely leave the 5th Column reeling for awhile.
The Dagger of Caernoz
You've come across a box containing an old dagger with fiery sigils lining the blade. Inside the box is a note addressed to a hero named Desdemona.
'Your actions have convinced us that you truly wish to seal away Lord Caernoz rather than bind him to your will. We now send you the true dagger, not the replica you believe will seal him away. Only with this can you hold power over that infernal being. We believe you will use this power for the good of all. Know that you are trusted amongst us. - The Sightless Court'
Recently, Desdemona has been causing problems amongst the elite of the Rogue Isles as she tracks down some 'nameless being'. You remember hearing that she was last seen heading off to a Circle of Thorns temple to perform some ritual or another. Now you know what she has planned, and it seems she's woefully unprepared. What better time to pay her back for all the trouble that turn-coat has been causing than when she's about to get her rear kicked royally?
On the other hand, you're the one with the dagger, not her. She'd likely pay a pretty penny to get her hands on this at the moment she needs it the most.
VILLAIN: Beat down Desdemona when she's most vulnerable.
Having once been a demon-summoner filled with an unholy hatred towards all caped do-gooders, Desdemona's change of heart is rather... upsetting. Now it seems that she's managed to convince other people of her noble intentions, enough that they're willing to give her such a powerful object to *STOP* demons? No... she's gone too far this time.
Instead of just watching her grisly end at the hands of this powerful demonic entity, why not add to her failure by presenting this dagger to that demonic beast?
Who knows? Maybe it might grant you a reward in the process.
You have a pretty good idea where Desdemona might have gone. If you make it there in time, you just might be able to finish her off personally. The look on her face will be all the more delightful once you present this dagger to her demonic foe.
Oranbega, Circle of Thorns. First objective is to deal with Desdemona. She spawns up front with Knives of Artemis for guards. Defeating her spanws Lord Caernoz, a Death Mage. Your next objective is to offer him the dagger; as Desdemona predicted he tries to kill you in return. On death he claims as long as his altar survives his followers will be able to resurrect him, so your last objective is to find and destroy the altar.
Debriefing: Although you managed to humiliate Desdemona by defeating her in combat, you earned a new enemy by the name of Lord Caernoz, an infernal demon from the depths below.
Word of that is sure to spread like wildfire, and they'll all know it was *YOU*!
ROGUE: Profit off Desdemona's unfortunate situation.
Having once been a demon-summoner filled with an unholy hatred towards all caped do-gooders, Desdemona's change of heart is something that doesn't really concern you in the least. If she wants to go the holier-than-thou route, that's entirely up to her. According to this message, it appears she's about to face off against some demon or devil or whatever boogeyman she thinks she needs to fight. But seeing as you're the one with the object she needs to pull this off, you've got the upper hand when it comes to... negotiating a deal.
It would benefit you a lot more to let her succeed rather than watch her painfully die. When the day's done, she'll stop that demon of hers and you'll walk away with a fat sack of cash!
You have a pretty good idea where Desdemona might have gone. If you make it there in time, you just might be able to make a deal with her before that demon winds up eviscerating the girl. Remember, she's in no position to make any demands.
Oranbega, Circle of Thorns. Initial objective is to find Desdemona and make a deal with her. She is hostile and has Knives of Artemis for guards. At about 25% health she vanishes, asking you to seal the portal while she fights Caernoz. Next objective is to find and destroy Caernoz's altar. The last objective is to collect your rewards from Desdemona, which is a beating from her and her Longbow friends. She implores you to stop fighting and turn yourself in, after which she'll pay you for your help. Defeating her ends the mission.
Debriefing: After all the work you did to help that idiot of a demon summoner, all you got for it was a high-and-mighty speech about turning your life around. That's the last time you'll work out a deal with someone without seeing the cash FIRST!
Emergency Radio Broadcast
While flipping through the radio for possible 'opportunities', you overhear something noteworthy.
The broadcast you overhear is from a Crey laboratory that is under attack by Longbow agents led by the rather unscrupulous Polar Shift, a hero from Paragon City who is known to use rather unorthodox methods for dealing with crime.
You are presented with a unique opportunity to crush this fool Polar Shift and her allies for being arrogant enough to dare step on your turf.
However, Longbow must be after something specific if they're going through this much effort to raid a Crey lab. There must be something valuable there. Also it never hurts to have contacts in Paragon City. Especially ones that are as morally grey as you.
VILLAIN: Teach Polar Shift and Longbow a lesson they won't soon forget.
This Polar Shift character lives by her own set of rules, chaotic, dangerous and totally unpredictable. Somehow she's convinced some Longbow agents to assist her in taking down this lab. You can't have freaks like Polar Shift running loose in your city - they're bad for everyone.
You feel it's best to put this rabid dog down before she turns the Rogue Isles into a frozen wasteland. Being able to show Longbow what happens when they stick their noses in Rogue Isles business is just an added bonus.
This Crey laboratory's coordinates put it somewhere in Grandville. Getting in there and putting down Polar Shift and her crew is the only way to make sure she doesn't interfere with your plans in the future.
Tech lab, Crey and Longbow. First objective is to lure out Polar Shift by stealing experimental weapons. That causes her to ambush you. Defeating her and her guards ends the mission.
Debriefing: olar Shift was no match for you. However, before you could deal a finishing blow, she was teleported away. You figure you've either made a powerful enemy or struck fear into the hearts of those that might try to stop you. Either way the future should be interesting.
ROGUE: Loot the Crey lab and aid Polar Shift.
First order of business: if your assumptions are correct, there is a Crey lab filled with dangerous and valuable technology that is ripe for the picking. You figure whatever you find here can be sold on the Black Market for some serious cash. Lastly, Polar Shift is going to be in there somewhere.
You figure by extending a helping hand, maybe she will give you some breathing room and stay off your back. The last thing you need is an unstable and dangerous 'hero' like her running around the Rogue Isles.
You hope your intuition is right on this one. If so, there's some valuable Crey tech to pilfer, not to mention a possible ally to be made. While you're capable of making it on your own in the Rogue Isles, it can't hurt to be able to call in a favor in dire times.
Tech lab, Crey. Longbow spawns are getting killed off as you enter. Objectives are to steal weapons and free Polar Shift. No surprises, but both the weapons and Polar Shift have Clues and you'll only be able to read one.
Debriefing: Despite Polar Shift not being happy about it, you managed to procure some valuable exotic Crey technology. You're honestly not sure if you've made an ally or an enemy with Polar Shift.
Exotic Armor Schematics
You come across a series of blueprints that look similar to the armor the Rikti wore during their invasion.
What's important about these blueprints is that there are annotations all along the margins:
'Shorten length of arms' 'Add shield emitter' 'Increase power output' 'Add anti-missile chaff'' 'More plutonium'.
The only problem with these blueprints is that they're not complete. Some integral schematics are missing in order to fully assemble this military-grade armor. On the back of one of the blueprints is a hastily scrawled message from the engineer who created these blueprints. They state that he and the full blueprints were taken by the Rikti. Printed on each blueprint is the location of the Arachnos lab where the blueprints were made.
This armor belongs in your hands, not in the hands of whatever mad genius is assembling it. You could track down where the Rikti took the Engineer and more importantly the blurprints.
Alternately, you could try raiding the Arachnos lab where the Engineer was working on the blueprints and likely prototype armor.
VILLAIN: Get the Rikti Armor blueprints.
You don't really know what this armor is supposed to do, but the fact alone that it's being retro-engineered from recovered Rikti weaponry is all that matters to you. If the Rikti are interested in the armor, then it must be powerful indeed. You decide to track down where the Rikti would have likely run off with the Arachnos engineer.
You've got a pretty good hunch on where the Rikti could have taken the Arachnos Engineer. You wonder about the Rikti armor's combat capabilities. You'll have plenty of time to think about that later, first there are some blueprints you need to obtain.
Rikti base, Rikti. Objective is to kidnap the engineer. He is a hostage escort; freeing him changes your objectives to escorting him out and defeating an ambush by a Rikti Boss. The engineer gives you a Clue when he leaves but you don't get to read it.
Debriefing: True to his word, the Arachnos Engineer showed you where he stashed the Rikti armor blueprints. It the end, you're not sure how useful this armor will be in actuality, but it will at least make a decent trophy.
ROGUE: Raid the Arachnos lab.
Your reasoning is: why go after the blueprints when the armor on the blueprints might have already been built? At the very least you'll likely find prototype armor. You could likely sell this for a small fortune! Printed on each blueprint is an address. This is likely the address of the Arachnos lab where these Rikti Armor experiments were taking place.
The nearby Arachnos laboratory specializes in the advancement of Arachnos technology through adapting Rikti technology to meet their needs. There's bound to be some incredibly valuable tech in that lab.
Arachnos base, Arachnos. Objective is to steal three armor prototypes. Retrieving the third piece triggers an ambush by an Arachnos Boss. Naturally the armor is unstable, incomplete, etc.
Debriefing: You secured several pieces of Rikti-Arachnos hybrid armor prototypes. These don't meet the specs listed on the blueprints you recovered, but nonetheless they're likely fairly valuable.
Extremely Annoying Ring Tone
You hear an extremely annoying ring tone in the distance that doesn't seem to be dying down. You ignore it for a few moments before finally moving to shut it off. The source of the ring tone seems to be a bright red PDA. You push a button on it to make the ringing stop, but something on the screen catches your eye - a link to a file called, 'Doc Quantum's Moral Questions'. You click on it...
You're brought to a webpage full of large blocks of text. Reading it over, it belongs to the villain Doc Quantum, who is writing up various questions regarding morality.
His latest write up is in regards to the value of human life. Doc Quantum describes that he has stolen an important piece of Portal Corp technology and has agreed to bring it back in exchange for the hero, Miss Thystle. He muses that this will see just how far Portal Corp is willing to go for their research - will they give up the life of this heroine just for technology?
You could look in to what lab Doc Quantum stole the technology from. It's probably still recovering...which means you could swoop in there and destroy the remains of it - after taking everything in there for yourself. You'll summon in some...alternate dimension 'issues' for the people to deal with. It will remind them of your presence and show the people of Paragon that 'philosophers' like Doc Quantum are small-time compared to you.
On the other hand, Doc Quantum's days as a hero are officially over - not that no one hasn't suspected that for some time. The time of this posting was very recent - enough that you surmise that Doc Quantum probably isn't done preparing for the delivery of Miss Thystle. To make a large amount of cash you could find out where Doc Quantum is, take him down, then change his deal to match whatever you want.
VILLAIN: Wreak some havoc at the Portal Corp lab!
You find which Portal Corp lab in particular was robbed - interestingly enough, it is being housed in a Longbow base in the waters beneath Peregrine Island. As you suspected, it is still recovering - and vulnerable. A foolish move on the part of Portal Corp, given that there is still precious technology to be had within there. Precious technology that can be used by you against Portal Corp. Why not? The corporation isn't exactly using it themselves now...and it will certaintly leave a lasting impression on the group when they have beings from alternate dimensions flooding in. They will barely glance at Doc Quantum when you're done in there.
You head off to destroy the lab - in the most brutal and vicious way possible. They will remember this.
Longbow sub base, PPD. First objective is to kidnap a Portal Corp scientist. You then force him to open dimesional portals, causing spawns of Axis America and Rularuu to appear. Next objective is to find and defeat Miss Thystle. When she gets to about half health she teleports out and Earth 569 Miss Thystle teleports in. She gets replaced by Earth 118 Miss Thystle. She in turn is replaced by the original...along with Earths 5 and 99 Thystles. (All copies are Bosses, identical to the original, which makes this mission absolutely wretched.) Downing them ends the mission.
Debriefing: You leave the Portal Corp lab, stepping over the numerous unconscious bodies of the Miss Thystles. This will send a very clear message to Portal Corp, the PPD, and even Doc Quantum - you're the one to be feared, not some two-bit philosophical villain.
ROGUE: Trick Doc Quantum to get Portal Corp tech!
Doc Quantum's fall from grace wasn't exactly graceful, per se, given the various experiments he has performed. But the man does have a talent for finding very precious items. Whatever item he has in his possession must be quite important - and pricey. This could be just the thing you need to make a quick buck - or even use it to travel to other dimensions to make more money.
Given the fact that Doc Quantum is most likely working with Arachnos, you might be able to...trick your way into the base of operations to get what you want. Perhaps by offering your services to help Quantum, you can get in deep enough to steal the items he has.
You make various calls to set it up so that Quantum and his men will believe you're showing up to be hired off as extra 'muscle' for the deal. They'll never see the betrayal coming. Hopefully.
Warehouse, Arachnos. First objective is to talk to Operative Vargas, who has a lengthy contract for you to agree to. Once you have signed you can move into the warehouse freely; the Arachnos are all friendly...until you steal the crate. That triggers an ambush by Doc Quantum and guards and turns the rest of the spawns hostile. However, you don't need to find your way out so dealing with Quantum ends the mission.
Debriefing: You escaped from the Arachnos warehouse with the technology in hand from Portal Corp. They won't have to send Miss Thystle over now - and you'll be getting something quite nice out of this deal - either money or a chance to go explore some of those alternate dimensions that people have been talking so much about.
Filmed Announcement
While looking at the data on this disc, something piques your interest.
On this disc is a filmed announcement by that little upstart Flambeaux. Having thrown away her misguided life of being Little Miss Goody-Two-Shoes, she seems to be having a hard time getting the respect she thinks she deserves amongst the truly elite of the Rogue Isles. She announces that she will burn a massive stockpile of school books and emergency supplies, intended for the downtrodden in Grandville, unless her demands are met. She demands that a camera crew from WSPDR is present to record the whole evening. She's doing this as a cry for attention! She's not after the money. She doesn't want to strike fear into everyone's hearts. Flambeaux and her crazy Freakshow allies just want to hold some worthless junk for ransom and end up on television.
You're sick and tired of this wannabe villainess trying to steal the limelight. You could go to her little party, bust it up and show her how a real villain operates.
Alternatively, you could stop this attention seeker's plan and steal those books and emergency supplies and either sell them or give them to those who need them. It's really up to you.
VILLAIN: Show Flambeaux how a real villain operates.
You're not sure how many stunts like this Flambeaux has tried to pull off, but you'll keep stopping them. Maybe she'll eventually get the hint that everyone in the Rogue Isles is sick of her. Your plan is simple: give Flambeaux a thrashing she won't soon forget, burn those books and supplies, and eliminate anyone who dares get in your way.
It's going to be fun to watch Flambeaux's face as you burn the supplies and books she's holding for ransom. It's not like anyone cares about them anyway. The only people who could make any use out of the books and supplies are so far beneath your notice that it hardly even seems worth your time to burn them. However, the look of defeat on Flambeaux's face--as her little plan crumbles before her--will be worth it.
Warehouse, Freakshow. Objectives are to destroy 2 sets of school books and 2 boxes of supplies and to defeat Flambeaux. Destroying the second set of books triggers an ambush by T3h L34rn3r3r, one of Miss Francine's followers. There's a spawn of Arachnos mock-fighting a spawn of Freaks as well. Defeating Flambeaux and her guards ends the mission.
Debriefing: Today, Flambeaux had a taste of absolute defeat! She watched as you crushed her allies and destroyed the pathetic supplies she was holding for ransom. The look of despair on her face was all the reward you needed.
ROGUE: Steal the books and supplies.
What is Flambeaux thinking? Does she think this will actually end well? There might have been a time where you'd take pity on this girl, but that time has passed. This plan of hers is just really stupid... and you're going to show her the flaws in it and personally benefit from her foolishness.
Knowing Flambeaux, she didn't plan everything out completely. Thus, you're pretty sure that with all the attention she's gathering for herself, she won't notice you sneaking in and undoing her work. That is, until you go in and bring the fight to her. You know that these books and supplies are unlikely to be worth much, but there are probably some people who could use them.
Warehouse, Freakshow. Objectives are to steal 2 sets of school books, 2 boxes of supplies, optionally recruit Blast Furnace and defeat Flambeaux (whew). No surprises.
Debriefing: You almost feel bad taking down Flambeaux...almost. She really needed to be taught a lesson. Now you need to figure out what you'll do with crates upon crates of books and supplies.
A Hand Delivered Note
A shadowy figure gracefully leaps to the ground from the rooftops above and kneels before you. She reaches into a message bag and procures a scroll. With a bow she offers the scroll up to you. Immediately after taking and opening the scroll you notice the absence of the shadowy figure. The message reads:
Greetings Agent Cerulean,
Your name and deeds are well known in the Rogue Isles. Our organization does not often communicate with outsiders like yourself. However we are in need of someone with your particular talents. We need a message sent to a woman who goes by Silent Blade. She has betrayed our organization, the Whispered Hand, and left our organization with many of our secrets. We humbly request your help. A message needs to be sent. Subtlety is not necessary; in fact, it is discouraged.
A word of warning, you won't be the only one looking for her. She has greatly angered Longbow recently after she eliminated one of their most prestigious leaders. Do this and the Whispered Hand will not only pay you handsomely, but you will be granted immunity from our organization.
~K
You could do as the missive requests and take down Silent Blade.
Or you could let her know that her old colleagues are gunning for her. Perhaps she'll give you a reward.
VILLAIN: Take out Silent Blade!
Silent Blade once stood for something. She would eliminate targets for an organization and with a greater purpose. Now she's willing to take out anyone for a price regardless of the consequences. Heroes, Villains, those that walk in between those defined roles, they're all fair game.
It's time to beat some sense into her and make a fortune while doing it.
You've got Silent Blade's location. The hunt is on. You get to take down one of the world's most notorious assassins and bring the hurt to Longbow. It sounds like today might be a good day after all.
Abandoned office, Longbow. Objective is to defeat Silent Blade. Exactly what it says on the tin.
Debriefing: Silent Blade was as cunning and ruthless as you've heard, but in the end, she was no match for you. Once again you're approached by the shadowy figure, who hands you your payment before leaping away to the nearest rooftop.
ROGUE: Warn Silent Blade.
Someday Silent Blade might be hired to eliminate you which would be a complication you'd prefer to avoid if at all possible. You're presented with an opportunity to make an ally. Unfortunately, that would likely mean that you're going to anger the Whispered Hand. Perhaps having Silent Blade as an ally might prevent them from acting against you. Besides, you and Silent Blade have a lot in common, you'll do just about anything if it'll better your situation and it pays well enough. You think you'll head out and give her a hand.
As you head off to the office where Silent Blade is believed to be, you get the feeling that you're being watched by a dozen eyes. Hopefully Silent Blade will appreciate this gesture. It can never hurt to have more allies in the Rogue Isles.
Abandoned office, Longbow. Objective is to find Silent Blade. She is a combatant hostage guarded by Knives of Artemis (with a Boss named "Operative Tassett", completely contrary to the group's usual convention). Releasing her triggers an ambush by a "Whispered Hand Assassin", another Knives Boss; defeating her ends the mission (though I got another ambush after that by a Longbow Warden).
Debriefing: There was a feeling that you were being watched for good reason. After rescuing Silent Blade you were assaulted by a number of the Whispered Hand's assassins. Just as you hoped, Silent Blade has agreed to form a truce with you. She swore a blood oath to not take an assassination contract if it involved you as the target.
Just How Evil Are You?
You receive a communicator message from the twisted Doc Quantum.
This depraved pseudo-scientist has issued one of his famous moral challenges. The message reads:
Agent Cerulean,
I have prepared a fun little experiment that I know we will both enjoy. One of my favorite subjects, Hollow Point, has subdued three of Paragon's most patriotic heroes with the aid of his ex-Council cronies. I know these Virtuous Champions of Justice have probably caused you trouble in the past and I give them to you as a gift. Their costumes have been removed, their powers suppressed. All you have to do is get into the sewers that Hollow Point and his ex-Council cronies are hiding in and...well, it's up to you from there. They're waiting for your judgment, Agent Cerulean! Do with them what you will.
Oh, I almost forgot. There's a catch. You're not the only one I made this offer to. Best of luck to you.
You could enter the sewers and pummel those heroes silly as well as stop anyone who gets in your way.
Alternatively you could give those heroes a break and free them; they will definitely owe you a favor for saving their heroic hides.
VILLAIN: Eiminate weakened heroes.
You don't rightly care who those heroes are. It's always a wise idea to eliminate your enemies when the opportunity presents itself. This might be some sort of trap, but you don't care. The bait is just too sweet.
You take note of the location specified by Doc Quantum and set off to beat those heroes silly. Moral experiment or not, this sounds like too much fun to pass up. You'll show Doc Quantum your moral compass points in whichever direction suits you at the time.
From what you know of Mangle (sic), he's likely aligned himself with many likeminded individuals who wish to overthrow the government. It's not uncommon for him to recruit people from groups like the Council.
Sewers, Council. Objectives are to take out two heroes and optionally recruit Shock Treatment. The "heroes" are Longbow Officers that don't fight back; they just plead for their lives as you beat them down. Taking out the second one triggers an attack by Mangle and guards; defeating them ends the mission.
Debriefing: Well that was satisfying. Those are a couple of heroes that won't be causing you any problems for quite some time.
ROGUE: Get those heroes out of there.
Beating up harmless people has never been your thing. There's no satisfaction in doing something that requires so little effort. Not to mention these heroes could spread the word about you in Paragon City, plant the seeds as it were. Heck, they might even reward you for your help.
It's all about looking out for number one. Sometimes that means making connections, building alliances. The fewer enemies you have, the less you have to watch your back. Helping out these heroes will definitely give you an edge.
Sewers, 5th Column. Objectives are to rescue 2 heroes and optionally help Desdemona, a hostage ally. Rescuing one hero triggered an ambush by Mangle and guards, and then a few waves of 5th. The other just triggered waves of 5th.
Debriefing: Those guys were in truly bad shape when you found them, but you managed to lead them to safety. They were adequately appreciative for your aid and promised to tell others about your deeds.
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"