SPOILERS: Hero Tip Missions Level 20-29


Esoteric_Monk

 

Posted

This is a list of Tip missions for Heroes in the level 20-29 range. It includes spoilers, though I didn't quite include every single detail. It's more than enough to let you know in advance if you want to avoid any of these missions due to enemy selection, themes, etc.

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

Brain Scans Diagnostics


You find a diagnostics report involving brain scans whilst fighting crime. Something doesn't seem right about these brain scans though. You track down the hospital where this originated from and look through various reports...


One particular hospital report details a number of experiments that had been conducted on some of the more destitute citizens of the city - discovered when these people wandered into the hospital for treatment. The tests seem to have been in regards to creating an antidote for some type of mind-controlling substance.


You question some of the victims to discover that Arachnos is the one behind the kidnappings! They've been using the homeless of Paragon as test subjects for this new substance that they're creating. You discover two locations - where the homeless are being held captive, and where the main command center for this operation is.


Arachnos has gone too far this time, using the poor of Paragon City to fuel their experiments! There are most likely more homeless people being experimented upon at this very minute - the more time passes, the more Arachnos gains from these experiments. Those homeless people must be rescued!


But what of the command center? Sure, rescuing the homeless is a good deed, but it will allow the people behind the operation to get away. You have a chance to shut down Arachnos' operation here - at the price of some of the homeless within Paragon.


HERO: Save the homeless of Paragon from Arachnos!


This mind controlling substance could easily spread past the homeless and into the super powered beings in Paragon. The Isles already have enough supers who are at the beck and call of Arachnos - there's no need to have even more within Paragon! You'll have to get to that facility and save the homeless hostages that are there!


You head off towards the location of the facility, hidden beneath an office building within Paragon.


Arachnos warehouse map, Arachnos. Objective is to rescue three hostages. Shock Treatment is present as an optional Boss; her defeat Clue says she mutters about a voice in her head.


Debriefing: You were able to rescue the last of the homeless kidnapped by Arachnos. The PPD have increased their patrols around homeless shelters, swearing that something like this will not happen again. But you know that somewhere the Arachnos operative that led this program is still out there, possibly planning his next move...


VIGILANTE: Go after the main Arachnos command center!


While some may see it as cruel, you see it as necessary - in order to catch the Arachnos soldiers operating this experiment, you're going to have to let some of the homeless of Paragon suffer. If they don't, then this will all just happen again...and again...


You're not willing to allow that. You're going to be the person who does what it takes to take down Arachnos and this experiment.


Arachnos has made their main base close by in Paragon - lucky for you, very unlucky for them.


Arachnos lab map, Arachnos. Objective is to take out the base leader, a Boss. An optional Clue gives a little information about the villain Shock Treatment.


Debriefing: The PPD arrive to take away the operatives you've taken care of, though it seems they found no signs of Arachnos at the other facility mentioned. Arachnos may have gotten away with a few members of the homeless community in Paragon, but at least you were able to stop the main bulk of their operations within the city.


Calling in a Favor


You find a note written in chicken scratch. It takes you a few minutes of squinting and analyzing before you're able to actually make any sense of what it says...


'Johnny, we're calling in that favor you owe us. Big Mike is on trial, and we gotta get rid of some witnesses. We're grabbing 'em tonight and bringing them back to the... dump, and you gotta take out the trash this time. - Vinnie'


It looks like you've happened to come upon a villainous plan involving innocent jurors deciding the case involving the trial of Michael Carovignola, a small time lieutenant working for the Family. If this note is true, you may have a chance to stop the kidnappers before they manage to capture the people performing their civic duty!


Even if you stop the kidnapping, it's possible that 'Big Mike' might still go free if they've influenced the rest of the jury. Unless...someone were to go have a talk with Michael Carovignola and convince him that he might be safer in the Zig!


HERO: Stop the kidnappers, ignoring the chance Big Mike might go free.


Big Mike's trial is a big sensation in the city right now, and it would be a benefit to everyone if he was locked behind bars for a while. If he gets his hands on the jurors, it will surely be a mistrial.


These are innocent people performing their civic duty and don't deserve to be beaten down by the Family, just because they were chosen for jury duty!


It seems the 'Johnny' the message was intended for left the address where he was supposed to meet the goons at. If you get there in time, you just might be able to arrest these goons before they leave to kidnap the jurors!


Abandoned warehouse, Family. Objectives are to defeat two Goons, Family Bosses. One spawn gives up a Clue revealing the Marcones are starting to work with Crey. The Goons become untargetable when they get low; the second will call a third for help. Defeating the third ends the mission.


Debriefing: You were able to apprehend the goons before they kidnapped the innocent jurors.


You watch the trial as it proceeds the next day to see the jury give a guilty verdict to 'Big Mike', his face shocked.


It looks like he didn't get the news that you stepped in to seal his sentence.


VIGILANTE: Intimidate Big Mike!


Big Mike is accused of quite a number of different crimes, kidnapping being one of them. If he's going to go so far as murder, he definitely needs to be put behind bars once and for all. However, his lawyers are even more slimy than he is. This could be a perfect opportunity to make sure he goes away forever.


These goons in the Family need someone to put some real fear into them, to make them want to go to the zig - to get away from people like you.


You use some of your connections to find out that the PPD are keeping Big Mike inside of one of their office buildings. You'll just walk in there, find Big Mike, and have a nice...chat with him.


Office map, PPD. Mobs are friendly at first and turn hostile after you beat up Big Mike, who turns hostile after a short dialog. Next objective is to defeat a PPD LT, then you get ambushed by multiple near-simultaneous waves of PPD with no exit button. When I hit the deck (on +0x2) after defeating eight minions and two LTs I had Doc Quantum, two more LTs and four more minions standing over me, and I'm pretty sure a few ran back to their spawn point.


Debriefing: You had to fight through the PPD to get out, but you got your message across to Big Mike - if he wants to be safe, he should stay in prison.


The next day you watch the trial, seeing some of the jurors bearing bruises from the Family goons.


Before it even begins, Big Mike declares himself guilty, pleading to be sent to the Zig.


All in a day's work.


Cold Drinks and Hot Tunes


You find a flier for an underground party being held soon. You read it over and try to investigate to find out more information about this party.


Local toughguy and repeat offender, Frostfire, has been trying to increase his following as of late, ever since he was put down in front of the members of the Outcasts. This party seems to be one he is holding to try to garner some 'recruits' for his new gang - specifically from the Freakshow!


You investigate further to discover that he brings those who he sees potential in back to another warehouse, where he shows off various trophies he has collected from the heroes he has defeated. Usually this is enough to convince his new recruits that despite his previous defeat, Frostfire is still top dog around these parts.


Frostfire's next party will be happening tonight - this should be the perfect chance for you to go in there and take down Frostfire...again...this time in front of whoever he has invited there to join his new gang.


However, humiliating him in front of all those he's trying to impress may be more effective at stopping him than outright apprehending him. Instead of going straight to the party, you could storm his warehouse and destroy his trophies. When he brings his new recruits in there, they'll see that Frostfire can't even guard his own warehouse - bringing his 'street cred' down to that of some common thug.


HERO: Round up Frostfire and his Freakshow friends.


Frostfire has been a problem for Paragon City for a great while now. It was thought that he would fade away after his gang of Outcasts was broken up, but that doesn't seem to be the case. Now with him distastefully showing off trophies of defeated heroes, he may become a minor threat once again to the people of Paragon City.


However, it doesn't seem that he's gained any extra smarts since his last major defeat. By advertising to Freakshow, he's given you a perfect opportunity to catch not only him, but a whole handful of other menaces to Paragon City. Take this opportunity to clean the streets of unwanted trouble.


The flyer not only gave the address to Freakshow, but to you as well. Find your way to the party location and give these guys a little bit of a surprise. Gather up all of these perpetrators and you can consider that your good deed for the day.


Abandoned warehouse map, Freakshow. Objectives are to "Watch for anyone else in the party (optional) and to defeat Frostfire. The "someone else" is Doc Quantum, who just wants you to lead him out. If you don't he'll fight as an ally, though.


Debriefing: You stick around for the PPD to come by and arrest Frostfire - again. Frostfire glares at you as he's led away, mumbling that this isn't the last the city has seen of him.


Even if it isn't, you'll be there to put him down - again.


VIGILANTE: Humiliate Frostfire by destroying his trophies.


Frostfire has been a problem for Paragon City for quite a while now. Previously involved in the Outcasts, the nuisance he's caused has been annoying to say the least. If he continues to attract more thugs to join him, he could become more than a pest. The best way to handle him would be to attack his reputation rather than him personally.
Since he's been bandying these trophies in front of everyone, the easiest way to cut him down to size would be to take his trophies away from him. And since they might have actually been taken from real heroes, you can deliver justice to him at the same time.


From the address on this flyer. Frostfire isn't really hiding his whereabouts. Head over to where he's holding his party and break every one of those trophies. You may likely have to deal with his Freakshow friends while you're there, but then again that's what they mean when they say 'two birds with one stone'.


Abandoned warehouse map, Freakshow. There are two destructibles to take out; Freakshow guards crack jokes about how incompetent the original owners were and how unimpressed they are that Frostfire has their stuff. Flambeaux is present as a hostage ally but was bugged for me and would not move.


Debriefing: You destroyed Frostfire's trophies and left a note, stating specifically it was you who did it.


You wait for some time afterwards to overhear him being laughed out of his own warehouse by the next group he went in to show around.


Frostfire will have an awfully hard time trying to recruit some more people to his cause now that he's the laughing stock of Paragon.


Discarded Picket Sign


You find an abandoned picket sign whilst fighting crime. You pick it up and read it over...


The petition sign reads: 'Raise the Wages, or Raze the Docks!' You remember hearing that the local Dockworkers' Union was protesting pay rates and working conditions as of late. Looking into it further, it turns out that the Dockworkers' Union has hired out large groups of Scapyarders from Cage Consortium to do more of their manual work!


While this is all legal, it certainly reeks, given the shady practices in the past by Cage.


The wording of this sign looks like the protest is beginning to get rather heated - which will be bad, considering most of the Scrapyarders are former ex-cons!


If the rhetoric continues to build, the protests could result in violence. It may be time for someone to talk to the protest leaders to calm them down before someone gets hurt.


It's possible that they're already on verge of a riot. What good will words do when actions can get things done faster? Beating the rioters into a pulp is definitely one way of calming them down.


HERO: Talk down the protest leaders before it becomes a riot!


The Scrapyarders are on the verge of rioting - if you can get in there and stop them, it'll help ease tensions between them and the people of Paragon!


You'll have to make your way to the warehouse where the rioters are staging themselves. Hopefully you can get there in time before they go into a full blown riot!


Warehouse map, Cage Consortium. First objective is to talk to the protest leader. After a short dialog tree they agree to calm things down, only to have the Cage troops open fire. You get an immediate attack by a Cage Boss, then your new objective is to defeat the Cage leader. One of the spawns give up a Clue saying Stalwart has been rallying the Scrapyarders to fight back against Cage back in the Isles.


Debriefing: The Scrapyarder riots have been put to rest, for the moment, thanks to a common enemy found in Cage Consortium.


The riot leader was sent to the hospital for his injuries - luckily he'll be making a full recovery, in time. The Scrapyarders have agreed to stop their riots, while some members of the PPD have offered their help - in secret- against Cage Consortium, knowing that there are people like you around who will back them up.


VIGILANTE: Those protestors are getting dangerous. Put them down!


The chance of those ex-con Scrapyarders listening to reason is slim to nothing - the only thing they understand is violence.


Going into their warehouse to stop their riot before it begins should send a clear message to the other Scrapyarders within Paragon - be grateful that you're not in back in Sharkhead.


Or else...


Map is a warehouse with Scrapyarders. You can clear-all or activate three tear gas glowies to knock everyone out. I didn't find any surprises.


Debriefing: You step out of the warehouse as the PPD arrive to mop up the Scrapyarders. Some of them give you a nod of thanks, though others meet you with a small glare, not approving of how you handled the situation.


Not that it matters - the situation is handled, the rioters are put down. Everything is as it should be.


Dragon Embossed Journal


You find a large journal with various images of a dragon decorating the front of it. Curious, you open the book, reading through it. The last entry, of course, is the most interesting...


'Tonight I will follow my suspicions about Crey Industries and their recent interest in the magical arts. Due to some shield they have in place, I'll need to embed myself within their lab in order to astrally travel undetected. Loathe as I am to do it, I must use the forbidden artifacts to empower my journey. I pray this is not a trap, but I must know what they are doing. I suspect they have hired the Sky Raiders to guard it, meaning I should be able to easily get by them - I do not believe they have a keen understanding of magic.


- Sky Dragon'


Sky Dragon hasn't been seen in the city for days, and from what you've heard many of the superheroes in the city are becoming concerned. Written on the note is the address of the location he may have been investigating. If something happened to his artifacts, he may be in serious danger at this very moment.


However, further investigating Crey's interest in magical items might be more important than saving Sky Dragon - after all, he was only investigating one of many Crey labs. Someone needs to still follow the trail while it's still warm!


HERO: Rescue Sky Dragon!


Sky Dragon has helped protect the people of Paragon City for quite a while now. A bit of a lone wolf, he will go off on his own at times without accepting the help of other superheroes. In the past this has caused a problem when his artifacts were taken from him and used by Silent Blade. However, he has kept them hidden away ever since so they don't fall into the wrong hands ever again.


With his disturbing disappearance as of late, it seems he may be in great danger. If the Amulet, Ring, and Gauntlet have been taken from him, it may have trapped him in a world between worlds.


It's up to you to help this defender of justice and free him from his unfortunate trapped state. Go to the address and save Sky Dragon!


According to the scribbles on his note, Sky Dragon has employed the use of the Amulet of Kordoros, the Ring of Asgamaeon, and the Gauntlet of Dizelleno. You may need to search for them if he is trapped in a comatose state.


Once you've found them, Sky Dragon may be very weak due to not having eaten for days. You may need to help him to safety, as well.


Tech lab, Sky Raiders. Objectives are to find the three artifacts. Retrieving them triggers a new objective to rescue Sky Dragon. Doing so ends the mission.


Debriefing: The heroes of Paragon breath a sigh of relief, knowing that Sky Dragon is safe and sound - even if his reputation was somewhat hurt because of how overly cautious he was with Crey.


VIGILANTE: Abandon Sky Dragon and pursue Crey!


Sky Dragon may mean well deep down inside, but he's reckless in his actions. He's caused more harm than good due to his inability to control his powers. But you'll succeed where he failed. You're going to try to dig up some more information related to what exactly Crey is up to with these artifacts, then swoop in to stop whatever they're up to.


Sky Dragon's problem was that he was too afraid to use his full power when it was needed - a problem that you don't suffer from.


You discover that Crey has been in negotiations with the Banished Pantheon, hoping to somehow combine the magic that the Pantheon uses with their own technology!


Of course the Pantheon was all too willing to enter into this deal - any more suffering caused by their magic will bring them that much closer to reviving their god, Lughebu.


You found the location where Crey is sending their team of Sky Raiders to make the next big deal.


Which is exactly where you'll be to stop all of this.


Roman tunnels, Sky Raiders and Banished Pantheon. Objective is to defeat the negotiators.


Debriefing: Crey's dealings with the Banished Pantheon have been halted, for the moment. You discovered on one of the negotiators that this was to be the 'big deal' that would bring in several powerful artifacts for Crey. A job well done, though from what you've heard, Sky Dragon is still no where to be found...


Eldritch Summoning Script


You find a tattered parchment with arcane writing covering the page. Reading it over something piques your interest.


After deciphering the strange writing found on this ancient parchment, it seems you have stumbled upon the details of a summoning ritual being held by the villainous Desdemona. She is planning on summoning a greater being from a hellish dimension by drawing from power held within a number of mystical artifacts. In addition to the eldritch power being pulled from the artifacts, Desdemona has joined forces with the Circle of Thorns to complete the ritual.


Judging by the amount of power required for the summoning, if Desdemona is successful the results could be catastrophic. Rather than letting this disaster go unchecked, you still have time to destroy those artifacts, thereby preventing Desdemona from completing the ceremony.


However... this would be a perfect opportunity to bring justice to all the gathered cultists, including Desdemona herself. Once they finish the summoning, they'll likely be in a much weaker state. Other heroes can deal with the demon.


HERO: Stop the summoning by destroying the artifacts!


Although Desdemona has caused so much havoc with her legions of demons over recent years, this summoning may be the worst to date. In the past she's been content with pulling creatures from whatever Nether Planes she draws from, but the amount of power needed for this ritual is rather unsettling.


If she manages to complete her ritual, the amount of devastation left in the demon's wake could be unimaginable. You have to put a stop to this before innocent lives are put in danger.


According to this tip, she is siphoning power from several mystical artifacts scattered around the summoning site. You will need to destroy all of these fiendish devices if you hope to stop the summoning from happening.


Oranbega map, two artifacts to destroy. No surprises.


Debriefing: In the distance, you can hear a loud explosion. It seems Desdemona is quite aware that her ritual was thwarted. The people of Paragon are safe for the moment, though Desdemona still lurks, biding her time.


VIGILANTE: Take out the cultists and Desdemona after the ritual is done.


Demons marauding through Paragon City have caused quite a few problems over the years. It's one thing for these fiends to find their way to our world, but it's another when those demons are brought here intentionally.


Desdemona's sheer disregard for the safety of the people of Paragon City has gone too far with her latest endeavor. Add in the fact that she's working with the Circle of Thorns to summon this demon and this ritual becomes nothing more than criminal.


Instead of putting a stop to her pets again and again, why not stop the problem at it's source? Once the ritual is completed, she and her followers will be in a weakened state. Rather than chasing down the demon, why not wait for the real culprits?


By the time you make it to the summoning site, the cultists should be done summoning the demon. At that point, they'll all be ripe for the taking. Walk in there and bring justice to everyone.


Orangeba map, Circle of Thorns. Objective is to defeat Desdemona, which gives the Whip Cracker badge. An optional Clue reveals the Circle has summoned a demon called "the Marquis" as a prelude to summoning the Envoy of Shadow.


Debriefing: You step out from the Circle Cavern to see the immediate area in ruins - the 'Marquis' which was released seems to be the cause of this. Just a small price to pay, as Desdemona has been stopped from ever pulling something like this again.


Furtive Plea For Help


You find a note written in a hurry. You read it over, trying to figure out what exactly is written down...


'Ultima Ratio,


This is the safest way to contact you. You need to be warned about a life-threatening situation. I am part of a plot to kidnap and ransom the Paragon City Council. If our demands are not met, we will...dispose of our hostages.


This is not how it was originally supposed to happen, and I no longer want to be part of this plan - but I can't get out of it. I need your help, Ultima Ratio. Please do what I do not have the strength to do. I won't be there by the time you arrive - I want nothing else to do with this situation.


Miss Thystle'


Although this sounds like a trap, you've been hearing that Miss Thystle has been getting a bad name amongst the criminal elements of society. This very well could be true, and only you can save the City Council from being held for ransom... or even worse.


On the other hand, this could all be a trap - Thystle setting up the people she used to work for and then making a break for it. You're not about to allow a villain like her get away like this. You could track her down and bring her in - letting someone else deal with the possible problem with the Paragon City Council.


HERO: Rescue the City Council!


Miss Thystle has been causing problems for Paragon City for quite some time now. Her insidious plots have ranged from toppling historic monuments by means of accelerated plant overgrowth to despoiling outlying farms' harvests. However, she has never resorted to outright kidnapping. Perhaps this note is truly a plea for help from her.


If she truly is considering turning away from her evil ways, then you can not discount this warning. There may still be time to rescue the members of the City Council before it's curtains for them. From what it sounds like, Miss Thystle may be trying to delay her cohorts from following through with their plan, offering you an adequate distraction allowing you a chance to get them to safety.


Not only will you be able to save the lives of respected members of society, you may also be able to show Miss Thystle that fighting for what is right pays off far more than the life she's been previously living.


Since City Hall's sessions are closed right now, Thystle and her counterparts will have likely taken the Council Members to an offsite location. In order to kidnap them all at the same time, the location will likely be one of the administrative buildings, and you're pretty certain which one it is.


Get over to that building and rescue the Council members. Make sure they make it safely out. Allowing them to be recaptured would defeat Thystle's warning entirely.


Office map, Arachnos. Objective is to rescue three hostages. No surprises.


Debriefing: You were able to help the City Council with the help of Miss Thystle and her timely warning, though you're unsure of what will become of Thystle now...


VIGILANTE: Apprehend Miss. Thystle


This 'warning' by Miss Thystle is a rather transparent attempt at luring you into a trap. What she didn't plan for was you focusing on tracking her down!


Regardless of whether or not there is an actual situation, you can't just let Miss Thystle go like this. It should be easy enough to track down where exactly Thystle was run off to and then bring her down!


You're able to discover where Miss Thystle ran to - an old cave network beneath Paragon City.


If she thinks she can hide there, she has another thing coming to her. You're going to go in there and show her what exactly happens to the villains you catch within Paragon City!


Troll caves, Arachnos. Objective is to defeat Miss Thystle. Three (at least) waves of Arachnos attack when she gets to 25% or so, all more or less simultaneously.


Debriefing: You drag Miss Thystle out of the cave to be brought to the Zig by the PPD. You overhear on one of their radios that the City Council have been rushed to the hospital for emergency care. They've got the money - they'll be fine. You've at least managed to put away a major villain - an achievement that's worth the injuries of the council.


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

Hypothermal Lab Results


You find a lab report with the word "CREY" on the front. Knowing how things usually end with Crey, you quickly open it up to see what they're up to now...


You discover that a recently fired Crey scientist has been running experiments to create some sort of mind control serum. The serum will send signals to a person's brain to react more favorably towards anything related to Crey. The end of the report details that they've sent out a batch of the serum with a group of Sky Raiders to be put into the water supply in Independence Port for their 'initial testing'. If all goes well, Crey plans on putting this into the main water supply in Faultline, along with a new brand of bottled water that they will put out - under a different company, of course.


If this report is correct, this serum will be dumped into the waters of Independence Port today! Crey can't be allowed to fool the people of Paragon into following more of their schemes - who knows what else they might get away with if more people actually like the company?


But there's still the issue of the scientist creating the serum. Who cares if the people in Independence Port might like Crey a bit more? That Crey scientist has to be stopped before more of this serum is produced!


HERO: Stop the Sky Raiders from spreading this serum!


Crey has caused too many problems for the City for years now. In the past they've managed to wiggle out of every charge due to legal loopholes. Even with this proof in your hands, Crey will surely find a way to slip out of this case as well - most likely by pinning the blame on the Sky Raiders.


But before you even begin thinking of legal pursuits, you can not allow that serum to find its way into the drinking water supply. This illegal experiment needs to be destroyed first!


The lab reports describe a larger repository of the first cultures being kept in secure canisters. If you can find them and destroy them, you might be able to prevent any of the serum winding it's way into the drinking water of the city.


Abandoned lab, Sky Raiders. Objective is to destroy two canisters of the serum. There are several spawns of Snakes, who were human test subjects for the serum. While they beg the Sky Raiders not to shoot them (they are hostile to each other), they also blame you for not stopping their transformation so you'll have to fight them.


Debriefing: You were able to stop Crey from dumping the serum into the water supply of Independence Port - which was even more dangerous than you originally had thought, given that the serum was actually turning people into snakes!


Unfortunately, since they used the Sky Raiders to do their dirty work, it'll be difficult to actually get any of these charges to stick on Crey in court.


VIGILANTE: Arrest and interrogate the scientist!


Crey has caused too many problems for the city for years now. In the past they've managed to wiggle out of every charge due to legal loopholes. Even with this proof in your hands, Crey will surely find a way to slip out of this case as well. Unless you find the scientist they're working with and force a confession from her, that is.


This serum can get into the hands of innocent people, but if you don't stop the source, many more lives could potentially be hurt as well. This time around, it might be a good idea to let a few people be put at risk in order to save a great deal more. Stopping Crey and this scientist will save more lives than few citizens affected by the serum.


Mission takes place on an abandoned tech map. The scientists have been turned into Snakes by the serum. A Clue might have explained this but I found it after getting Mission Complete, so it didn't post after I clicked it.


Debriefing: The Crey lab was ruined before you even entered there, though what you found was most disturbing.


You were able to stop the mutated scientists from spreading out further - this should hopefully be enough evidence to be useful against Crey, even if it means that... some people in Independence Port might be... turned into snakes.


A Logical Deduction


You have a sudden epiphany. One thing that hasn't made sense suddenly comes together, pieces of a puzzle falling into place! You think it over, slowly, putting it all together...


For the past several months there has been an increased number of Superadine busts in parts of the city that the Family is not known for doing business in. Most of the investigations that have been leading back to the Family have concluded in dead ends due to lack of evidence.


Also, for the past few months, the presence of the 5th Column has been increasing more and more in the streets...


That's it! The 5th Column! They've been the ones behind this new drug trade. It all makes sense now. They lure in gang members with the Superadine. Then they take any potential recruits from all the gangsters they have addicted to 'dine, while the Family ends up taking the fall, unbeknownst to them. It all makes sense now! You do some investigating and discover two locations - one is the main lab where they're making the substance, and the other is where they're training their new recruits.


A find like this is huge - it explains why the PPD have been constantly finding dead ends within their investigations. Now that you've discovered the location, you'll have to move fast - striking at either of these two places will alert the other. The more dangerous to the people of Paragon is the training grounds - if they're allowed to escape, it would mean more soldiers on the street, threatening the people!


Though, who cares if some more civilians are attacked by the 5th Column? That drug den needs to be dealt with - and in a very...explosive manner. It'll make the 5th Column think twice about getting involved in the drug trade.


HERO: Put down the 5th Column training camp


Superadine has been running rampant through the streets of Paragon City for several years now, causing many lives to be ruined. It's been bad enough that the Family has been behind this problem, but if the 5th Column is now joining the illegal trade, Superadine can likely become an epidemic.


What's worse is that those addicted to their brand of the drug will have no choice but to join the 5th Column - or lose the source of their precious addiction.


For the safety of Paragon, someone needs to go stop the 5th Column from recruiting any more people into their army!


Judging by the information you have on the location of the training camp, it sounds like it might be heavily guarded. It won't do to just defeat the goons, but rather to arrest the leaders behind this endeavor. Arrest each one of the leaders and the police force will take care of the rest of the culprits. Hopefully your actions will help save the lives of people addicted to this evil drug.


Abandoned warehouse, 5th Column. Low-level Skulls and Trolls run out past you, tired of dealing with the 5th. Objectives are to take down three Obersts. Taking down the second triggered an ambush; defeating the ambush earned a Clue about Ajax.


Debriefing: You took down the 5th Column training camp, leading out the soldiers that were running it. To your surprise, members of the Skulls remained outside of the warehouse, willing to testify against the 5th Column in order to fully implicate them in the drug deals.


VIGILANTE: Blow the Superadine lab sky high


Map is an abandoned warehouse with 5th Column. There are three bombs to place. An optional objective reveals the 5th's plan to find the Tin Mage's plans so they can build a new one loyal to them.


Debriefing: You get far away enough from the warehouse and hit the detonator - it explodes in a plume of fire, sending out a small shockwave.


Some cars swerve, crashing into each other, creating massive traffic jams and more than one pileup.


A price the people of Paragon will have to pay to help make their streets clean.


Radio Distress Call


You find a broken radio and hit it a few times before it starts to work again, allowing you to overhear a transmission...


'In an underground military base not too far from here a saboteur has stolen the override codes of an experimental weapons system on behalf of Maestro, a lieutenant within the Council. These are codes to electromagnetic pulse generators beneath several parts of the city. If the saboteur manages to activate the codes, it could level multiple parts of Paragon City!'


This situation does seem dire - the saboteur would be able to activate the codes for at least two of the generators before you would be able to stop him, meaning parts of Paragon may very well be destroyed. In order to stop any innocent lives from being lost, someone needs to destroy those generators before they can be activated!


However, that would mean the saboteur would get away - with the codes! The lives of some civilians within Paragon is a price the city might just have to pay in order to stop whoever is behind this scheme!


HERO: Destroy the Pulse Charges before they crumble part of the city!


The cataclysmic events that the agent in the military complex is describing would send chills down anyone's back. There's no way you can allow something like this to happen. Those Pulse Charges need to be stopped at all costs.


Even though there may be more problems that Maestro and the Council will cause if the saboteur brings back those codes to him, the immediate loss of life is far too great to ignore. This time the Maestro may get away with his plans, but you'll be there to stop him when he does. For now, innocent lives are in peril!


The agent on the radio has revealed the location of where the military complex can be found. That alone should be enough to show how great the danger is, if they're willing to blow the cover of their secret location. Get to that complex and find those Pulse Charges. If you can destroy them before they go off, you just might be able to stop them from triggering even worse destruction.


Tech map, Council. Objective is to take out three pulse charges. Taking out one of the generators spawns a 5th Column ambush. One random spawn gives up a Clue about the ongoing 5th/Council war. Overdrive is present as an optional ally.


Debriefing: You were able to stop the pulse charges from going off, though it was disconcerting to see that this was all a result of the war between the Council and the 5th Column. As long as this war continues, more innocent people will be put in harms way.


Unless more people like you step in to ensure the safety of those who cannot defend themselves.


VIGILANTE: Ignore the Charges and stop the Saboteur!


You have no idea what the Council has in mind for those weapons systems codes. All you know from what the inside agent in the military complex said, and it doesn't sound good. If it's as dangerous as it sounds, then there are many lives that may be put at risk.
It's entirely possible that those Pulse Charges may go off, but the Council usually works on a bigger scale. This ultimately comes down to acceptable losses, and the greater potential loss of life outweighs the ones that will likely die. Unfortunately, this is the way the world works whether people like it or not. It's not all sunshine and roses.


Tech map, Council enemies. The Big Bad is Flambeaux, who has been mind-controlled to produce an explosion that will take out a 5th Column base. One of the Pulse Charges goes off as you enter the map....


Debriefing: Flambeaux was teleported to a nearby hospital, where she'll have her mind properly looked at. The Council's scheme has been foiled, at the price of one of the neighborhoods in Paragon. Better a small neighborhood than the entire city, however - it's the big picture that matters.


Recruitment Flyer


You find what looks like a recruitment flyer for a paramilitary group.


'To all those who beg for scraps at the feet of the Council's high and mighty leaders - WAKE UP! There's a new order coming! No longer will we allow foreigners to make our laws. At our rally, watch as we make an example of one of these foreign spies! Show the world we're not taking it ANYMORE!'


Just last week, a foreign dignitary was kidnapped from her hotel room in broad daylight by paramilitary-types. It sounds as if she's going to meet a gruesome end at this rally if she's not saved in time! Rescuing her will not only save her life, but can also prevent a worldwide diplomatic fiasco! On the other hand, if you infiltrate them you might get access to their leader...and assassinate him before he causes any more political killings.


HERO: Save the life of the dignitary and prevent countries from going to war!


According to news reports, the foreign dignitary was in negotiations with the government to join forces as allies. If she's made into an example as the flyer insinuates, this incident could cause declarations of war to be issued. Not only will her death be tragic, it could cause the deaths of hundreds or even thousands of other innocent people!


You must save her before this violent group makes their own declaration of war!


Find your way to where they're holding the rally and save the dignitary. After you save the dignitary, see if you can find out who is organizing these events. Perhaps you can try to prevent something like this from happening again.


Abandoned warehouse map, Council. Objective is to rescue the dignitary. She is a non-escort hostage. Rescuing her triggers a new objective to find a list of guest speakers. Retrieving that triggers an attack by Maelstrom, here to prepare the way for Tyrant.


Debriefing: You were able to save the foreign dignitary, thereby keeping good diplomatic relations between other countries and Paragon City. You truly are a hero in the eyes of Paragon City.


VIGILANTE: Assassinate the leader of this murderous paramilitary group!


If the news reports were right about the foreign dignitary, then they're not going to execute her right away. You can use her as bait whilst you cause a commotion, hopefully drawing out the rally's organizer. If you act like you're a convert to their cause, they might even leave you alone long enough for their leader to show. Hopefully, if this works out, the dignitary won't even have to die!


You head off towards the location of the facility, hidden beneath an office building within Paragon.


Abandoned warehouse map, Council. Mobs are not hostile on arrival. You have to find and talk to the Rally Guest Speaker to get the next objective, which is to disable three security terminals. That turns the mobs hostile with a speech from Maelstrom, who spawns in the distance. Defeating the Guest completes the mission; you can press on to find Maelstrom if you want. Various text in the mission implies this group was composed of Praetorian sympathizers.


Debriefing: You attempted to apprehend the rally's organizer, Maelstrom, but he managed to escape by some technological gadget. The dignitary was able to escape on her own during the fight and came to no harm, but through no help by you. You're now being looked at with a suspicious eye by the people of Paragon City.


The Scroll of Shrouding


You find a crudely-written scroll whilst fighting crime. You roll it out and examine the writing on it...


Written in several different languages, this scroll details a ritual that involves covering the sun in a veil of darkness, leaving the City in perpetual night. Looking closer, you can see that it has been copied from the original - which was stored in a cargo ship off the coast of Paragon, along with other powerful artifacts. You do some more investigating to find the Circle of Thorns who- of course - are currently in possession of the original scroll, intending to use it to cover the city in perpetual darkness!


The Circle still needs other materials to perform the ritual of darkness that the scroll describes. If you can discover where they're gathering for the ritual, you can stop them before they can even begin it!


However, there could be even more dangerous artifacts within that cargo ship, waiting to be used by the Circle. Even if this ritual is stopped, the Circle could always get ten more artifacts from that one ship!


HERO: Stop the Circle's ceremony!


This ritual can have devastating repercussions to not only Paragon City, but potentially the whole world. Since the sun still shines, it would appear that there's still time left to stop the Circle. You'll have to storm into one of their lairs and make sure that ritual isn't completed!


You track down the location of the Circle's ritual - deep within their city of Oranbega.


Perfect.


Orenbega map, Circle of Thorns. Objective is to defeat three Bosses. One spawn of Circle (identified by speech) will trigger an ambush by Mangle if eliminated.


Debriefing: You were able to stop the Circle from performing their ritual, though when you investigated further, you discovered the cargo ship full of artifacts has vanished - no one seems to know what has happened to it. Another problem for another day - one you're confident that you'll be able to solve, when the time comes.


VIGILANTE: Destroy the cargo ship full of artifacts!


If something like the Scroll of Shrouding was in this shipment of antiquities, there's no telling what other dangers may have accompanied it. You could spend months trying to determine what is and what isn't dangerous amongst those items. Or... You could always just blow up the whole shipment altogether and be done with it in one fell swoop.


It's a good thing you know where you can get your hands on some C4 wall mountings. Take a couple of them and blow up the entire warehouse with everything in it. Let's just hope there aren't any off-duty porters still milling around.


Cargo ship map, Banished Pantheon. There are three bombs to place and some optional "Dangerous Artifact" destructibles.


Debriefing: You escape from the cargo ship as it sinks into the sea, the flames dancing along the water. You notice that part of the sun seems to be blotted out - it appears that the Circle did succeed in their ritual and blocked out the sun while you were in the cargo ship. Paragon City recovered, thanks to the help of some other heroes, though hospitals all around are currently packed with people who were attacked by demonic ghosts during the time of darkness.


A...Talking Cylinder?


You hear a voice from somewhere. You could swear it's a person...you look around to see it coming from a smooth cylinder on the ground. You go to pick it up...


As you touch this smooth cylinder, a voice inside your head begins speaking: 'You want power... What you're holding is only a part of what I can give you... I can show you how to control the power of your mind... I can give you the power to control others... Come to me and you shall be as a god... Give yourself to me and you will be everything you dreamed of... I can give you your dreams.'


At the moment you feel yourself slipping away, you're able to gain control over your thoughts. An image of a man-like creature is left in your mind and you know where to find him, as well. Whoever he is, he's a strong telepath and is amplifying his powers through these objects. If he is as powerful as he seems, he needs to be stopped at all costs before he creates an army of mentally controlled zombified people.


But maybe you can approach it another way. If you can find what he's channeling to power these objects, you may be able to overload them with enough negative feedback that it causes a backlash to his powers. It may be just enough to cause him to burnout his powers permanently...thus fixing the problem entirely.


HERO: Stop the telepath and his mindless zombies!


Whoever this psychic is, he's rather strong, but not strong enough to stop you. However, anyone who gets their hands on one of these cylinders may not be able to resist his will as easily as you did. If he's allowed to continue, he could amass an army of mind-controlled citizens and thugs alike. He needs to be stopped before he's able to undertake whatever plan he has in mind.


Although these cylinders are means by which he's able to contact his victims, he's ultimately the source behind it. Rather than tracking down what's powering the cylinders, it would be better if you struck at the one controlling them. The psychic must be stopped before other people lose their will!


You've got a vague impression of where the psychic can be found when you held the cylinder last time, so it won't be too hard to track down where he can be found. Find his location and put a stop to him. If you find that he's already brought together an army of drones, you'll have to stop them as well so that they may be rehabilitated. Stop this man before he becomes a greater threat!


Roman tunnels, Banished Pantheon. Objectives are to rescue any trapped heroes and defeat the psychic. Arc Flash is present as a hostage but not an ally. She tells you Mangle is behind this and asks that you try to help him. Defeating Mangle ends the mission.


Debriefing: You've put an end to Mangle's schemes to take over the people of Paragon City, though you have to wonder if this is truly the last you'll hear of him...


VIGILANTE: Cause the Telepath to burn out his mind


Whomever this mysterous psychic is, he seems to have a great deal of telepathic energy that's being used for nefarious means. It's possible that people like the Freedom Phalanx might be able to contain him in a safe location. However, it's more likely that he'll find some way to escape and continue causing harm.


If you can find what these cylinders are drawing from, maybe you can cause a reverse backlash of psychic energy and send it straight into his mind. This could possibly burn out the part of his brain that allows him to control others. Sure it might burn out other parts of his mind, like motor functions or even speech, but the risk is worth it. After all, he's the one who chose to use his powers for evil ends, so he'll get whatever he deserves.


Mission takes place in a Roman Cave map. Enemies are Banished Pantheon working with the (absent) Mangle. Clearing one of the seemingly-random spawns triggers an ambush by Stalwart, a Super Strength/Invul Boss. There are two destroyable objectives to take out with no other ambushes or surprises.


Debriefing: You were able to burn out the psychic connection that Mangle had created - knowing him, however, he will be able to survive such an experience. However, it will leave him hurting for quite some time.


It's a good start.


Fire in the Hole (HERO MORALITY MISSION)


You find an unauthorized Longbow scanner in the possession of the person you just brought to justice. Your curiosity as to how they got ahold of it is surpassed by the emergency broadcast being sent at this very moment.
A dastardly fellow by the name of Blast Furnace appears to have taken a number of people hostage and Longbow is sending people to respond. Unfortunately, for some reason Arachnos has gotten involved in the situation, and seem to be targeting Blast Furnace as well. No matter what, those hostages are about to be caught in the crossfire between all parties involved. Someone needs to save them before they become greater victims than they already are!


Fortunately Longbow said where Blast Furnace is keeping the kidnapped victims. Get the people to safety, then see what you can do to help Longbow.


You know about this Blast Furnace guy and the problems he's been causing around the city as of late. However, as much of a nuisance as he's been he hasn't outright put people directly in danger, so this action on his part is a bit uncharacteristic. Coupled with the fact that Arachnos is involving themselves with this situation but not on his side, it's obvious there is more going on than what appears on the surface.


No matter what, these hostages he's holding will be the only ones who really get hurt. Longbow wouldn't allow that to happen, but with Arachnos on the scene something is bound to go wrong. If you can get those hostages to safety, then perhaps you can help Longbow take on Lord Recluse's force. Or who knows? Perhaps you can find out what got into Blast Furnace to cause him all this trouble for himself.


Fortunately, the emergency call from Longbow to their operatives contained the location where Blast Furnace is keeping the hostages. Remember, your focus is on those innocent victims, no matter what kind of chaos has been unleashed at the site.


Office map, Arachnos. First objective is to rescue the company president. The next objective is to rescue the receptionist, then the security captain. After that you are to deal with Blast Furnace (with Freakshow guards). He turns untargetable early in the fight. You get a dialog with him interspersed with waves of Arachnos, culminating in an attack by Nocturne. She is Boss level but her health resets several times. It turns out Blast Furnace had been working with Arachnos to keep his armor repaired as he can't control his powers without it. He couldn't stand doing their dirty work any more and took hostages hoping to raise enough money to escape. You hold off the Arachnos troops so he can escape.


Debriefing: You step out of the office to see a crowd of people gathered, cheering your name.


'Ultima Ratio!'


'Ultima Ratio!


At the front of the crowd are the three hostages you saved, who seemed to have gathered the people here for your victory.


Looking up, you can see Blast Furnace streaming across the sky, smoke spilling out from his armor. His fate is in his hands now - instead of Arachnos.


With Honors (VIGILANTE MORALITY MISSION)


You are surprised to see letters forming themselves in the empty air just in front of you. Reading the words as they appear, you see that it's a message from the renowned superhero, Doc Quantum.


Ultima Ratio, it is I, Doc Quantum. I apologize for reaching you in such an unusual manner, but my situation warranted extreme measures. I am currently being held by several Sky Raiders and need your assistance. I can tell you more once you get here!


Doc Quantum is renowned for fighting crime, having gained a name by capturing and convicting an entire cell of Arachnos Wolfspiders lurking within Paragon City. If the Sky Raiders have captured him, they obviously weren't thinking he'd have friends willing to risk their necks for a fellow crimefighter. In other words, they'll never see you coming.


Doc Quantum has earned himself the respect of the superhero community for his diligence in fighting crime over the years. Some people may think he goes soft on some of the criminals he apprehends, but it can't be denied that his heart is in the right place. What could have caused him to get captured is something you can ask him after you've saved him, though.


The Sky Raiders, on the other hand, deserve no such respect. Once a loyal special forces unit for the military, they've chosen to band together on the wrong side of the law. Instead of living their lives as honorable veterans of the Rikti War, they're now nothing more than unscrupulous mercenaries.


Not only do you get the chance to help out Doc Quantum, but you also get to show those cowardly soldiers what true courage is... one boot to the face at a time.


Doc Quantum's message contained the whereabouts of his location, which isn't too far from here. You're unsure of what resistance you'll encounter while you're finding him. Hopefully those pathetic excuses for soldiers will give you a lot of resistance... so you can return the favor.


Warehouse, Sky Raiders. Initial objective is to rescue Doc Quantum. He spawns up front and on rescue gives you a dialog telling of the murders of a military squad that recently cracked an Arachnos cell in Paragon City. He thinks the Sky Raiders are killing them for Arachnos and needs your help to flush out Duray. Completing his tree spawns an ambush wave (contained a Boss for me but that might be random). You then have to fight your way to the back of the warehouse to find and fight Duray. He turns untargetable after being beat down and offers to speak. He claims that the Sky Raiders were trying to avenge the deaths of the soldiers, and that they were close to finding the Wolf Spider infiltrator responsible before the murders started...but Doc Quantum arrested him, and then he was out on the street a day later due to a technicality. That triggers an ambush by the infiltrator, a Huntsman. Killing him ends the mission.


Debriefing: NONE


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

Thank you! I was wondering what the hell to do with the Flyer mission.


 

Posted

A compromising photograph

As you traverse the endless streets and alleyways that make up Paragon City, you find a picture of sorts taped up to an alleyway's wall. Taking a second look, you find that it's a picture of you holding what seems to be bags of money w ile you're running away from a bank. And with a wicked smile on you face. Turning the picture over, you find a message... to you:

If you don't want Longbow seeing more of these photos, you'll help them on an upcoming raid.

Skipping to the bottom, you see the 'M' you were sure would be there - Manticore's signature.


Looks like if you don't take this seriously, you're going to be in a world of hurt to say the least. It's in your best interests for Longbow to not go sifting through your past too deeply. And as much as you don't like the 'friendly reminder' that Manticore gave you, your only other alternative would be to high-tail it back to the Rogue Isles... and never return.

-=-=-=-=-

The assignment seems simple enough. You are to sneak in through the back and disable the primary security system. Details have been shown what it looks like, and it seems simple enough - just push the big red button that has the words 'Don't Push' on it. You've always been curious about those kinds of buttons...

-=-=-=-=-=-

After much congratulations on part of Longbow, you come to the conclusion that Manticore held up his end of the bargain and didn't turn in the evidence. For the time being, you're in the clear.

However... While running around Paragon, you come across a picture taped to the wall of you opening the Warriors' safe and pocketing the cash...

-=-=-=-=-=-
Interesting NPC Chatter:

[NPC] Warrior Rearguard: You know what those hero types are like, right? They're always gettin in everyone's business.
[NPC] Warrior Rearguard: Did they even tell you why they're raiding us? Nah... they don't even trust you, do they?
[NPC] Warrior Rearguard: Yeah, they didn't want you sniffing around for the cash.
[NPC] Warrior Rearguard: Well, they're gonna be reeeal surprised when they find out I'm the only one with the key to the safe.
[NPC] Warrior Rearguard: Sucks that you're here. Big Brutus thought that someone would push that button for sure.
NPC] Warrior Rearguard: ...wanted to see it set off...

[NPC] Warrior Chopper: Do you think the boss was right about the heroes coming for this?
[NPC] Warrior Bruiser: I sure hope we don't get beat up too much.
[NPC] Warrior Chopper: Brutus was right! Remember, make it look like we're putting up a fight.

[NPC] Big Brutus: I don't understand what happened!
[NPC] Big Brutus: <Rogue to become hero>? What in the heck are you doing...
[NPC] Big Brutus: You... YOUUUUUU!
[NPC] Big Brutus: Do you know how much that cost me?!
[NPC] Big Brutus: I'm ruined! BECAUSE OF YOU!
[NPC] Big Brutus: Once I'm done with you, I'm going to sell off these heroes to the highest bidder, I guess.
[NPC] Big Brutus: Not much of a plan, but you RUINED my other one!
[NPC] Big Brutus: Man...
[NPC] Big Brutus: I still can't believe you blew it up!!!
[NPC] Big Brutus: I don't understand what happened!
[NPC] Big Brutus: <Rogue to become hero>? What in the heck are you doing...

-=-=-=-
My Comments:

First, sorry for the formatting here, not much for posting on forums so I don't know color codes, etc. Secondly, not sure what I think of this tip mission. It makes you access the safe before the heroes "notice you're missing" then while you do that it says you take the cash. Far as I can tell you can't do the mission without looking dirty.


 

Posted

A Disproportionate Package
Alignment Mission

A few weeks back you sent away for some X-Ray glasses advertised in the back of a publication. A distracted package delivery driver brought them by today, but before you could let him know that your glasses shouldn't be in a several-yards long birthday present box, he had already driven off, sweat dripping from his brow and dread in his eyes. Curious, you read the card attached to the present:

Amore mio... Once again I can not be with you on your birthday, and it tears my heart to shreds. And once again, I send you a portrait of one whose beauty is far beneath yours. Place it within your gallery next to all the others. Stand within the visage of their baleful, horse faces and know that they would be but trollish handmaidens, servile to your magnificence. When the parole board sees me again, then we will finally be together again. - D

You open the large package and look at the painting....... and can not believe how lucky you are!

This painting is PRICELESS!
-=-=-=-=-=-=-=

You just watched a news report detailing the theft of this painting from the highly secured administrative offices of a well known, high class auction house. The way it was stolen was an amazing story unto itself, but that it was stolen before tomorrow's auction for charity was even more audacious. This proceeds of this painting was to be used to rescue kittens from the animal shelter and given to the children at Saint Maria's Home for Orphans with Life-Threatening Illnesses.

Okay... now that you think about it...

If you sell this painting on the black market, it's entirely possible you'll also be purchasing a one-way ticket to a very, very hot place. Sure, you may have a lot of those tickets already, but we're talking Business Class here.

((Return the painting....FAST!))

It's not going to be that easy. You don't know where the driver is, and after delivering the package to you, it's possible you don't even know *IF* the driver *IS*.

So... There's only one way to go about this. You're going to need to break into the auction house...

...and RETURN the painting!

-=-=-=-=-

Not only were you able to return the artwork, you were also able to crack a couple of skulls and erase all the videotapes of you even being there.

-=-=-=