SPOILERS: Hero Tip Missions Level 40-50
Out Of The Corner Of Your Eye
You see a shadowy shape leaping from rooftop to rooftop above you.
Mid-leap a scroll falls from the shadowy form. You take the scroll and after a quick glance, you're able to determine that this is an assassination contract on the lives of Paragon Police Officers who made a number of shady deals with groups like the Family and even the Council. The officers got greedy and didn't follow through with their end of the deal. Evidently the Whispered Hand has been hired to take these guys out. These two Officers managed to bribe the Carnival of Shadows to take them in and protect them. These men must have been desperate indeed to seek asylum with those insane harlequins.
You've heard of this Whispered Hand before. It's a very small band of assassins consisting of many unsavory characters from all over the Rogue Isles and Paragon City. It has attracted a large number of rogue Knives of Artemis seeking asylum from their vengeful sisters. The big news is that they're now hunting their once leader Silent Blade.
You could stop the police officers from being assassinated.
Alternatively, you could follow the Whispered Hand agents and see if they lead you to one of the world's most notorious assassins, Silent Blade.
HERO: Stop the Whispered Hand assassinations.
The Whispered Hand is known for their subtlety. Even in the company of the Carnival of Shadows, these rogue police officers won't see their killers coming before it's too late! It's up to you to stop the Whispered Hand assassins and rescue the police officers so they can stand trial for their crimes. However, the Carnies are not likely to appreciate your presence there.
Those men have broken the trust of those that they serve, and must face justice. You take note of the location where the Carnies are keeping the police officers and head off. Hopefully you can beat the Whispered Hand assassins there.
Warehouse map, Carnies. Two officers to rescue plus Overdrive as an optional ally hostage. The officers are escorts. One is guarded by a Carnies Boss and triggers an ambush by a Knives Boss on release; the other is guarded by a Knives Boss and triggers at least two waves of Carnies. The second had a Clue but I didn't get to read it.
Debriefing: You prevented the Whispered Hand assassins from killing the two rogue police officers. Even though they were going to be taken into custody by those who were previously their colleagues, they seemed to be happy to leave the company of the Carnies.
VIGILANTE: Follow the assassins who are on Silent Blade's trail.
Those rogue cops are scum and deserve whatever they get. You're here after the big game: Silent Blade. You know that if you follow the Whispered Hand assassins long enough, that they'll lead you right to her. This will be a big win for you, taking down several of the Whispered Hand assassins and their target, Silent Blade, all in one fell swoop. With Silent Blade forever removed from the face of this world, a powerful lesson will be sent to all those with criminal intent - break the law and it will break YOU!
You follow the Whispered Hand assassin without being noticed and see her enter an old abandoned warehouse in Peregrine Island. That must be where they believe Silent Blade is.
Abandoned warehouse map, Knives of Artemis. Objectives are to defeat the Whispered Hand leader and trap Silent Blade in her own lair. Defeating her triggers a dialog, which in turn triggers an attack by an "Arachnos Punisher" and helpers. Silent Blade remains untargetable as you fight them, then vanishes when you're done.
Debriefing: You were able to stop the Whispering Hand assassins hunting down Silent Blade. However, the trap you laid for Silent Blade turned out to be a trap laid for you by Arachnos.
Unfortunately, Silent Blade was able to get away in the aftermath of the battle. But her parting words were quite true - The justice YOU believe in is the ONLY justice that's important. And one day, you may be given a chance to prove it to her.
Scrawled Bark
You find a piece of tree bark with writing carved into it and decide to investigate.
The Devouring Earth have left messages like this as a warning to others that dare cross them. This one is a proclamation: they are enraged by a Crey laboratory which flagrantly pollutes the land, and are devouring its scientists in retaliation.
Crey naturally has refused to comment on the matter, but you've found out they're more concerned with saving their lab than their scientists.
The Devouring Earth cannot be allowed to simply execute whoever they want. Regardless of their potential crimes, the scientists ought to be saved from their fate.
But if you go after them, Crey will no doubt resecure the lab and continue to spew filth from it. Isn't that the greater threat?
HERO: Rescue the Crey scientists from execution.
The Devouring Earth are planning to execute the Crey scientists because their lab has been polluting the environment. It's not a huge surprise that Crey would be involved in lawbreaking, but that's no reason to allow the Devouring Earth to get away with cold-blooded murder.
All indications point to a nearby known cavern as where the grisly sentence is to be carried out. Once the Crey are rescued, you can see that they are properly prosecuted for their involvement in the pollution.
The Devouring Earth will dispatch their captives soon now that the word is out. Better hustle.
Troll caves, Devouring Earth. Objectives are to take out the Executioner and rescue four Crey scientists. No surprises.
Debriefing: You've rescued several Crey scientists from a gruesome fate, despite their own guilt. These scientists will answer for their crimes in a court of law, instead of the merciless claws of the Devouring Earth monsters.
VIGILANTE: Destroy the polluting Crey laboratory before they can recover.
The Crey scientists captured by the Devouring Earth are already as good as dead. Yet if you know Crey, they've already restaffed and are back to whatever diabolical manufacturing they were up to. If that lab isn't shut down, the environmental damage could continue unabated.
They have enough lawyers on hand to tangle whatever legal route is being taken to stop the lab for decades. There's only one way to shut it down, and that's with your own two hands... and some explosive charges.
Tech map, Crey. Taking the mission grants a Clue saying you've acquired explosives (why it was necessary to say this I don't know). Objectives are to plant three explosives and optionally avoid two patrols. I was on a Scrapper so I hunted down the patrols; taking them out triggers an ambush by a Paragon Protector Elite. Planting the last charge triggers another one.
Debriefing: You demolished a toxic Crey lab, but their captured scientists were lost. That's one less source of polution is Paragon City.
Shattered Jar of Flesh
In a dumpster you find a sample of bestial flesh in a shattered Arachnos container, but with a Crey label pasted on. What the?
The flesh comes from no known zoological creature, but is definitely Arachnos in origin. It seems that as a change of pace from their usual industrial espionage, Crey has taken an interest in something going on in the Rogue Isles, and has stolen something belonging to Lord Recluse. Naturally, he has dispatched an Arachnos strike team to Paragon City to recover the items.
You can't uncover much about the items themselves beyond that they are biological samples, and that Recluse appears to be taking the matter quite seriously.
If those Arachnos troops make it to the city, events could escalate far beyond a simple theft. They have to be prevented from making it here.
Though if the samples are that important, getting them into proper, non-Crey hands is the priority.
HERO: Halt the Arachnos strike team before it reaches Paragon City.
Whatever Crey has taken from Arachnos will be dealt with in due course. What's more important is that Lord Recluse learn you will not stand to see Paragon City violated.
By moving quickly and brashly, the Arachnos troops are easier to locate than you anticipated. It should be easy enough to confront them before they can do any damage. Stopping them, however, will be a little trickier.
The strike team will be expecting a hero, but you can't let that stop you.
Cargo ship map, Arachnos. Objective is to defeat two team leaders. No surprises, though one of their speeches promises Dire Consequences if you don't allow Arachnos to deal with the situation.
Debriefing: You kept an Arachnos strike team from causing mayhem within the city.
VIGILANTE: Recover the stolen Arachnos samples from the Crey lab.
That Arachnos strike team won't get very far before it gets stopped. Crey, on the other hand, might be able to bury whatever they've found if pressure isn't put on them immediately.
You've tracked down the lab from which the flesh sample was stolen, now it's time to head in there and break things until you find out what it means, why Crey is interested, and why Arachnos is trying so hard to stop it.
Crey wouldn't make Arachnos angry unless this was an important find. Watch your step in there.
Tech lab map, Crey. Objectives are to recover the stolen flesh samples and the files on them. The flesh samples turn out to be from Arachnoids and Crey is cloning them, but we expected that. Collecting both glowies (or maybe just the files) triggers the spawn of six groups of Arachnoids, including one with a Boss, all of which must be defeated. You'll need to backtrack to find the ones that didn't spawn on top of you, which the Boss did for me....
Debriefing: You've stopped one of Crey's abominable experiments from breaking out, but the Arachnos strike team managed to do some damage.
Some Nut on Talk Radio
A caller into a talk radio show rants about the Freedom Corps, calling them scum for what they've done to someone called 'Freymuth.' He is cut off, but now you're interested.
Your contacts within the Corps are not happy that the 'Freymuth' story has gone public. It turns out Senior Agent Freymuth is no longer an official member of Longbow. He was identified by a captured informant as the individual responsible for the recent deaths of several notorious villains.
Longbow officials are already en route to take Freymuth into custody, though they expect significant resistance.
If this fellow is as tough as it sounds, you might want to do the Corps a favor by bringing him in yourself.
Still... this guy does seem to have been doing a lot of good for the city. If you were in the same spot, you'd certainly appreciate someone coming to help you escape the manhunt.
HERO: Take Senior Agent Freymuth into custody on behalf of the Freedom Corps.
Senior Agent Freymuth has a long and decorated history with Longbow. You're sad to see he's been blinded by his anger at the system to resort to acting as judge, jury, and executioner.
The bulletin states that Freymuth is holed up with a cadre of agents, awaiting the dragnet. Putting a stop to this yourself before things escalate will prevent those loyal to him from having to choose between him and the Corps, and will allow some small measure of healing to begin.
Agent Freymuth took justice into his own hands. It's time he answers for that. You might also be able to discover clues as to what Freymuth has been up to.
Longbow base map, Longbow. Objectives are to take down Freymuth and find evidence against him. The latter turns out to be a computer with files revealing Freymuth has been selling Longbow information to Malta and helping them take out supers.
Debriefing: You saw to it that the vigilante Longbow Freymuth was taken into custody. Once again, you prove that no one is above the law and everyone deserves a fair trial. You also uncovered some damning evidence that proves he has been working with Malta to take down various superpowered targets.
VIGILANTE: Help Senior Agent Freymuth elude the Longbow dragnet.
Senior Agent Freymuth is a highly decorated Longbow warden with a long history of doing what's right, no matter the cost. You're not surprised that the rest of the Freedom Corps and the media is quick to demonize him as a murderer. Those he stands accused of dealing with were all killers themselves, the lowest of the low.
Right now you might be the only person in the city who understands what Freymuth is going through. And you're certainly the only one who can do anything to help. If Freymuth can elude this dragnet, he'll have an opportunity to clear his name and make his detractors see that he's only doing what's best for the city.
You may have to bruise a few Longbow in the process but the alternative is to let a good man go to prison.
Longbow base map, Longbow. Objective is to rescue Freymuth. He is a hostage and ally escort. Releasing him triggers an attack by Overdrive.
Debriefing: You've allowed Senior Agent Freymuth, a vigilante member of Longbow, to escape capture. The world needs more men like Freymuth. You don't care what Overdrive says. Without people like Freymuth and you, who will make the tough choices for the greater good?
An Unstable Trigger
You've stumbled across a small cathode tube that appears to be newly manufactured but yet seems to be using technology from decades ago. Researching the serial numbers, you manage to find a declassified Freedom Corp document with an accompanying blueprint that looks exactly like the tube you're holding:
**Declassified: Fifth Column Sleeper Cell Raid** Acquisition of primary target success - prototype blueprints for manufacture of remote bomb detonation switch trigger. Asset acquistion failed (subnote) - No assets were created due to lack of uranium materiel. Interrogation results show that switches were intended to be made and sold to highest black-market bidder to fund futher Fifth Column personal ventures. Plot stopped before buyer could be found to initiate contract with Fifth Column.
If this tube is the same one described in the report, then that means the Fifth Column has not only gotten their hands on some uranium, but that they likely have a buyer for these bomb switches. The Fifth Column needs to be stopped from making any more of these before their buyer uses them on innocent people! However, if the buyer was found and...convinced...to stop their ultimate plan, then the trigger switches would never be able to be used for evil.
HERO: Choose to destroy the cache of bomb triggers!
If these bomb triggers were to get into the hands of the purchaser who commissioned them, or anyone else for that matter, the sheer amount of destruction that could be caused is unfathomable. Whatever plan these trigger switches are intended for can be stopped by destroying the trigger switches themselves. You may be able to track down who the buyer is later, but you have to put a stop to the means by which their plan is intended to be carried out before any innocent lives are lost!
From the additional information contained within the report, you're able to figure out where the Fifth Column sleeper cell was originally located. Even though the report claims it was later abandoned, it's quite likely the the facists have returned to their old haunts. Track them down, destroy those triggers at all costs, then see if you can find out anything about who the buyer is.
5th Column base map, 5th Column. Objective is to defeat the leader. He spawned up front for me, ranting about how Maelstrom tricked them and is now stealing the bomb triggers. Defeating the Oberst changes your objective to defeat Maelstrom. Maelstrom spawns as a friendly with some Malta guards and his stealth on, which may make him hard to find. After a (pointless IMO) dialog they turn hostile and have to be defeated. That triggers a new objective to destroy the container of triggers.
Debriefing: You not only managed to destroy all of the bomb triggers, but also stopped the Oberst leading the manufacturing operations. Although Maelstrom may have gotten away, you still managed to foil his plans for whatever insidious design he had intended for those bomb triggers.
VIGILANTE: Choose to assassinate the buyer!
Even if you were able to destroy the triggers, what's to stop the mysterious buyer from contracting someone else to create a similar form of weapon? If you really want to put an end to this problem, you need to go straight to the head of the problem - and decapitate it. Sure, it's a bit extreme in its approach, but so are countless lives being snuffed out needlessly. You need to find the buyer who commissioned the Fifth Column and take that ONE person out if you really want to save MANY lives.
From the additional information contained within the report, you're able to figure out where the Fifth Column sleeper cell was originally located. Even though the report claims it was later abandoned, it's quite likely that the fascists have returned to their old haunts. Find the base, assassinate the buyer when they're at their most vulnerable, and destroy any of the remaining bomb caches that are still there.
5th base map, 5th Column. Objective is to assassinate the purchaser. Maelstrom spawned up front with Malta guards. He turns untargetable at 25% health or so but if he has a dialog tree I didn't get to see it. His guards continue fighting and when I put them down he just told me to get one of the containers and he'd meet me in back. That changed the objective to destroying the container. Doing that gets you a new objective to corner Maelstrom. He respawns with a few Praetorian Clockwork guards. During the fight he gets angry because you destroyed the container; the Oberst guarding the one he went for destroyed his before Maelstrom could get it. Taking out Maelstrom ends the mission.
Debriefing: In an attempt to get to the top of the chain of command behind the manufacture of these bomb triggers, Maelstrom managed to get away.
However, you were still able to destroy the bomb triggers. And even better, you managed to infuriate Maelstrom.
The next time you meet him, hopefully that anger will cause him to make a fatal mistake.
You Can't Keep Your Balance!
You've been having trouble keeping your balance today, and so have some other citizens. What's going on underground?
Local seismologists are already tracking the tremors, but have no explanation. Rumors are circulating that the Devouring Earth and Circle of Thorns have gotten embroiled in an underground turf war. The Devouring Earth is planning on collapsing some of the Oranbegan ruins which house precious Circle artifacts in escalation. Their tunneling is causing the small tremors. Unfortunately, the final detonation might destabilize a small section of the city above ground, causing utility outages and other accidents.
The Circle will be rushing to move their buried artifacts to safety before the Devouring Earth finish their plans.
The safety of the city demands that you confront the Devouring Earth and put a stop to the demolition of the tunnels before anyone gets hurt.
On the other hand, it couldn't happen to a more deserving bunch of folks than the Circle of Thorns. In the confusion, you might be able to sneak into the endangered tunnels and secure their artifacts while the Circle tries to evacuate.
HERO: Prevent the Devouring Earth from detonating any underground tunnels.
The interactions of all the various groups that make their homes in the caves and lairs beneath the city has always baffled you. But the threat is clear: if the Devouring Earth are allowed to attack the Circle of Thorns through their plan of underground demolition, it could have ripple effects on the surface. The damage could start earthquakes, power outages, maybe even unleash a few demons.
It'd be better off for everyone involved (unfortunately, also for the Circle) if you put a stop to the plot by cleaning out those tunnels before they are detonated.
The Devouring Earth will most likely resort to conventional explosives to finish the job once the tunnel is dug.
Troll caves, Devouring Earth. Objectives are to defeat the leader and disarm three bombs.
Debriefing: You prevented the Devouring Earth from destabilizing the city, even protecting a Circle of Thorns base in the process. However, someone could have easily stole into the Circle's lair and stolen their artifacts. You hope that the collapse of tunnels buried them under tons of debris.
VIGILANTE: Secure the Circle's dangerous artifacts while they evacuate.
There's no point in sticking your nose into the squabbles of two villain groups. If they destroy each other, great. You realize that you can take advantage of the confusion to gain access to the Circle of Thorns' protected artifacts.
The Circle is already evacuating the affected section of their lair, and the artifacts in that section are mighty vulnerable. Getting them out of the hands of the Circle would compound the damage done when they lose a section of their ruins to the Devouring Earth. This is a plan you like.
The tunnels are so far below the surface that the repercussions topside are likely to be minimal at best, and passing up the opportunity to cripple the Circle is hardly worth it.
Orangbega map, Circle of Thorns. Three glowies to collect, which triggers an attack by Mangle.
Debriefing: You've taken some dangerous artifacts out of the hands of the Circle of Thorns, but allowed the Devouring Earth to demolish some underground tunnels.
Your Life Story! Wait, what?
A secure e-mail titled "Iphigenia1's Life Story" shows up in your inbox...
After reading the message over and over, you realize the sender knows quite a lot about you, but some minor details are off. Suddenly it hits you, the incorrect details are actually a code! Someone is sending a message only you will understand!
After decoding, it appears the message is from one 'Sister Jocasta' - a top-level assassin for the Knives of Artemis. She has stepped on powerful toes in her organization and needs a way out, fast. Her offer: If you extract her to safety, she will reveal some of the Knives' secrets (among others, how they know so much about you) in exchange for immunity from prosecution for her own many crimes.
Performing an extraction from an elite Knives of Artemis base will be tricky, but her information may be useful.
However, the thought of letting an assassin escape justice gives you pause, especially one so well-informed. Sister Jocasta has to answer to someone, and it might as well be you.
HERO: Extract Sister Jocasta from the Knives of Artemis in exchange for her information.
Sister Jocasta has a long and sordid history of performing assassinations and espionage with the Knives of Artemis. Lucky for her you are willing to stomach the distaste of helping such a criminal out of a tight spot.
But rest assured, you will make sure that she tells the authorities everything she knows about the shadowy mercenary outfit. This all supposes, of course, that you can actually get her out alive.
The Knives may already be planning to deal with Jocasta. There's no time to lose.
Abandoned tech lab map, Knives of Artemis. Objective is to extract Sister Jocasta. Rescuing her triggers an attack by Silent Blade. Defeating Silent Blade ends the mission, though Jocasta is technically an escort.
Debriefing: You extracted a Knives of Artemis informant in one piece. Hopefully she will prove to be a useful ally in taking down the Knives of Artemis.
VIGILANTE: Force Sister Jocasta to pay for her crimes by exposing her as a traitor.
Sister Jocasta is a notorious assassin who's been involved in the internal power struggles of the Knives of Artemis for quite some time, squabbles you don't want any part in. If she wants your help, it's only to exploit it somehow. Her crimes cannot, and should not be forgotten.
Her message to you is enough evidence to convince the Knives that she's become too much of a liability to keep around any more. Roughing Sister Jocasta up will let others know you're not interested in being fooled by a villain. Leaving her message behind for the Knives to find means they'll take care of her themselves.
The Knives won't allow you to just walk in there. Be ready.
Abandoned tech lab map, Knives of Artemis. Objectives are to leave behind the message and defeat Jocasta. Her in-fight speech implies that her offer was a trick anyway.
Debriefing: You've taken care of a dangerous mercenary assassin, but through decidedly extra-legal methods.
You're a Cruel One, Mr. Phipps
An alarm rings on your police communicator. Activating it, you find out that Arachnos has kidnapped the man known as Westin Phipps and are currently airing their interrogation of the man. You push a few buttons to bring up the video feed of the interrogation...
The Arachnos soldier in the video violently backhands Phipps, demanding that he tell them everything about the up and coming heroes within the Rogue Isles. Phipps refuses, stating that he would never 'betray the people that are so dear to him'. He is hit again, though he refuses to talk.
You know better, however - Westin Phipps is a tool for Arachnos. Investigating further, you discover that Arachnos is broadcasting this to draw attention away from the kidnapping of several prominent figures in the Isles - one being the reporter, Amanda Vines.
You weren't sure how low Arachnos could possibly stoop, though the heartless Westin Phipps shows just how cutthroat they are. If Arachnos thinks they can use this act to distract everyone else from these kidnappings, they have another thing coming to them. Someone needs to rescue Amanda Vines and the other people in the Isles who truthfully stand for the people.
Westin Phipps, however, just might be the most evil man you've ever heard of, purposefully earning the trust of the people in the Isles, only to betray them. Just the thought of what he does is utterly disgusting. He is a man who has never truly paid for his crimes against his fellow man. It's time for that to change - today.
HERO: Save the true heroes of the Isles!
Arachnos is going to use every trick in the book to keep the people of the Isles oppressed and under their control - to the extent where they'd force people to have more faith in their pawn, Westin Phipps. If the people lose more figures like Amanda Vines from WPSDR, the people who are truly looking out for them, all they'll have left is this puppet of Arachnos.
You need to make sure the people of the Rogue Isles still have someone they can trust!
You'll make use of one of the helicopters in Independence Port to get yourself into the Isles - then it's a matter of following the clues to find out where these people are being kept!
Warehouse map, Arachnos. Objective is to rescue three hostages: Miss Francine, Amanda Vimes and a Rikti. Francine tells you after her rescue that Arachnos plans to feed the Rikti to the Arachnoids, then unless the Arachnoids on the slums in Grandville. The Rikti turns out to be C'Kelkah. Freeing the last hostage triggers an objective to access a computer and stop the release of the Arachnoids; completing that triggers an attack by Hollow Point (and Arachnos).
Debriefing: You saved everyone in the warehouse from a horrific fate at the hands of Arachnos. The people of the Isles - and also the Rikti Traditionalists - are safer now.
VIGILANTE: Pummel Westin Phipps into a pulp!
Westin Phipps is a man who goes beyond the very term 'evil'. His sick heart knows only pleasure from the suffering of others. You can imagine he might actually be enjoying the beating that Arachnos is giving to him, if only because it will give him opportunities to exploit others.
You're going to storm into the base where he's being held and give Phipps what he deserves - a beating that will last him a lifetime.
Even if it's caught on tape for all of the Isles to see...you don't care. Phipps will live knowing that you look over his shoulder, waiting for the chance to beat him to a pulp.
You snag a ride on board a helicopter and begin your journey to the Rogue Isles. Phipps won't know what hit him.
Arachnos base map, Arachnos mobs. Phipps is unguarded with a dialog tree. No one comes to his rescue until after you clobber him via dialog option, then Shock Treatment attacks.
Debriefing: You return to Paragon, overhearing the uproar in the Isles. The people in the slums see you as a villain, while Phipps has become an even greater savior to them. Not that it matters - you know where the lines are drawn, and get a little satisfaction seeing Westin Phipps on crutches. Let's see how many diabolical plans he can help move forward when he spends most of his time in a bed for the next few weeks.
The Unusual Suspect (HERO MORALITY MISSION)
You come across an updated posting of Paragon City's Most Wanted super criminals and are shocked to see the latest Number One most wanted - You! The list of charges go on further than the box allows, but some of the highlights are: Terrorism, Extortion, Mayhem, National Security, etc. How it's possible for you to have done any of these things is completely beyond you. You have no choice - you MUST clear your name!
You need to clear your name at once. It's obvious someone is trying to frame you for crimes you didn't commit. If you don't do this now, who knows how hard it'll be to clear your name in the future. Surely if you explain to the Police Commissioner, both of you can get to the bottom of this.
In order to clear up this misunderstanding, you'll need to walk down to City Hall and turn yourself over to the Commissioner. From there, you two can discuss what this is all about.
Office map, Malta. In spite of the briefing this mission has spawned anywhere but City Hall for me...I've gotten Talos and Skyway, and I think other locations as well. First objective is "help the police", which actually means "rescue the Police Captain". Freeing him triggers an ambush by Silent Blade, who accuses you of having no honor. Defeating her starts a dialog that triggers an attack by Your Mysterious Double. The Double's defeat triggers another dialog in which the Double tries to pretend to be you to trick Silent Blade, who then assassinates the Double. If you think this makes less sense than a Jackson Pollack painting, you're right.
The Ends Justify the Means (VIGILANTE MORALITY MISSION)
You watch as a series of letters appears magically in front of you. The letters spell out a rather personalized message . 'Iphigenia, this is Doc Quantum contacting you. I believe you may be aware of who I am, considering your own approach to dealing with problems. I appreciate someone who is bold enough to take care of a situation in the most efficient manner. With that said, I offer you an opportunity to, as you would put it, 'bring justice' to Ghost Widow of the Arachnos syndicate. It seems she was overly eager to acquire a special device of mine, and is now in a rather weakened state. Now's your chance to take care of her without any overly emotional heroes chastising you for your choices you make.'
The message ends with the location of where Ghost Widow is supposedly at. This is obviously a trap, but for who? It doesn't matter... someone will be brought to justice by the day's end.
Even though Quantum has crossed the line in the past, it's entirely possible that this is his attempt to atone for his past crimes. Even if this is just some game between fellow Villains, it's best not to look a gift ghost in the mouth.
Finding Ghost Widow unawares is an opportunity you can't pass up. And seeing that no other hero will be getting in the way, you can bring justice to her once and for all.
Sewers-to-Faultline map, Arachnos and Longbow. Ghost Widow spawns up front as a hostage. After releasing her you get a dialog; it turns out you've both been set up by Quantum. She came to pick up a "Possibility Generator" from Quantum, but he's taken over the minds of both her troops and Longbow who came to intercept them. She follows around as a non-combat ally, commenting on the action. After fighting through to Quantum, he becomes untargetable for dialog at about 25%. He tells you he isn't really there, it's just a projection caused by the Generator. He also tells you that the mind control device will take over the minds of thousands of Paragon City citizens...and if you turn it off, it will kill everyone it has already taken over. He then vanishes and the nearby glowie activates. Using it turns off the mind control machine, killing any remaining mobs.
Debriefing: You've saved the citizens of Paragon City at the cost of having to personally be the one to terminate the lives of countless individuals who swore to protect the people. But they knew what they were getting into when they signed on.
As sad as it may be, they died protecting everyone. It's a good thing you were there, or it might have been a much larger death toll.
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"
Wouldn't all of these be better condensed into one thread rather than several?
The Melee Teaming Guide for Melee Mans
It would be too long on one thread, IMHO.
Elegant Party Favor - this one had a LOT of bosses when I solo'd it (everything at normal difficulty except my scrapper was treated as three heroes).
I also couldn't quite figure out the dialog from my double in the heroic morality mission. The second paragraph of dialog made no sense at all.
It was very hard to pass up the chance to beat on Phipps!
A warning for those who are planning to extract the traitor Knife of Artemis, if you play a slow melee class it's fully possible for the carpet of Caltrops to extend far enough that the DoT will kill her before you can rescue her, causing the ambush to not spawn. At this point you can either autocomplete or reset and try again, since her death does not count as a mission failure criteria.
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.
Art, Psychics & You
This strange advertising catchphrase is suddenly everywhere. You become curious.
The advertisement is for an avant-garde exhibition of the death masks of famed artists. The masks themselves are interesting from an artistic perspective, but part of the allure is the deep psychic impressions of creativity stored within the masks. The pitch is that merely being next to these masks will make anyone a better artist.
While you are checking up on it, you imagine the Carnival of Shadows will definitely attempt to steal these masks for their own purposes as they both represent psychic power and high culture.
The masks are currently being stored awaiting the exhibit. The Carnival must not be allowed to take them.
But you've learned the masks can be incredibly dangerous under certain circumstances. If the Carnies then tried to absorb their psychic impressions, they could wind up hurting themselves on a much deeper level.
HERO: Stop the Carnival from stealing the death mask collection.
The death mask collection is tempting bait for the Carnival, but they mustn't be allowed to get their hands on it. The heist is probably already in progress at the storage location for the masks. If you know the Carnies, they're not going to be stopped by whatever security has been arranged.
You have to get there and put a stop to the heist by taking our their ringleader and securing the death masks.
The masks must not be taken. Stop the Carnival.
Warehouse map, Carnies. Objectives are to secure three masks and defeat the raid leader. Collecting all the masks triggers an attack by Flambeaux with Freakshow guards.
Debriefing: You've saved the priceless death masks from being absorbed into the Carnival's collection.
VIGILANTE: Plant a psychic trap in the masks so they backfire on the Carnival.
You've learned the death masks are incredibly psychically potent but inherently unstable. Even the slightest nudge can twist them from being foci of creativity and joy into wellsprings of disorder and insanity. The resulting mind 'viruses' are incredibly dangerous to psychics. The stronger the basic impressions, the more devastating the virus. If you can focus negative thoughts into the masks beforehand, the Carnival will have one heck of a headache when they try to use them. You could cripple a lot of their psychics before they catch on.
But this means they'll have to actually steal the masks, at least temporarily.
The masks are stored in a nearby warehouse. All you need to do is focus negative thoughts into the masks to cause the backlash when the Carnival tries to use them.
Warehouse map, Carnies. Objectives are to trap four masks and defeat Mistress Reline. No surprises.
Debriefing: You delivered a debilitating mind virus into the Carnival's elite, but at the cost of a priceless art collection. This will definitely set the Carnival of Shadows back for a while.
A Biting Wind
An alarming and unnatural cold begins to settle in around you.
You get a sudden chill. Not the kind of chill you get when something creepy happens, but the kind of chill that freezes your behind off. The ground around your feet begins to freeze and storm clouds form in the sky. After doing a bit of research, you discover a clue, found in the Longbow alert database as to what's likely going on. Longbow is responding to the sudden cold as they've discovered that Polar Shift is working with the Circle of Thorns to cover the city in a perpetual winter that will eventually block out the sun's light.
Polar Shift was once a shining pillar of good in Paragon, but too much loss and pain caused her to fall into the ranks of villainy. You notice that Longbow has authorization to employ lethal force on Polar Shift when they encounter her. This order was issued by an Officer Jameson. He's known for taking an extreme approach to things.
You could stop her plan and attempt to return her to the light, but you'll likely have to go against Longbow to do so.
You could also stop her plan and employ Longbow's help in ensuring she never gets a chance to hurt the people of Paragon City again.
HERO: Convince Polar Shift to give up the life of villainy.
Polar Shift has wronged many people with her recent actions and has descended into villainy. However, you know it may not be too late for her to redeem herself. She views the world as a place that isn't worth saving. Maybe you can change her mind. Doing so will likely throw you directly against Longbow, though.
Officer Jameson is known as an extremist in his organization who doesn't let things go easily. By actively hunting down Polar Shift, he is beginning down the very same descent as his prey. It's time to stop this madness before it escalates beyond a controllable state.
Troll Cave map, Longbow with a few Circle of Thorns thrown in. Objectives are to "free Polar Shift" and destroy the Altar of the Frozen Flame. Both objectives have Clues but you won't get to read the second one.
Debriefing: Polar Shift seemed unsure of her decision to destroy Paragon City. You think you might have gotten through to her. She admitted she got no joy out of causing harm to others. Maybe she can make a difference by helping others again.
VIGILANTE: Work with Longbow to take down Polar Shift.
Once you would have considered Polar Shift an ally, but now she's crossed the line and needs to be put down. Longbow gives you an opportunity to make this happen.
It's time to stop this ritual before it brings a new ice age to Paragon City. You head off towards the source of the cold, hoping you're not too late. Today Polar Shift's madness ends.
Troll tunnels, Circle of Thorns. Objectives are to defeat Polar Shift and destroy the Altar of Frozen Flame. No surprises. Destroying the Altar gives a Clue but I didn't get to read it.
Debriefing: Polar Shift seemed truly regretful for her actions. After rambling on about how this world will come to an end either by her hand or by some other cause, she burst into tears. She was taken into Longbow custody and hopefully she won't see the light of day for some time.
Blatantly False Malta Plans
These documents bear the fingerprints of the Malta organization, but something is very off about them...
This is a complete briefing plan for a kidnapping of a local political organizer. It includes every detail, where they intend to take the target, even the names of the operatives involved. It's beyond belief such a secretive group would have let these documents get into the open. It has to be a trap.
It's almost as if they are trying to ensnare a hero who chases down every lead they find...
Even though it's most likely a trap, the target still needs your help.
There is a chance the target is in on it, though. The more effective response is to wait out the trap and follow the operatives back to their cell.
HERO: Protect the political organizer from Malta.
You're well aware that the Malta Organization is planning some sort of trap for you. If you try to save the political organizer, they'll be waiting in force. Unfortunately, you can't risk the life of the target by avoiding the ambush.
Instead, you're just going to have to walk in there and deal with whatever they have in store. The best you can do is be on your guard and do what's right.
Malta is waiting for you. You have a bad feeling about this.
Abandoned office map, Malta. Objective is to rescue the political organizer. His rescue triggers an attack by Commander Pike, another Boss. Pike says during the battle that he planted lies for you to read but I couldn't find any glowies even after completing the mission.
Debriefing: You braved an obvious Malta trap to save an innocent bystander. You were prepared for this sort of scenario and came out more or less unscathed.
VIGILANTE: Avoid the trap and take out the Malta operative cell that set it.
The Malta Organization cell which spawned this trap is betting that you have to take the bait if they pretend an innocent is in jeopardy. You're smarter than that.
There's no gain to them taking out their hostage if you don't fall for the trap. All you have to do is trail the group after they abandon their plan back to their home base. Then, you should be able to wipe out the entire cell at once, and give the others reason to think twice before trying something like this.
The Malta grew tired of waiting for you already. Your surveillance has revealed the location of the cell's headquarters.
Tech lab map, Malta. Objective is to take down the leader, a Boss. He calls two ambush waves, which hit me at once with one Sapper each, not fun.
Debriefing: You took out an entire Malta cell, but risked the life of an innocent hostage in the process. Someone has to make difficult choices that others are too weak or unwilling to make.
Broken Pocket Watch
You locate an expensive broken watch. You take a closer look.
The inscription reads: 'To Colonel Traguer: For years of loyal service.' Just then, a voice comes from the workings of the watch... barking orders. It appears the owner of this watch was a member of Nemesis's army! Their orders are to remove decoding equipment from a compromised base and ready an explosive welcome for the PPD coming to investigate.
The signal cuts off. They must have realized you are not Colonel Traguer.
You are the only one who can protect the police from that explosive booby trap in time.
But you're also the only one with a shot of getting the decoding equipment which could expose many more Nemesis plots.
HERO: Protect the PPD by defusing the booby traps in the compromised Nemesis base.
Nemesis has had to abandon bases before. He loves to leave behind an explosive surprise for the heroes or cops who find the base. His trap means you won't have a chance to go after the decoding equipment.
If you hurry, you can reach the base before they've finished evacuating and defuse the bombs that have been left behind. If you don't, you'd be putting PPD lives needlessly at risk.
It won't take them long to finish rigging the base.
Abandoned warehouse map, Nemesis. Objectives are to disarm four bombs and save two reckless PPD officers.
Debriefing: You averted disaster by disabling the Nemesis booby trap, but his decoding equipment is nowhere to be found.
VIGILANTE: Go after the Nemesis decoding equipment before it slips away.
Nemesis is crafty to a fault. While some of his men take the sensitive equipment from the compromised base, the more expendable half will stay behind to see they aren't followed.
The PPD should be smart enough to wait until the bombs are defused to proceed, but you can't afford the delay. You'll go immediately to the new rendezvous location and keep the decoding equipment from slipping away.
The Nemesis forces will be on their guard even while regrouping. Don't drop your guard.
Sewer map, Nemesis. First objective is to recover three decoder parts. Each is in the hands of a Boss. No further surprises.
Debriefing: You recovered a vital decoder for Nemesis transmissions, but several PPD were injured by the booby trap he left behind.
A Clever Trap
You overhear an interesting emergency broadcast over your police scanner.
You listen in to the police scanner broadcast. According to the broadcast, a group of Rikti have raided an office in Peregrine island and have taken several hostages. They claim to be there to recover some sort of alien artifact that was stolen from them. The Rikti raid leader has stated that they used their homing technology to pinpoint the artifact's location to this office.
Your sources indicate that the villain Shock Treatment was seen in that area, and was seen fleeing into the sewers prior to the Rikti arriving. Shortly after the Rikti arrived the hero Stalwart was seen entering the office building, but no one has heard from him since he entered the building. He could be in some serious trouble.
You could save those hostages, look for Stalwart, and defeat the Rikti raid and find that artifact they're looking for.
Alternatively you could go after Shock Treatment, the cause of this problem.
HERO: Stop the Rikti raid.
You can't allow citizens of this city to become endangered while you're on watch. The lives of several office workers and one of Paragon's own, Stalwart, are in danger. This cause of this raid must be discovered and eliminated before it's too late.
Stalwart's diligence is noble indeed. However, you won't allow him to die while you're on watch. You head off to the office where the Rikti have launched their raid.
Office to sewers map, Rikti. Objectives are to find Stalwart, rescue three hostages and destroy the cause of the raid. Stalwart is not an ally, just a hostage.
Debriefing: You saved the office workers, helped out a badly wounded Stalwart and stopped the source of the Rikti raid by destroying the Rikti artifact that lured them here in the first place.
VIGILANTE: Hunt down Shock Treatment.
Sometimes you have to make tough decisions. This is one of them. You've got to go after Shock Treatment so she can't keep causing mayhem. This whole Rikti Artifact stinks of a distract or perhaps a trap. Maybe both. Either way, today Shock Treatment is going to be brought to justice.
Shock Treatment has got to be stopped before she causes another situation. You head off to the place where you heard she fled to. She's likely up to something far more dastardly than just causing Rikti to attack an office building.
Sewer map, Freakshow. Objectives are to defeat Shock Treatment and disarm three bombs. A Clue given on disarming the first bomb notes that the bombs are strong enough to collapse several city blocks and are right under the building Stalwart is in. No surprises.
Debriefing: You stopped Shock Treatment's plan to trap heroes in the office building above before blowing the building sky high with powerful explosives planted in the sewer below.
Doc Quantum's Moral Quandry
You've been contacted by the notorious Doc Quantum, he presents you with a curious situation.
'Salutations Iphigenia1,
Please excuse my intrusion, I am sure you are very busy with...whatever...it is that you do. What I am interested in is why you do it. So, you're going to be a volunteer in an experiment of mine. I've arranged an interesting scenario for you. A notorious Rogue Isles' villain Hollow Point and his so-called militia have subdued, unmasked and neutralized the powers of a few of Paragon City's more patriotic heroes and have orders to execute them in 1 hour. However, I have just heard word that Hollow Point himself, ever the busy man, has set out on his next scheme to take over a local newspaper to publish anti-government propaganda. What will do you Iphigenia1?
Will you save those careless heroes who managed to get themselves captured, and let that insane terrorist Hollow Point go free?
Or will you stop the cause of all this, Hollow Point and let those patriotic defenders of Paragon City die?
This should be an interesting experiment, thank you for your cooperation.'
HERO: Rescue the subdued heroes.
You're not sure if Doc Quantum orchestrated this situation or if he just caught wind of it, but none of that matters. Those heroes need your help - their lives are in danger. You've heard of Hollow Point's brutality and you're very familiar with the brutality of his ex-Council allies. Hollow Point plans to make an example out of these patriotic heroes who support this country's government.
However, you know that saving these patriots will likely mean that Hollow Point will get away.
You think you've made the right decision. Hollow Point will answer for his crimes at another time. You head off to the location given to you by Doc Quantum.
Sewers map, Council. Objectives are to rescue Sky Dragon and optionally help Ravenstorm, a hostage ally. Rescuing Sky Dragon triggers an attack by Doc Quantum; defeating Quantum ends the mission.
Debriefing: You rescued the Paragon City patriotic heroes and were confronted by Doc Quantum himself after rescuing them. He called you predictable and boring. You like to think of yourself as consistent.
VIGILANTE: Take out Hollow Point.
There was a time when Hollow Point was like you. He sought to bring justice to the enemies of Paragon City at all costs. He crossed the line, however, and passed over the point of no return. Hollow Point is currently raiding a local news station; with it, he could spout his hateful anti-government propaganda and draw more people to his militia.
Scum like Hollow Point have no place in the world, and you'll see to it that he doesn't cause any more problems for this city for awhile. You head off toward the television station to thwart his little plan. You don't care what this all means to Doc Quantum, you just feel fortunate to have an opportunity to put this zealot down for the count.
Office map, Council. Objectives are (optionally) help Blast Furnace and defeat Hollow Point. Blast Furnace is an ally hostage; his release Clue says he was also "invited' by Quantum. No surprises.
Debriefing: You handled Hollow Point and brought him to justice. He, hopefully, won't be causing any trouble for awhile.
Elegant Party Favor
You've found a favor from a gala party. You investigate further.
The party this favor is intended for is a debut event for new inductees to the Carnival of Shadows. Young socialites like these debutantes flock to the Carnival for excitement and debauchery, and wind up permanently ensnared as part of DeVore's retinue.
It appears as though there still may be time to prevent the girls from being taken over by the Carnival. Interceding now might convince them to change their ways and not descend into villainy.
On the other hand, it's difficult to imagine the debutantes haven't already grasped the depths of DeVore's depravity. If they're willing to throw their lot in with the Carnival, who are you to stop them from paying the inevitable price?
HERO: Prevent the debutantes from being inducted into the Carnival of Shadows.
Vanessa DeVore's Carnival of Shadows continually recruits the young and rich of Paragon's high society. These young women will not be the last to fall for her promises.
They may even believe they are joining of their own free will, but you're confident that they can still be saved. The debauch is probably in full swing by now, so expect heavy Carnival resistance. After all, you are trying to take away their playthings.
The party is going on in a nearby warehouse. You should find the debutantes inside.
Carnie warehouse map, Carnies. Objective is to rescue three debutantes, all hostage escorts. The last one triggers an ambush.
Debriefing: You've turned a few young women away from the path of the Carnival of Shadows. You won't allow the city's youth to be corrupted by the likes of the Carnies.
VIGILANTE: See that the debutantes' careers as Carnies are the shortest on record.
The young and rich who flock to the Carnival of Shadows need to learn that there are serious consequences to their actions. These young victims won't be the last by far, and unless you take a stand the number will only continue to grow.
One thing that might stand a chance of getting through their thick skulls is the harsh reality that heroes arrest Carnival members - regardless of the length of their membership. By taking these debutantes down on the very day of their induction, their peers might think twice about the Carnival as a life choice.
The party will be in full swing soon. That will be the time to strike and put an early end to the festivities.
Carnie Warehouse map, Carnies. First objectives are to beat three debutantes. The debutantes spawned as LTs for me (I was on +0x0-B). No surprises.
Debriefing: You arrested the debutantes at their own induction ceremony. Young socialites everywhere now fear the same treatment. Now maybe they'll think twice and truly consider their options before joining up with these villains.
Explosion in Peregrine
A sudden explosion coming from an office building in Peregrine Island catches your eye.
The ensuing shockwave from the explosion nearly knocks you from your feet. People stream past you in waves, running for their lives. A very concerned citizen recognizes and approaches you:
Iphigenia! Oh, Iphigenia! It's terrible. That crazy pyromaniac Flambeaux and her cronies attacked my office building. I don't know what they're up to... Just when I thought it couldn't get any worse that so-called hero Blast Furnace charged in there with a handful of Malta agents to save the day. When he couldn't defeat Flambeaux, and her Freakshow friends, he began setting up explosives in an attempt to destroy the building hoping he would take Flambeaux with it. You've got to stop them both! Please, there are still people in that building!
You could stop both Blast Furnace and Flambeaux before they cause too much damage.
Alternatively you could help Blast Furnace set up explosives to take out Flambeaux.
HERO: Stop both Flambeaux and Blast Furnace from destroying the office.
You're not sure what Flambeaux is doing in that office building, but both she and Blast Furnace are causing significant damage to the building and putting lives in jeopardy. You've got to get in there and take down Flambeaux and Blast Furnace, as well as get rid of any explosives the vigilante has set up.
What is Blast Furnace thinking? Does he realize he's going to harm the very people he's sworn to protect by setting up those explosives? Both Flambeaux and Blast Furnace must face justice for their actions.
Office map, Freakshow, objectives are to defeat both supers and defuse two bombs. An optional Clue reveals the building is home to a tabloid that's trashed both supers. Blast Furnace has Malta guards and admits he was really there to destroy the tabloid office on defeat. Flambeaux gives a Clue when her spawn is defeated too but I didn't get to read it.
Debriefing: You find out Flambeaux's reason behind attacking the office. This building is home to a tabloid magazine that frequently attacks heroes and villains of Paragon City for their actions. Apparently there was an issue recently that called Flambeaux some rather unpleasant things. The article was accompanied by some really unflattering photos of her. Apparently this set her off on a rampage.
VIGILANTE: Help Blast Furnace set up explosives to ensure no villains escape.
Flambeaux's completely lost it. She was once a hero, but her desire for being the center of attention lead her down this path. She's got to be dealt with. It sounds as if Blast Furnace has stepped in to take her down, but is getting a bit careless. You decide to step in and help him where he's left off.
You were told that Blast Furnace was setting up explosives to allegedly destroy the building to make sure Flambeaux doesn't get out alive. While that sounds sort of fishy, you think his idea isn't that far off the mark. You head off to the office building to deal with Flambeaux.
Office map, Freakshow. Objectives are to rescue Blast Furnace, defeat Flambeaux and place two bombs. An optional Clue reveals the office is home to a tabloid that's trash-talked both supers, which is probably the real reason both are trying to level the building.
Debriefing: You take the detonator from a startled Blast Furnace, press the switch and watch the building go up in flames. Fortunately the building's workers made it out before you pressed the detonator, but you hope Flambeaux wasn't as lucky. Blast Furnace and the citizens in the street stare in disbelief as you discard the detonator over your shoulder.
Malta Gunslinger Action Figure
You find what appears to be an...action figure of a Malta Gunslinger? Who in their right mind would make this? You tinker around with it a bit, noticing it has a switch on the back. You flick it a few times, noticing the arm chopping up and down. You then see a small piece of paper sticking out from beneath the arm. You pull it out, reading over the secret message...
Bravo 9 -
We have a traitor. Black Panther 952 has defected to Longbow. This happened at 2100 last night. Proceed with phase one of recovery. Retrieve Black Panther 952 and deliver to warehouse for mind wipe.
- Director 4
It seems that a higher up agent in Malta has defected - luckily you were able to intercept this message, straight from one of the mysterious Malta Directors. You doubt, however, that this was the only one sent. Knowing Malta, they already have a recovery team on the way to attack that Longbow base where Black Panther 952 is being held. If something isn't done soon, that base will be overwhelmed and Black Panther will be taken back by Malta!
Although...this Malta agent has probably put away a good amount of heroes. Who is he to deserve any mercy in this situation? Did he show mercy to the heroes who begged him for it? No. He doesn't belong in the hands of Longbow or Malta - he deserves to face justice. Your justice.
HERO: Save Black Panther 952!
Longbow may be good, but there's no way they could possibly hold off against a full assault by Malta agents. Worst of all is that Longbow probably must keep radio silence on this, or else they'll alert even more Malta agents to this man's location!
If you don't move - and fast, that Longbow base is going to be destroyed by Malta - along with Black Panther 952!
You make your way to the Longbow base - if you move fast enough, you can get there before Malta does, hopefully in time to prepare the base for the Malta assault!
Longbow tech lab map, empty at first. An optional Clue gives some information about Ajax. The Base Commander is at the back of the map with your ally...Frostfire. A dialog with the commander triggers at least five waves of Malta ambushes, maybe six, Again they are timed to hit more or less at the same time. First wave spawned Rocks Fall Everyone Dies style. Last wave contains the Boss Blackhawk 5-X; defeating him ends the mission. This mission is truly wretched and should probably be avoided by anyone who normally has any difficulty handling Malta.
Debriefing: You managed to fend off the large Malta assault squad within the Longbow base, buying the Commander enough time to escape with Black Panther 952. Now Longbow will have plenty to use in the long fight against Malta.
VIGILANTE: Put down Black Panther 952!
Members of Malta deserve no mercy. They willingly hunt down any super-powered being and destroy them. Just because one of them lost their nerve and now wants to switch sides doesn't mean that everything is just 'fine' now between that agent and everyone else.
You're also not about to let Malta take that agent back. You're going to bust into that Longbow base and show Black Panther 952 the true meaning of justice.
You set your mind to the goal - heading into that Longbow base to take down Black Panther 952 - no matter what.
Longbow base map, Malta. Objectives are to defeat Black Panther 952 and optionally free Blast Furnace, a hostage ally. A patrol said Frostfire was on the scene but I never saw him. An optional Clue turns out to be a computer cleaned out by a Malta virus written by "Director 4" himself. Black Panther 952 spawns with another Malta Boss, Blackhawk 5-X, who must also be defeated though he's not listed as an objective.
Debriefing: You've taken out Black Panther 952. Longbow won't be able to get any information out of him now, and Malta won't be bothered to use him in his current state. This will show anyone that the path of Malta is one-way - there's no going back once you make that leap.
Miss Thystle's Plea
You're approached by a rather unlikely hero who requires your help.
One of Paragon City's more dubious heroes, Miss Thystle, approaches you. Not too long ago she was considered a villain. However, she became close friends with Frostfire, this friendship caused them to learn much from one another. Allegedly, the end result is that they both decided to turn their lives around and use their powers for good instead of evil. Frostfire at first came along kicking and screaming, but according to Miss Thystle he's gone off and done something incredibly stupid. Heroic, but stupid.
She informs you that Frostfire got wind of a Nemesis plot to replace several key heroes of Paragon City with automaton copies and he went to do something about it. She mentions that they uncovered a base where all these automatons are being stored. The reason Miss Thystle is coming to you about all this is that they encountered an automaton that looks just like you. Frostfire told her to get help and you were the first person she thought to come to.
You could help Frostfire and welcome him to a hero's life.
Alternatively, you could forget about Frostfire and destroy the Nemesis base of operations they came across earlier.
HERO: Help Frostfire defeat the Nemesis automaton.
You've heard about Frostfire wanting to change his ways. It's nice to hear that is coming to fruition. From what you've heard from Miss Thystle, he's facing an army of Nemesis Automatons lead by an automaton version of you! Whatever happened between you and Frostfire in the past is long behind you both. It's time to welcome him into the fold and stop this Nemesis threat.
You never thought you'd be fighting side by side with Frostfire under these circumstances. However, people change. Miss Thystle heads off ahead of you and leads you to where she and Frostfire encountered the Iphigenia look-alike.
Troll caves, Nemesis. Objectives are to help Miss Thystle (optional), help Frostfire and defeat the Doppleganger. Exactly what it says on the tin.
Debriefing: You managed to help out Frostfire and defeat the Nemesis automaton copy of you. Frostfire was willing to give his life to save the people of Paragon City and stop this Nemesis threat. It's official, he has moved up in the world and you now consider him a hero.
VIGILANTE: Stop Nemesis plot by destroying their base.
People like Miss Thystle and Frostfire never really change. They'll turn over a new leaf for a while, but people always go back to what they know. If Frostfire wants to redeem himself, let him earn it.
Somewhere in Peregrine Island there's a warehouse full of Nemesis automatons that need to be destroyed. If this place is as valuable as Miss Thystle alluded to then you know you're going to be hitting Nemesis right where it hurts.
Miss Thystle looks on the verge of tears, and for a moment you think she might attack you. With a mumbled curse she turns around and heads off to where she came from. Maybe you'll help them after this is all over, if they're still alive. You head off to the warehouse where all of this is supposedly going down.
Warehouse map, Nemesis. Objectives are to defeat the leader and destroy four crates of automaton parts. One contains a duplicate of the President. One contains enough parts for an army of Dopplegangers, one of which attacks with guards when the crate is destroyed. The other two contain copies of other heroes.
Debriefing: This was a major blow to Nemesis. You might have even completely stopped his ability to produce automatons in this area. You know that you did the right thing, despite your actions possibly costing Frostfire his life. If he dies today, then he'll truly be remembered as a hero. Isn't that what he would have wanted?
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"