Buck Salinger: Difference between revisions
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{{Infobox Contact | {{Infobox Contact | ||
|name=Buck Salinger | |name=Buck Salinger | ||
|image= | |image=Buck Salinger.jpg | ||
|img_capt=Midnight Squad Researcher | |img_capt=Midnight Squad Researcher | ||
|zone=[[Croatoa]] | |zone=[[Croatoa]] | ||
Line 69: | Line 69: | ||
== Story Arc == | == Story Arc == | ||
{{ArcAward|m=20}} | |||
{{ | |||
=== Crossing Over (30-34) === | === Crossing Over (30-34) === | ||
==== Souvenir ==== | ==== Souvenir ==== | ||
'''Crossing Over''' | |||
Salinger is a man full of old stories and crazy ideas, but he knows more than most in | ''' Salinger is a man full of old stories and crazy ideas, but he knows more than most in Croatoa and even the most respected listen when he speaks. He approached you to help push back the Red Caps in the area. You did just that, only to discover it was a test. Salinger wanted to see if you were capable of standing up against the Red Caps. | ||
''' | ''' Gordon Bower contacted Salinger and told him of several citizens kidnapped by the Red Caps. Luckily, he's tracked down where they're held. You manage to rescue them, but you can't help thinking that there's more going on here than just kidnapping. | ||
''' Salinger has come up with a plan to strike back at the Red Caps. Iron. He sends you to steal the iron they've stockpiled in their caves. You make it through caves, collecting the needed iron, and take it to Mayor Bower to return to its rightful owners. In the pile of iron, Bower finds an old blade belonging to his grandfather. He gives it to you, believing that it will aid you in your fight against the Red Caps. | |||
''' A mystic named Walter Daschle has informed Salinger about a possible gathering of Red Caps. Just after that, Daschle disappeared. Salinger believes he was taken into the spirit world. You go there, crossing over into that realm, to bring Daschle back. You are ill at ease with your time in that realm, but you find Daschle and return him to safety. However, you discover the true plans behind the Red Caps' actions. They seek to draw Salamanca permanently into the spirit world. There is a way to stop them, but the only people who know how were also captured by the Red Caps. You travel yet again to the spirit world and search for the three missing mystics. Regretfully, they aren't there. Worse, you learned the Red Caps have already begun their attack on Salamanca. You return to Salinger for further guidance. The Red Caps attack Salamanca, trying to pull it into the spirit world. Salinger sends you to find the three missing mystics able to stop this assault and take them to the village fountain. There they are able to start working on a spell to banish the Red Caps from the village. Thankfully, you are successful and Salamanca did not get pulled into the spirit realm. However, you've made yourself known to the Red Caps, and the rest of the spirit realm will not soon forget you. | |||
''' | ''' You travel yet again to the spirit world and search for the three missing mystics. Regretfully, they aren't there. Worse, you learned the Red Caps have already begun their attack on Salamanca. You return to Salinger for further guidance. | ||
''' The Red Caps attack Salamanca, trying to pull it into the spirit world. Salinger sends you to find the three missing mystics able to stop this assault and take them to the village fountain. There they are able to start working on a spell to banish the Red Caps from the village. Thankfully, you are successful and Salamanca did not get pulled into the spirit realm. However, you've made yourself known to the Red Caps, and the rest of the spirit realm will not soon forget you. | |||
{{Mission:Crossing Over - Part One: Bring the captured citizens back}} | |||
{{Mission:Crossing Over - Part Two: Recover the Red Caps' iron hoard}} | |||
{{Mission:Crossing Over - Part Three: Check out the Red Caps gathering}} | |||
{{Mission:Crossing Over - Part Four: Break up the Red Caps ceremony}} | |||
{{Mission:Crossing Over - Finale: Stop takeover of Salamanca}} | |||
{{Mission | |||
{{Mission | |||
{{Mission | |||
{{Mission | |||
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== Missions == | == Missions == | ||
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Thanks, {{Character}}. I'll be honest with you: that was a test. I believe in giving my all to the heroes I work with, but I like to know whether they're going to give me the same in return. Keep it up, and I believe you'll stake a claim on history yourself. | Thanks, {{Character}}. I'll be honest with you: that was a test. I believe in giving my all to the heroes I work with, but I like to know whether they're going to give me the same in return. Keep it up, and I believe you'll stake a claim on history yourself. | ||
Latest revision as of 22:22, 27 July 2021
Overview
Buck Salinger | |
---|---|
![]() Midnight Squad Researcher | |
Zone | Croatoa |
Coordinates | (-2094, -30, 291) |
Level Range | 30-34 |
Introduced By | Kelly Nemmers |
Introduces |
Level 35-39 Cadao Kestrel Colleen Nelson Anton Sampson Gordon Stacy Ginger Yates |
Enemy Groups | |
Buck Salinger is a hero contact in the Broken Teeth neighborhood of Croatoa at coordinates (-2094, -30, 291). His level range is 30-34.
Introductions
Contact Introduced By
Contact Introduces
- Single contact option
- Someone I know could use your help. But you should also see if you can be of help to Katie Hannon. You can find her in Sunset Ridge.
Regular Contacts
Don't listen to the rumors about Cadao Kestrel. He would never use his mastery of voodoo for any dark purpose, and he has excellent information on the Circle of Thorns. He loves to work with magic heroes and can provide Relic and Focus Enhancements.
Kestrel is a man of peace, Character. He will help you fight the Circle of Thorns menace.
Colleen Nelson is a top notch lawyer who recently joined the district attorney's office. She has dedicated herself to bringing down the Council. She usually works with mutants and can provide Focus and Genetic Alteration Enhancements.
Colleen is a rising star in the legal world. I think you two will work well together.
If you are looking for someone who has information on Nemesis, you should speak to Anton Sampson. He is an expert in nanotechnology, and he loves working with technological heroes. Anton has access to Invention and Gadget Enhancements.
There have been some strange stories about Anton since he became obsessed with Nemesis, but he provides extremely detailed information.
Captain Gordon Stacy could really use your help. He has made himself unpopular by investigating Crey, and I'm sure he'd appreciate some back up. He works mostly with natural heroes and can offer Gadget and Relic Enhancements.
Crey is a very dangerous opponent, Character. Be ready for anything.
Ginger Yates is an ecologist who lost her family to the Devouring Earth. She's pretty grim, but her information is the best. She likes working with science heroes, and she has access to Invention and Generic Alteration Enhancements.
She has faced great adversity and is still fighting. Don't be put off by her brusque manner.
In-Zone Contacts
Completing Buck Salinger's story arc missions will allow you to talk to Katie Hannon to start her Task Force, but she is not explicitly introduced.
Information
Midnight Squad Researcher
The Midnight Squad is but a shadow of its former self, but you wouldn't know it to hear Buck Salinger's stories. Buck loves re-living the glory days, when the Midnight Squad was Paragon City's first line of defense against any and all mystical evils. Buck's not afraid of what's under the bed, what's hiding in the closet, or what's slinking through the shadowed lanes of Croatoa. His maverick attitude has gotten him in trouble with his bosses in the past, but even they have to admit, Buck knows his stuff and he's got the gumption to see the job through to the finish.
Prior to Introduction
We haven't met, partner. You should look up Active Contact instead.
Initial Contact
Some people say I'm reckless. Some people say I'm washed up. But listen to me, and listen good: I will get you the information you need to save these people. And I will give you the support you need to come back alive.
Greeting
- You ready to bust some heads?
- It's time to get it in gear.
- We got work to do, slick. Let's get to it.
Too Busy
You've got a pretty full plate to be looking for more work.
No More Missions
I've got nothing to give you, kid. Maybe you should check with your other contacts.
Store
- Inspirations (Luck, Catch a Breath, Enrage)
If you keep up this pace, kid, we might turn out to be friends. Take a look at these Enhancements; and call on me any time.
- Inspirations
- Level 30 Magic/Mutation Dual Origin Enhancements (100% base costs) (Power 10 only)
- Level 30 Natural/Magic Dual Origin Enhancements (100% base costs) (Power 10 only)
I'd say we've achieved a certain level of trust, you and I. Need any more Enhancements? I want you to be prepared out there.
- Level 35 Magic/Mutation Dual Origin Enhancements (100% base costs) (Power 10 only)
- Level 35 Natural/Magic Dual Origin Enhancements (100% base costs) (Power 10 only)
- Level 30 Magic Single Origin Enhancements (200% base costs)
- Level 35 Magic Single Origin Enhancements (200% base costs)
Story Arc
Merit Rewards: This activity awards 20 Reward Merits.
Crossing Over (30-34)
Souvenir
Crossing Over
Salinger is a man full of old stories and crazy ideas, but he knows more than most in Croatoa and even the most respected listen when he speaks. He approached you to help push back the Red Caps in the area. You did just that, only to discover it was a test. Salinger wanted to see if you were capable of standing up against the Red Caps.
Gordon Bower contacted Salinger and told him of several citizens kidnapped by the Red Caps. Luckily, he's tracked down where they're held. You manage to rescue them, but you can't help thinking that there's more going on here than just kidnapping.
Salinger has come up with a plan to strike back at the Red Caps. Iron. He sends you to steal the iron they've stockpiled in their caves. You make it through caves, collecting the needed iron, and take it to Mayor Bower to return to its rightful owners. In the pile of iron, Bower finds an old blade belonging to his grandfather. He gives it to you, believing that it will aid you in your fight against the Red Caps.
A mystic named Walter Daschle has informed Salinger about a possible gathering of Red Caps. Just after that, Daschle disappeared. Salinger believes he was taken into the spirit world. You go there, crossing over into that realm, to bring Daschle back. You are ill at ease with your time in that realm, but you find Daschle and return him to safety. However, you discover the true plans behind the Red Caps' actions. They seek to draw Salamanca permanently into the spirit world. There is a way to stop them, but the only people who know how were also captured by the Red Caps. You travel yet again to the spirit world and search for the three missing mystics. Regretfully, they aren't there. Worse, you learned the Red Caps have already begun their attack on Salamanca. You return to Salinger for further guidance. The Red Caps attack Salamanca, trying to pull it into the spirit world. Salinger sends you to find the three missing mystics able to stop this assault and take them to the village fountain. There they are able to start working on a spell to banish the Red Caps from the village. Thankfully, you are successful and Salamanca did not get pulled into the spirit realm. However, you've made yourself known to the Red Caps, and the rest of the spirit realm will not soon forget you.
You travel yet again to the spirit world and search for the three missing mystics. Regretfully, they aren't there. Worse, you learned the Red Caps have already begun their attack on Salamanca. You return to Salinger for further guidance.
The Red Caps attack Salamanca, trying to pull it into the spirit world. Salinger sends you to find the three missing mystics able to stop this assault and take them to the village fountain. There they are able to start working on a spell to banish the Red Caps from the village. Thankfully, you are successful and Salamanca did not get pulled into the spirit realm. However, you've made yourself known to the Red Caps, and the rest of the spirit realm will not soon forget you.
Bring the captured citizens back
Briefing
Crossing Over
Part One
I've gotten word from Gordon Bower that several of his citizens have been kidnapped by the Red Caps. I'm not going to lie to you, Character. Those citizens are probably in terrible danger. Most likely they'll wind up dead; at worst, they'll wind up as playthings for the Red Caps for all eternity. Fortunately, I know where they are. And I need you to bring them back.
Mission Acceptance
The Red Caps have taken the kidnaped villagers to the spirit world. Be careful there, Character.
Unnecessary Solicitation
The longer you leave those people in the Red Caps' hands, the less likely you'll get them back in one piece.
Mission Objective(s)
A discarded notebook bears the logo for Paragon City University.
- Escort hostages to safety
- 4 citizens to save
You rescued the captive citizens.
Enemies
Notable NPCs
- Kidnapped Salamancan x4 (Captives)
- Blacktoe (Red Caps Fiend)
- Underwood (Red Caps Fiend)
- Woad (Red Caps Fiend)
- Wormtongue (Red Caps Fiend)
Debriefing
You did well, Character. Four Salamancans are home safe in their beds thanks to you. And what do you get? Well, you get to go up against the forces of evil again. No one ever said being a Hero was a walk in the park.
Recover the Red Caps' iron hoard
Briefing
I think I've uncovered a way to strike at the Red Caps. It seems they've been hoarding all the iron in the area; fey creatures, as I'm sure you know, are afraid of iron. It can harm them quite greviously. If you would go into the caves and recover their iron hoard, I think we could really hit them where it hurts.
Mission Acceptance
When you've finished, take the recovered iron over to Mayor Bower. I'm sure he'll be happy to get his citizens' pots and pans back to them.
Recover the iron
Unnecessary Solicitation
We should recover that iron as soon as possible.
Mission Objective(s)
A high, chittering laugh rings off the low walls of these caverns.
- Recover the iron
- 5 hoards to find
You have recovered all the iron.
Enemies
Notable NPCs
- None
![Clue](/w/images/2/21/Icon_clue_generic.png)
According to Buck Salinger, Red Caps are highly susceptible to damage from iron. No doubt this is why they were trying to hoard it.
Take iron to Gordon Bower
Unnecessary Solicitation
You should get that iron back to Salamanca where it belongs.
Mission Objective(s)
- Take iron to Gordon Bower
Thank you. I'll get this iron back to its owners. Except for this piece. This blade. It belonged to my grandfather, you see. I've kept it as something of a memento, but now I want you to have it, at least for a while. I can't think of a better use for it than in defense of my grandfather's home.
Temporary Power
Upon successful completion of this mission, a hero will earn the Iron Blade temporary power.
![Power](/w/images/f/fa/Temp_Melee_Heavy.png)
Melee, Moderate Damage (Lethal), Foe -Defense
According to Buck Salinger, it's a well known fact that Fey creatures such as the Fir Bolg, Red Caps and Tuatha fear iron more than any other substance. This Iron Blade you recovered may be of some use against them. You may carry it for 3 days before returning it to the village.
Debriefing
Exploiting the weaknesses of the Red Caps will be key to defeating them. Use that blade well.
Check out the Red Caps gathering
Briefing
A friend of mine may be in trouble. His name's Daschle. Walter Daschle. He's a member of MAGI. Not the most talented mystic you'll ever meet, but very talented when it comes to summoning spells. Last I heard of him, he was working on ways to summon the varied creatures of Croatoa. I imagined that's why the Red Caps came after him. I need you to travel to the spirit realm and bring Daschle back. He's a good man, and he's in trouble. It's within the spitit realm. Now, be careful out there. From the intelligence I've received, it sounds like this gathering is truly massive.
Mission Acceptance
All signs indicate that the Red Caps are increasing their activities. It could be that they're ready to draw Salamanca into Croatoa permanently.
Unnecessary Solicitation
I need to find out what's going on at that gathering.
Mission Objective(s)
As you step into the spirit world, you feel ill at ease.
- Seek clues from Red Caps
- Save Walter Daschle
You defeated the Red Caps!
Enemies
Notable NPCs
- Walter Daschle (NPC Ally)
- Phlegm (Red Caps Fiend) (Guarding Walter Daschle)
![Clue](/w/images/2/21/Icon_clue_generic.png)
When you rescued Walter Daschle, he told you:
'We're in more trouble than you understand, my friend. A few of my colleagues and I have been investigating this area ever since things went bad last Halloween. The Red Caps are preparing to draw Salamanca permanently into the spirit world. My friends and I cooked up a way to stop them, but before we could do anything, we were captured by the vile creatures. Three of my fellow mystics are still in grave danger. And the whole village is on the verge of tumbling into Croatoa forever!'
Debriefing
According to Daschle, three of his fellow mystics are still missing. We should track them down immediately.
Break up the Red Caps ceremony
Briefing
You managed to save Walter Daschle, but it sounds like there are three mystics still in danger. I've located a large Red Cap ceremony in the spirit world; it seems likely that the mystics are there. Even if they aren't, we're likely to learn something about the Red Caps plans to subsume Salamanca. So, I need you there. Now.
Mission Acceptance
The ceremony is taking place in the spirit world. I need to know everything you observe while you're there.
Unnecessary Solicitation
If you move quickly, you still have a chance to break up that ceremony.
Mission Objective(s)
A gleeful little laugh breaks off into a wicked chortle.
- Defeat Broadkin & his friends
You defeated the Red Caps, but learned that Salamanca is still in peril.
Enemies
Notable NPCs
- Broadkin (Red Caps Fiend)
![Clue](/w/images/2/21/Icon_clue_generic.png)
One of the Red Caps you defeated chortled:
'You too late! Ceremony over; Salamanca be ours! We attack at village fountain! You never stop us, silly, silly person.'
Debriefing
The mystics weren't there? That's bad. What's worse, it sounds like the Red Caps are ready to suck Salamanca into Croatoa. We have to stop it, Character. We are officially out of time.
Stop takeover of Salamanca
Briefing
According to the Red Caps you faced, Salamanca is under attack right now. I need you to get over there and stop it. There are three mystics still under the Red Caps' control: Janet, William, and Gregori. I need you to find them and get them to the village fountain. Once there, they'll start working on a spell to banish the Red Caps from the village. You'll need to protect the henge around the fountain, which keeps the village safe, while the mystics work their magic. Otherwise, the Red Caps may be able to take over Salamanca for good!
Mission Acceptance
That henge is the only thing standing between Salamanca and certain destruction. Keep it there, Character.
Unnecessary Solicitation
That ceremony is still going on!
Mission Objective(s)
Somewhere in the village, three mystics are in peril. They need your help, and you need theirs.
- Stop takeover of Salamanca
- 3 mystics to save
- Lead to stones
- Protect the henge - 15:00
You saved Salamanca!
Enemies
Notable NPCs
- Gregori Romanov (Captive)
- Janet Taylor (Captive)
- William Speirs (Captive)
- Flotsam (Red Caps Fiend) (guarding William Speirs)
- Pudge (Red Caps Fiend)(guarding Janet Taylor)
- Glottal (Red Caps Fiend)(guarding Gregori Romanov)
- Stone Henge x4 (Object)
Debriefing
I have to tell you something, Character. According to the mystics, their spell never went off. Just at the moment of completion, some other power tapped into the mystic energy they were creating. The mystics never meant to kill the Red Caps, just remove them from Salamanca. Someone else's hand is at work here.
What's worse, the mystics tell me that spell nearly eliminated them, too. I've got a good idea of who's behind it, and they may well intend to damage only the Red Caps themselves. But, according to my colleagues, that spell could have drastic effects for all magic life: good creatures, magicians, even Magic Origin heroes. If The Cabal is behind it, we've got to stop them!
Missions
Push back the Red Caps
Briefing
So you're Character. I've heard good things about you, kid, but you should know, I've worked with the best. The Damsel of Distress. Empyreal. The Crimson Fist. They all worked with me in their heydays, and they all know one thing: I will not let my heroes down. With that in mind, I'd like you to take a quick tour through the Broken Teeth. The Red Caps are out of control in this area, and I need you to help push them back.
Mission Acceptance
The folklore on the Red Caps is varied and disturbing. Fascinating reading, and not a little scary. These are vile creatures, Character. Do not underestimate them.
Unnecessary Solicitation
I'd like to see you take out a few more Red Caps.
Mission Objective(s)
- Combat Red Caps in Broken Teeth
- Defeat 10 Red Caps
You have decreased the number of Red Caps in the area.
Enemies
Debriefing
Thanks, Character. I'll be honest with you: that was a test. I believe in giving my all to the heroes I work with, but I like to know whether they're going to give me the same in return. Keep it up, and I believe you'll stake a claim on history yourself.