Bobby Curtin: Difference between revisions
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== Overview == | |||
{{Infobox Contact | {{Infobox Contact | ||
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|enemies= {{Enemy Security Guards}} {{Enemy Paragon Police}} {{Enemy Council}} {{Enemy Civic Squad}} {{Enemy Circle of Thorns}} {{Enemy Tsoo}} {{Enemy Warriors}} {{Enemy Legacy Chain}} | |enemies= {{Enemy Security Guards}} {{Enemy Paragon Police}} {{Enemy Council}} {{Enemy Civic Squad}} {{Enemy Circle of Thorns}} {{Enemy Tsoo}} {{Enemy Warriors}} {{Enemy Legacy Chain}} | ||
|badges= [[Diamond in the Rough Badge|Diamond in the Rough]] | |badges=[[File:Badge_i26_mission_diamond.png|27px]] [[Diamond in the Rough Badge|Diamond in the Rough]] | ||
}} | }} | ||
Revision as of 02:23, 30 January 2021
This article is a stub. You can help the Wiki by expanding it.
Overview
Bobby Curtin | |
---|---|
Bouncer | |
Zone | Nerva Archipelago |
Coordinates | (-75, 16.5, 6105) |
Level Range | 25-29 |
Introduced By | none |
Enemy Groups | |
Badges | Diamond in the Rough |
Bobby Curtin is a rogue contact in the Crimson Cove neighborhood of Nerva Archipelago at coordinates (-75, 16.5, 6105). His level range is 25-29. He is in front of the White Elephant building, approximately 215 yards NNW of the Science quartermaster. He offers a story arc to characters of the Rogue alignment. He was first introduced in Issue 26 - Page 3.
Introductions
Contact Introduced By
None. Bobby Curtin is available through the Find Contact Window or interacting directly with him.
Information
Bouncer
Bobby Curtin is a bouncer at the White Elephant in Crimson Cove, a private establishment which prides itself on being 'neutral ground' between the many warring factions in Nerva. Bobby is known by frequent patrons for being willing to step in and break up fights between anyone, be they Longbow, Arachnos, or mortal manifestation of an ancient god.
Too Low Level
Yo, buddy, what's someone like you doing in a place like this? You might wanna get up to Threat Level 25 before you start hanging around these parts.
Initial Contact
Character! Heard a bit about you across the Isles. Hear you're pretty alright, that you've got an appreciation for some of the things that a lot of other people around these parts lack. We could use more of your type around here.
Now pardon me if I'm talking out my prettier side here, but I hear you're the type who don't mind making money in some unorthodox ways. I've got a pretty spicy tip on something you might be interested in. If you're willing to cut me in, of course.
Greeting
- Hey, Character, how's it going? You ready to make a little scratch?
Too Busy
Whoa, hey, slow down Character! I appreciate the enthusiasm, but you really gotta finish some of your current work before you take on anything else.
No More Missions
Afraid that was all I knew about, buddy. We had a wild ride and hey, I guess it all turned out OK, didn't it? I'm sure you're going places, places much higher than I can get you.
Story Arc
Gone in a Flash
Souvenir
(This souvenir is awarded if you learn Amphitryon's name from the auctioneer, spare Amphitryon and then choose to split the profit from the diamond in the last mission... may be other conditions as well, TBD)
The Florentine Diamond
This light yellow diamond, worth more than most people will see in their lifetime, is a glorious reminder of the heist you remember as...
Gone in a Flash
You learned about the Florentine Diamond from Bobby Curtin, a bouncer at the White Elephant in Nerva Archipelago. His cousin was a security guard at a vault where the diamond, long thought lost, was being held until it could be auctioned off. With promises of a cut for them if they shut off the alarm, you broke in to steal the diamond. Unfortunately, you found that someone had beaten you to the punch!
Frustrated, but unwilling to let the prize go, you agreed to free the Miller, a well-connected fence, from the Paragon Police in exchange for any information he could find. You struck while the police were distracted by the Council. The Miller didn't know anything at the time, but agreed to keep his ear to the ground for information.
Upon returning to the Isles, you learned that the vault owners suspected the auctioneer of being involved in the theft. You got to him first and managed to convince him to tell you what he knew. He did help the thief, but didn't know who she was. All he had was a name she mentioned, Amphitryon. A little deduction revealed that he was a member of the Warriors.
You had to resort to violence to get through the Warriors and get Amphitryon to start talking. He didn't give you much, just the name 'Bronte'. To his credit, he refused to let any more slip. It didn't matter, though, the Miller contacted you to let you know that a woman named 'Bronte' had attempted to sell a gemstone to 'Rancid' Armstrong, an underboss with the Family. You went to Armstrong, who was all too willing to talk. He told you that one of his men had recognized the seller as Arc Flash, a hero from Paragon City who was working with the Legacy Chain.
You attacked a Legacy Chain safehouse in Nerva to draw Arc Flash out. After you took her down, she begged you to let her go with the diamond. Her mother was sick, she told you, and she needed to sell the diamond to pay for the treatment. It was quite the sob story. You had the choice to take it from her, split the profit from the diamond, or make a trade.
In the end, you offered to sell the diamond and split the profit. She agreed and sent you off with it. The Miller will be searching for a buyer, but until then you're holding onto the diamond.
(This souvenir is awarded if you learn Amphitryon's name from the auctioneer, kill Amphitryon, and then try to make a trade with Arc Flash in the last mission... may be other conditions as well, TBD)
The Florentine Diamond
This light yellow diamond, worth more than most people will see in their lifetime, is a glorious reminder of the heist you remember as...
Gone in a Flash
You learned about the Florentine Diamond from Bobby Curtin, a bouncer at the White Elephant in Nerva Archipelago. His cousin was a security guard at a vault where the diamond, long thought lost, was being held until it could be auctioned off. With promises of a cut for them if they shut off the alarm, you broke in to steal the diamond. Unfortunately, you found that someone had beaten you to the punch!
Frustrated, but unwilling to let the prize go, you agreed to free the Miller, a well-connected fence, from the Paragon Police in exchange for any information he could find. You struck while the police were distracted by the Council. The Miller didn't know anything at the time, but agreed to keep his ear to the ground for information.
Upon returning to the Isles, you learned that the vault owners suspected the auctioneer of being involved in the theft. You got to him first and managed to convince him to tell you what he knew. He did help the thief, but didn't know who she was. All he had was a name she mentioned, Amphitryon. A little deduction revealed that he was a member of the Warriors.
You had to resort to violence to get through the Warriors and get Amphitryon to start talking. He didn't give you much, just the name 'Bronte'. He refused to let more slip, so you finished him off. It didn't matter, though; the Miller contacted you to let you know that a woman named 'Bronte' had attempted to sell a gemstone to 'Rancid' Armstrong, an underboss with the Family. You went to Armstrong, who was all too willing to talk. He told you that one of his men had recognized the seller as Arc Flash, a hero from Paragon City who was working with the Legacy Chain.
You attacked a Legacy Chain safehouse in Nerva to draw Arc Flash out. After you took her down, she begged you to let her go with the diamond. Her mother was sick, she told you, and she needed to sell the diamond to pay for the treatment. It was quite the sob story. You had the choice to take it from her, split the profit from the diamond, or make a trade.
You tried to be generous and make a deal with her, but she refused! Turns out the Warrior you offed was her brother. Seeking revenge, she redoubled her efforts to beat you and unleashed the full power of her magic bracers. It was all for naught, of course. You beat her then took the Florentine Diamond. The Miller will be searching for a buyer, but until then you're holding onto the diamond.
(This souvenir is awarded if you beat up the auctioneer, and then let Arc Flash go in the last mission... may be other conditions as well, TBD)
A Sense Of... Charity
One of your adventures did not lead to material gains. Instead, you balanced the scales of your soul somewhat, in the heist you remember as...
Gone in a Flash
You learned about the Florentine Diamond from Bobby Curtin, a bouncer at the White Elephant in Nerva Archipelago. His cousin was a security guard at a vault where the diamond, long thought lost, was being held until it could be auctioned off. With promises of a cut for them if they shut off the alarm, you broke in to steal the diamond. Unfortunately, you found that someone had beaten you to the punch!
Frustrated, but unwilling to let the prize go, you agreed to free the Miller, a well-connected fence, from the Paragon Police in exchange for any information he could find. You struck while the police were distracted by the Council. The Miller didn't know anything at the time, but agreed to keep his ear to the ground for information.
Upon returning to the Isles, you learned that the vault owners suspected the auctioneer of being involved in the theft. You got to him first and beat the information out of him. He claimed to have been cursed by a Circle of Thorns mage, forcing him to help steal the apparently magical diamond.
You stormed the ruins beneath Crimson Cove only to learn that you'd been duped; the Circle had no interest in the 'mundane' diamond. It didn't matter, though, the Miller contacted you to let you know that someone had tried to sell the diamond to a local high-ranking member of the Tsoo, Kue Xob. You had to fight through Xob's students before he would talk to you. To stop further violence, he told you that one of his men had recognized the seller as Arc Flash, a hero from Paragon City who was working with the Legacy Chain.
You attacked a Legacy Chain safehouse in Nerva to draw Arc Flash out. After you took her down, she begged you to let her go with the diamond. Her mother was sick, she told you, and she needed to sell the diamond to pay for the treatment. It was quite the sob story. You had the choice to take it from her, split the profit from the diamond, or make a trade.
You decided to let her go. She'll find a buyer for the diamond eventually and maybe her mother will get better. You were left empty handed, but maybe it will all be worth it in the end.
Part One: Diamond in the Rough
Briefing
The man sticks his hand out to you, waiting for you to shake it.
Of course, where are my manners, huh? I know about you, you probably ain't heard of me. The name's Bobby Curtin. I'm no one important, just a guy trying to make his bread here in the Isles. But hey, you know, a guy hears a few things in the Isles too and sometimes he meets the right person to share those things with.
He looks around and leans in with a conspiratorial whisper.
My cousin, Willy, he's a security guard for the Euphorium. That's a jewelry store here in Crimson Cove. He tells me they just got in a big shipment, under pretty heavy guard. Supposed to be a pretty pricey piece of ice. If you agree to give us a small cut, no more than 10%, Willy will turn off the alarms so you can go in and grab it. An easy payday for all of us, right?
- Easy money? Sign me up.
Bobby smiles and nods his head enthusiastically.
Yeah, yeah. I knew you'd be in for it!
So you heard of Florentine Diamond? I didn't, but I did some research. It's over 500 years old and was stolen back in the early 1900s.
Guess someone decided it's finally time to sell it. Probably the grandkids of the original thief or something. Coming to auction it off in the Isles, so they're holding it in the Euphorium's vault until auction day.
All you gotta do is go in, grab the gem, and get out. Shouldn't take no time at all.
Unnecessary Solicitation
Hey, no time to wait, huh? If you take too long, the diamond's gonna be sold and you won't be the seller!
Mission Objective(s)
Just as promised, you waltz right into the jewelry store without a single alarm going off. There's still security around, though. Hope Willy isn't with them.
- Steal the Florentine Diamond
- 3 crates to search
As you sneak out of the store, you hear alarms going off inside. Guess they got them turned back on.
Enemies
This amateur replica of the Florentine diamond is clearly made of glass. It wouldn't fool even the most untrained eye. Whoever stole the real diamond must not have expected anyone to check for a while.
Debriefing
Ah, you're playing with me, right Character? Cause no one would be taken in by that thing. Looks like something that came out of a supermarket vending machine. Where's the real diamond?
You explain what you found in the vault and Bobby frowns and runs a hand through his hair.
Look, you can see as much as me that this wouldn't fool any buyers. Someone obviously got to the vault before you and stole our diamond! All that work, for nothing.
Part Two: Fidelio
Briefing
Alright, Character, it's pretty obvious that someone hit the vault before you could. That couldn't happen without someone here in the Isles knowing about it. After all, you steal something like that, you're gonna have to offload it eventually. There's a guy who comes into the White Elephant sometimes, name's the Miller. A big time international fence; if someone's trying to move something big in the black market, he's the guy to talk to.
Bobby suddenly looks like he has a bad case of indigestion.
Only problem is, he got pinched by some heroes a few days ago. Got extradited to Paragon City. Maybe you go break him out, find out what he knows?
- If it helps find out who upstaged me...
If anyone can help, the Miller can. Word is, he's being transported to the Zig along with some other high profile prisoners. Now, normally, I don't share gossip from the job. Professional courtesy and all. But in this case, I don't think they'll mind. A few of the Council were talking about one of their bigwigs who's in the same convoy. I'm sure they're hitting it, which will give you a perfect opportunity to grab the Miller. They won't be expecting you to come, so they might not be friendly... but if you help get their guy out first, I'm sure they'll change their tune.
Unnecessary Solicitation
We don't wanna waste this chance, Character. No telling how long the Council will keep that convoy busy.
Mission Objective(s)
You arrive in Independence Port, where the Council are currently engaged in running combat with the PPD.
- Free the Miller
- Find the Miller
- Talk to the Miller
- Escort Maestro
You've freed the Miller, but he doesn't know anything... yet. Get him back to the Isles and he might find something for you.
Enemies
Notable NPCs
- Maestro (Boss)
- Electrixie (Boss)
- Decibelle (Boss)
- The Miller
Rescuing Maestro is optional. If he is rescued, all Council units on the map will turn friendly. However, if Maestro falls in battle before reaching the drop-off point, Council mobs will become hostile again.
With the sonic barrier now dropped, the Miller tugs at the edges of his outfit.
I'd much rather be with you than the police. That barrier was simply atrocious. They said it was for "my protection", the gall of it. Though truly, I'd rather stay away from the firefight between the police and those fascist brutes.
Now, to what do I owe the fortune of my freedom?
- I'm here for information.
- I'm getting you out of here.
- The Miller smiles ruefully at you, his lips pursed together as they curl at the edges.
- Of course, your type are well known for breaking people out of prison for no reason at all.
- I'd rather know beforehand if I've only been freed from one dungeon to be dragged into another.
- I want information.
- You explain to the Miller about the Florentine Diamond. he nods his head as you do.
- Of course, I had heard that the referenced piece was going onto the market. Unfortunately, I was detained before I had the opportunity to learn much about it.
- But I certainly owe you for getting me out of here. Let's return to our fair homeland and I will engage my contacts to see what I can discover.
The Miller Dialogue
- Let's go.
Debriefing
Well, the Miller might not know anything now, but as soon as anyone tries to sell that diamond, we're gonna know about it. I guarantee it! It won't be long, buddy, before we're able to get that diamond in your pocket, then turn it into some real cash.
Part Three: Going Twice
Briefing
Alright, so the Miller doesn't know anything yet, but that don't mean we've gotta give up! Eventually, he'll hear something, but until then, I got some news. While you were over in Paragon, I talked to my cousin Willy again. They don't know he was behind turning off the alarms, so he's been able to catch wind of what the Euphorium owners have been saying.
Bobby leans in close to you again, looking around as if someone is trying to eavesdrop.
They think someone received inside info. Now, funny thing, they don't suspect any Euphorium employees. But the only other people it coulda been are the owners of the diamond - and why would they steal it? - and the auctioneer. They haven't made a move on him yet, they're hoping he's gonna slip up and lead them to the real thief.
I say we get to him first and find out what he knows.
- Just tell me where to find him.
The auction house is run out of an office building here in Nerva. They've got their own private security working the place - don't worry, it ain't the same company Willy works for. All you gotta do is go in and ask him a few questions. I'm sure you got your ways to get a person to talk.
Unnecessary Solicitation
You talked to that auctioneer yet? He's gotta know who the thief is!
Mission Objective(s)
These offices are surprisingly plain for an auction house that deals in priceless artifacts.
- Interrogate the auctioneer
- Find the Auctioneer
Enemies
Missions
Bobby Curtin does not offer any missions outside of his main story arc.