Neal Kendrick
Overview
Neal Kendrick | |
---|---|
Media Watchdog | |
Zone | Brickstown |
Coordinates | (376, 0, 1576) |
Level Range | 30-34 |
Introduced By |
== Level 25-29 == Collin Larson Marvin Weintraub == Level 30-34 == Jose Escalante Jenny Firkins Allison King Phillipa Meraux Lou Pasterelli Peter Stemitz Merisel Valenzuela |
Introduces |
== Level 30-34 == Jose Escalante Jenny Firkins Allison King Phillipa Meraux Lou Pasterelli Peter Stemitz Merisel Valenzuela == Level 35-39 == Anton Sampson |
Enemy Groups | |
Badges | Corrupter Badge |
Neal Kendrick is a hero contact in the Seven Gates neighborhood of Brickstown at coordinates (376, 0, 1576) Neal Kendrick is a Technology origin contact. His level range is 30-34.
Introductions
Contact Introduced By
Level 25-29
Level 30-34
- Jose Escalante
- Jenny Firkins
- Allison King
- Phillipa Meraux
- Lou Pasterelli
- Peter Stemitz
- Merisel Valenzuela
Contact Introduces
- Multiple contact options
- Go talk to one of my other sources.
- Single contact option
- You should talk to New Contact.
Level 30-34
You should introduce yourself to Jose Escalante, an important business man who helps heroes fight criminals who impact business and commerce, such as the Council and the Devouring Earth. He works mostly with mutants and has access to Focus and Genetic Alteration Enhancements.
Jose is the kind of person that has kept Paragon City running, despite all the disasters we've faced. We can all learn a lot from him.
Jenny Firkins is an environmentally conscious scientist who has a personal stake in bringing down the Devouring Earth and Crey. She is very dedicated to her work with science heroes and has access to Invention and Genetic Alteration Enhancements.
Jenny cares very much about Paragon City, Character. I think you will find working with her a pleasure.
Allison King is psychic; She's quite adept at gathering information from people's minds. She has a great deal of knowledge about the Circle of Thorns and the Council. She works primarily with magic heroes, and has access to relic and focus enhancements.
Allison is kind, and caring. Take good care of her.
I'd love for you to work with Phillipa Meraux, a former hero who now specializes in counter-terrorism. Go and see her if you want more information on the Rikti or Crey. She works primarily with natural heroes and has access to Gadget and Relic Enhancements.
Phillipa is very demanding, but her sources are top notch.
You might want to go introduce yourself to Lou Pasterelli. His politics are more than a little radical and he's had some run-ins with the authorities, but he can be a great help against the Devouring Earth and Crey. He works primarily with science heroes and has access to Invention and Genetic Alteration Enhancements.
Lou is a firebrand, but he knows how to get things done!
Peter Stemitz is an interesting case. People say the soul of an ancient shaman dwells within him. Both souls speak through Peter's body, which can be a little disconcerting. He has a great deal of knowledge about the Circle of Thorns and the Council. He works primarily with magic heroes, and has access to Relics and Focus Enhancements.
Be warned, Peter and the shaman will both speak to you. Expect the shift in speech.
Merisel Valenzuela is dedicated to freedom, especial freedom of information. She has many details on the Devouring Earth and the Council. She's very dedicated to her work with mutants and has access to Focus and Genetic Alteration enhancements.
Good luck with Merisel, I think you will find her point of view refreshing.
Level 34-39
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.
Information
Media Watchdog
Neal Kendrick began his career as an investigator for the FCC. He was determined to take down big media corporations who were circumventing laws against media consolidation, but he wasn't prepared for the clout such corporations could wield. He discovered that some powerful CEOs were using blackmail to force local television stations to sell, but when he took his findings to his bosses, they refused to back up his efforts to arrest the criminals. So Neal quit and became a freelance media watchdog. He first started working with heroes about four years ago, when the Dawn Patrol asked him to look into some false allegations made against them by a tabloid television show. Since then he's worked closely with heroes, many of whom are happy to help him keep the big media outlets honest.
Prior to Introduction
You really should go speak with Active Contact.
Initial Contact
Someone has to keep people honest, Character. With your help, I plan to take down some of the organizations that are preying on our city.
Greeting
- Let's bring down some bad guys.
- I have a lot of new info.
- Check out my latest discovery.
Too Busy
You've got a lot of cases that aren't going to solve themselves.
No More Missions
- Before introducing a higher-level contact
- You have surpassed my best hopes. Thanks for everything, Character.
- After introducing a higher-level contact
- You have exhausted all my leads. Thanks for your hard work.
Store
- Inspirations (Luck, Catch a Breath, Enrage)
I'm proud to call you a friend. You should take a look at these new Enhancements. If there's news, give me a ring.
- Inspirations (all)
- Level 30 Natural/Technology Dual Origin Enhancements (100% base costs) (Power 10 only)
- Level 30 Technology/Science Dual Origin Enhancements (100% base costs) (Power 10 only)
I wish that every hero I worked with had your dedication. Here are some new Enhancements for you to look at.
- Level 35 Natural/Technology Dual Origin Enhancements (100% base costs) (Power 10 only)
- Level 35 Technology/Science Dual Origin Enhancements (100% base costs) (Power 10 only)
- Level 30 Technology Single Origin Enhancements (200% base costs)
- Level 35 Technology Single Origin Enhancements (200% base costs)
Urgent Mission
When this contact has an urgent mission available, this contact only offers urgent missions, and not any other missions.
Find out who's supplying the Freakshow with the new weapons (31-35)
Briefing
The Freakshow seem to have acquired a new source of weapons. They're unlike anything we've ever seen before: ballistics and robots that seem to be based on steam power! That's right, steam. Until today, I would have sworn nobody had built a steam powered vehicle in a hundred years. But from what my informants tell me, the steam-tech is actually quite sophisticated. I need you to find out who's supplying the Freaks with these new weapons.
Mission Acceptance
The main thing to do here is to confiscate this weird technology so the Freakshow can't use it, and try to find out who's supplying it to them. My informants tell me that the Freak to look for is a juicer called 'Dap-Dap;' he's the one making the deals. These machines are really quite incredible. You have to admire the ingenuity.
Unnecessary Solicitation
I really want to know who's supplying the Freaks with these steam-powered gizmos.
Mission Objective(s)
The Freakshow is always interested in the newest, hippest weaponry. It's surprising that steam weapons would hold any appeal for this techno-powered gang.
- Find source of Freaks' weapons
- 2 weapon crates to destroy!
You defeated the villains and recovered some steam-powered weapons.
Enemies
Notable NPCs
- Dap-Dap tha Deal-maka' (Freakshow Champion Smasher)
- Lt. Fergusun (Nemesis Captain)
- Crate x2 (Object)
From the wreckage, you recovered a steam-powered gun.
This gun may be powered by outdated steam technology, but it is otherwise state-of-the-art. Even the bullets are incredibly sophisticated, built for tearing through the tough hide of some of Paragon City's toughest tankers.
From the wreckage, you recovered a steam-powered robot part.
Other than it's power source, there is nothing archaic about this robot part. The flexibility, strength, and speed of the assembled robots would undoubtedly be top notch.
Temporary Power
At the completion of the mission, the hero will receive the Nemesis Staff temporary power.
Ranged, High damage (smashing), Foe knockback, disorient
You confiscated this strange, steam-powered staff from a Freakshow hideout. The staff shoots a bolt of energy that deals damage, knocks back foes, and may stun them. You should test the weapon in the field, then return it to the DATA labs for study within 24 hours.
Debriefing
So, the Freakshow's suppliers called themselves Nemesis? Interesting. I assume you've heard of the arch-villain, Nemesis, who tried to take over the United States during the 40's. No one's heard of him since before the Rikti War; it seems unlikely that he's still alive and in control of this army. Maybe they're simply a bunch of copycats. Whichever way it plays out, we'll have to keep a close eye on these Nemesis soldiers.
Badge Mission
Merit Rewards: This activity awards 12 Reward Merits through Flashback only.
Rescue the O'Gaffney law firm from the Circle of Thorns (30-35)
Note: In Ouroboros, this arc is called 'Stop the Pact.'
Briefing
Character, you've got to rescue the O'Gaffney Law firm from the Circle of Thorns! Those mystics are over there right now, chanting up a storm. I think they're planning to sacrifice those lawyers. Please, help them!
Mission Acceptance
You know as well as I that the Circle's rituals are often brutal. We can't let such things happen to our citizens.
It's strange that they targeted that law firm. You should try to find out why the Circle is there.
Save law firm from Circle
Unnecessary Solicitation
Those lawyers are still in danger.
Mission Objective(s)
The plush green carpet now bears a faint odor of incense and smoke.
- Save law firm from Circle
- 3 lawyers to save, 2 clues
You defeated the Circle of Thorns and found some interesting information.
Note: Completing the mission requires defeating all enemies in the final room.
Enemies
Notable NPCs
- 3x Lawyer (Non-Escort Hostage)
This letter is from Nemesis to the Circle of Thorns. It describes the operations of the Nemesis armies and proposes a non-aggression pact between the two groups.
This non-aggression pact bears the seal of the Nemesis Army, but it has not yet been signed by the Circle of Thorns. As a gesture of good faith, Nemesis offers to take out a Rikti sewer base that is uncomfortably close to a Circle of Thorns hideout.
Stop Nemesis raid on Rikti
Unnecessary Solicitation
That situation in the sewer could get bloody if you don't stop it.
Mission Objective(s)
The hiss and pop of steam powered machinery lets you know the Nemesis armies are already here.
- Stop Nemesis raid on Rikti
You defeated the villains. After interrogating the Nemesis soldiers, you learn that one of their lieutenants has gone to a Circle of Thorns base to convince the mystics to sign the non-aggression pact.
Note
- This mission can be completed by clearing the final room with the dueling Lieutenants. You do not have to clear the entire map.
Enemies
One of the Nemesis soldiers you defeated told you:
'We were supposed to prove our usefulness to the Circle of Thorns, to get them to sign our non-aggression pact. I hope this won't make Lt. Harburton's job any harder. He's at the Circle base right now, trying to get them to sign!
Stop Circle from signing pact
Unnecessary Solicitation
The last thing we need is for this Nemesis Army to team up with the Circle of Thorns. We can't let them form an alliance!
Mission Objective(s)
The walls of this cavern bear many old scars from the Circle's mystical blasts.
- Stop Circle from signing pact
You defeated the villains and discouraged the Circle from signing Nemesis's non-aggression pact.
Note
- This mission can be completed by defeating all enemies in the room with the named NPCs. You do not have to clear the entire map.
Enemies
Notable NPCs
- Zenarusk (Circle of Thorns Fire Thorn Caster)
- Lt. Harburton (Nemesis Lieutenant)
Badge
You prevented a Non-Aggression pact between the Circle of Thorns and Nemesis.
You have a robotic warrior for the games.
Debriefing
If those villains had teamed up, it would have been trouble for sure. I'm glad you were there to put a stop to it, Character. We may never know how many lives your actions have saved.
Story Arc
Merit Rewards: This activity awards 55 Reward Merits.
The Freakshow War (30-34)
Souvenir
Page from Schwartzwald's notebook
You've kept this page from Mike Schwartzwald's notebook, as a reminder of the time you put a stop to:
The Freakshow War
You were a bit too late to save Mike Schwartzwald when the Freakshow attacked his magazine's office. You found his files before the Freaks could destroy them, and realized that he was investigating Freakshow activities.
You went to meet one of Schwartzwald's informants, a Crey employee, and arrived in time to save him from the Freakshow. He told you that Crey Industries had a solid relationship with Dreck, the Freakshow leader. Through Dreck, Crey had been hiring the Freakshow to sabotage their competitors.
With that information, you were able to save the offices of UniMaxComm from a Freakshow attack. You next discovered that Dreck had been cutting deals with other groups for drugs and technology that the Freaks couldn't acquire through theft. You broke up a meeting between the Freaks and the Council, preventing one such deal from occurring.
Freak on Freak violence began to escalate, and you realized that some of Schwartzwald's informants had been Freaks themselves. Your investigation led you to a Freak called the ZikZak Man, one of these informants. He and his cronies were under attack by Freaks loyal to Dreck. By the time you arrived, ZikZak had already published Schwartzwald's discoveries about the Freakshow on the Internet.
With this knowledge in the public eye, the Freakshow began to splinter. Rebellious factions began to assert themselves. You had to act quickly to stop Clamor's faction from freeing both their leader and Upstart from the Brick House.
Dreck also moved quickly, to reassert control over the Freakshow and prove his street cred with a wave of raids against Crey labs. You stopped one of these attacks, and this defeat set the Freakshow to squabbling again.
In short order, the fighting had escalated to a full-scale war between the Freakshow factions. You brought the fighting to an end before it boiled out onto the street.
Dreck has regained control over the Freakshow for the time being. You know now that it's only a matter of time before you have to bring him to justice.
Go to the office and save the reporters from the Freakshow
Briefing
I just got word that the Freakshow are tearing up the office of a webzine called Hypertypes that follows Paragon City's super-powered scene. Can you go to that office and save those reporters from the Freakshow?
Mission Acceptance
Hypertypes reports on the activities of all super-powered individuals, both heroes and villains alike. Perhaps they found out something the Freakshow doesn't want in the public eye.
Unnecessary Solicitation
Hypertypes' office is still under siege by the Freakshow!
Mission Objective(s)
The sounds of terror fill the Hypertypes office.
- Defeat all Freaks in office
- 3 reporters left, Seek clues
You've saved the Hypertypes office and found some information.
Enemies
Notable NPCs
- 2x Reporter (Non-Escort Hostage)
You found the body of Mike Schwartzwald.
You arrived too late to save Mike Schwartzwald, the investigative reporter, from the Freakshow. In his hand was a crumpled piece of paper bearing the name 'Joe Baker.'
You found some files on the Freakshow.
These computer files contain hundreds of pages of research, suppositions, clippings, and interviews. They all seem centered around the Freakshow, but aren't in any kind of organized pattern that you can see. After flipping through a calendar, you notice several recent meetings with a man named Joe Baker.
Debriefing
It's a shame you weren't able to save that Schwartzwald fellow; it sounds like he was the Freakshow's primary target. At least you were able to recover his files. Most of these notes do seem to be about the Freakshow, though I'm afraid they'd only make sense to Schwartzwald himself. Maybe he got to close to something. There are several references to meetings with a man named Joe Baker; maybe he can tell us more about the Freakshow's attack.
Meet with Joe Baker
Briefing
I'm determined that the Freakshow will go down for the murder of that reporter, Mike Schwartzwald. I've located the Joe Baker mentioned in Schwartzwald's files. Turns out Mr. Baker is a mid-level manager at Crey Industries. I managed to contact him, and he agreed to meet with you. He sounded really nervous. I'd recommend that you be read for just about anything.
Mission Acceptance
Maybe Mr. Baker knows what Schwartzwald was investigating. That information could tell us why the Freakshow killed him.
Unnecessary Solicitation
Have you spoken to Baker yet? I need to know what he has to say about the Freakshow.
Mission Objective(s)
This is the place Joe Baker asked to see you, but you can't shake the feeling that he isn't the only one waiting for you.
- Meet Joe Baker
You've spoken with Joe Baker, and learned some interesting information.
Enemies
Notable NPCs
- Joe Baker (Hostage)
After you rescued him from the Freakshow, Joe Baker told you:
'Look, I'm never going to say any of this in court, I know Crey too well for that. But I will tell you what I can.
I work for Crey Industries. We were losing sales to a competitor, and they were family owned and wouldn't sell their business to us. So I was ordered to go to a meeting for 'Radical Acquisitions Strategies'. Imagine what I thought when I walked into a room full of Freakshow! They were asking those maniacs to attack our competitor, like it was something they did all the time.
The Freak's leader, this huge maniac called Dreck, he was barely listening. Looked like he was gonna start tearing the place up and see how fast we could run. And then I recognized him. This Dreck, he'd changed, but it was Daniel Watson. We'd worked together. At Crey.
Debriefing
Mr. Baker owes you his life, but he still won't testify to what he knows. Crey using the Freakshow as hired thugs? There have been rumors, but still. You know, that sheds some new light on that murdered reporter's notes. I'm going to read over them again. Check back with me soon.
Protect UniMaxComm from a potential attack
Briefing
Based on our new information that the Freakshow are working with Crey, I've uncovered a pattern in their attacks. They make a lot of random hits, true, but they also consistently attack business owned by Crey rivals. Those attacks are usually timed to ruin the competitor's ability to compete with Crey. Of course, the Freaks also raid Crey from time to time, so I can't be sure of anything. According to Schwartzwald's notes, the next Crey-sponsored Freakshow attack should be against a company called UniMaxComm. Would you protect them from this potential attack?
Mission Acceptance
Thanks, Character. I'll call UniMaxComm and let them know they're in good hands.
Unnecessary Solicitation
I need you over at UniMaxComm, Character. We have to protect them from the Freakshow.
Mission Objective(s)
Before you even open the door, you hear the sound of malicious laughter. The Freakshow is here!
- Defeat all Freaks in lab
- 3 technicians to rescue
You protected the UniMaxComm offices from the Freakshow.
Enemies
Notable NPCs
- 3x Technician (Non-Escort Hostage)
Debriefing
Looks like we were right. Dreck, the Freakshow leader, is hiring his men out as mercenaries to Crey. I'll go back to Schwartzwald's notes on their activities; maybe I can find some more connections.
Break up the meeting
Briefing
It certainly seems clear that Dreck has been hiring the Freakshow out to Crey as mercenaries. I dug deeper into the notes Schwartzwald made before he died, and I found a mention of an upcoming meeting between the Freakshow and the Council. I don't know what they're up to, but the Freakshow are maniacs; working with the Council, they'll be twice as bad. I need you to break up that meeting between the Freaks and the Council.
Mission Acceptance
The meet is going down in a war-torn coastal area that I've isolated with an emergency force field. I'd like to see the lead negotiators in jail, Character. I hope they can tell us more about these strange alliances.
Unnecessary Solicitation
The meeting between the Freakshow and the Council could tell us a lot. I need you to get over there.
Mission Objective(s)
Heavy metal music echoes across the waters.
- Bust lead negotiators & their guards
You defeated the negotiators and prevented an alliance between the Freakshow and the Council.
Enemies
Notable NPCs
- Council negotiator (Council Vortex Cor Leonis Adjutant)
- Freakshow negotiator (Freakshow Champion Swiper)
Debriefing
Most of the Freaks you put in jail won't talk, but one of them was willing to cut a deal. It seems the Freakshow steal most of their chemical and cybernetics they need, but sometimes there are things that they just can't get through theft. When that happens, Dreck sells the services of his loyal Freaks to get whatever he needs to keep his never-ending party going.
Investigate the Freakshow strife
Briefing
The Freakshow have started fighting among themselves. It looks like Freaks who are loyal to Dreck are making hits against those loyal to Bile the Technophile. that's not so unusual, but it made me go back to Schwartzwald's notes, and I found something. Turns out that most of Schwartzwald's mystery informants were Freaks in Bile's faction. Could it be that Dreck has identified them as a threat? I need you to investigate this strange Freakshow strife.
Mission Acceptance
Ok, I've identified a Freak called the ZikZak man who runs a group of techno-anarchists. He was one of Schwartzwald's contacts, and he's come under fire from Dreck loyalists. I'd like you to talk to him.
Unnecessary Solicitation
Have you spoken to the ZikZak Man? I want to hear what he has to say about this strange conflict between the Freakshow factions.
Mission Objective(s)
The sound of gunfire rings through the air, the mad rhythm section of an urban nightmare.
- Talk to the ZikZak Man
- Talk to the ZikZak Man, Seek clues
You've talked to the ZikZak Man.
Enemies
Notable NPCs
- The ZikZak Man (Non-Escort Hostage)
This is a copy of the data that's been sent out onto the Internet by the Freakshow faction under Bile the Technophile. Much of it is information you've already seen from Mike Schwartzwald's investigation files, but his suppositions have been backed up by Bile's knowledge. This information confirms that Dreck has been hiring his loyal Freaks out as mercenaries. This could cause a major blow-up in some of the Freaks' more ideological factions.
When you rescued the Freak called the ZikZak man, he told you:
'This is gonna be huge. There ain't no hiding it now! It's all on the 'Net! Information's gotta be free, man! Who cares what happens!'
Debriefing
ZikZak put all of the information about the Freakshow's mercenary activities out on the Internet. Character, the Freakshow factions are going to explode! It barely matters if the information's true or not. When the fighting starts, it's going to be tough just to keep the warring Freakshow factions from taking half the city with them. Things have just gotten much worse.
Take Clamor Boi out before he can effect a prison break
Briefing
ZikZak's published all of Schwartzwald's findings to the Internet: the Freakshow's mercenary actions, their ties to Crey, all of it. It's started an intense war among the Freakshow factions. For the most part, they're sticking behind Dreck, but that's probably just pack instinct. The more ideological factions are trying to go out on their own. One of those is Clamor's group of anti-corporate militarist. I have good word that they're uniting behind a Freak named Clamor Boi. They're planning to break Clamor out of jail, along with that young Freak faction leader, Upstart. I need you to take them out before they can effect a prison break.
Mission Acceptance
I'd advise you to get some allies with you on this one. Clamor Boi won't be easily stopped.
Unnecessary Solicitation
If Clamor Boi and his men free those jailed Freakshow leaders, it'll be a disaster!
Mission Objective(s)
The sewers seem like a strange place for a meeting, but the Freakshow are pretty strange people.
- Defeat Clamor Boi and his men
You have defeated Clamor Boi and put a stop to his plot to free the jailed Freakshow leaders.
Enemies
Notable NPCs
- Clamor Boi (Freakshow Tank Smasher)
Debriefing
With Clamor Boi in jail, the plan to free Clamor and Upstart will dissolve. That's a big victory for you, Character. If those Freakshow faction leaders had been freed, they would have exacerbated the fighting among the Freakshow groups. And the public would have been the ones to pay the price.
Stop one of the Freakshow raids
Briefing
It looks like Dreck's trying to put a stop to the fighting among the Freakshow, by reestablishing his street cred with all of the factions. He plans to do it by ordering raids against Crey facilities all over the city. That might convince the Freaks that he really is the bold, violent leader they're looking for, but it's also going to result in a lot of civilian injuries. I'm calling in all my hero contacts on this one. Will you stop one of the Freakshow raids?
Mission Acceptance
There may be a lot of dirty work going on behind the scenes at Crey, but there are also a lot of innocent people working for them.
Unnecessary Solicitation
That Freakshow raid could result in a lot of casualties. I'm counting on you to save the day.
Mission Objective(s)
The Crey security forces have been overwhelmed. It looks like it's all up to you.
- Defeat all Freakshow raiders
- 4 technicians to save
You have saved the Crey facility from the Freakshow.
The mission requires the defeat of all enemies in the lab, including the Crey patrol.
Enemies
Notable NPCs
- 4x Technician (Non-Escort Hostage)
Debriefing
Thanks for stopping that Freakshow raid, Character. You and the rest of my hero contacts really went to work on this wave of Freakshow violence, but it looks like these defeats have only exacerbated the Freaks' rebellious natures. I'm hearing reports of Freak on Freak violence all over town. Dreck's going to have a tough time keeping that madcap group of misfits together. Of course, if their violence becomes too widespread, the city as a whole could be in trouble.
Stop Freakshow fighting
Briefing
It seems the Freaks' recent defeat at your hands really shook their faith in their leader, Dreck. I thought the Freaks were chaotic before, but now their inner squabbling has descended into an all-out war! Someone's got to stop the Freakshow fighting before it gets really out of hand.
Mission Acceptance
Those Freaks are out for blood, Character, and they'd be happy to spill some of yours.
Unnecessary Solicitation
I need you to contain this Freakshow faction war!
Mission Objective(s)
A techno beat provides a sick accompaniment to the chaotic sounds of battle.
- Defeat Freak leaders, their crews
You have defeated the Freakshow and brought the battle to an end.
Enemies
Debriefing
The good news is that this Freakshow faction war seems to be over for now. The bad news is that means that Dreck is once again firmly in control of the Freakshow. At least we've learned a great deal about their activities over the last few days. Their connection to Crey is something we'll have to keep in mind, as well as their willingness to perform mercenary work to keep themselves in cybernetic technology. I guess you've proved that the day will come when the city's defenders will have to eliminate the Freakshow for good.
Missions
Defeat Freakshow in Brickstown (30-34)
Briefing
Brickstown's been having a problem with the Freakshow lately. Freaks are prowling around, no doubt looking over Ziggursky penitentiary looking and thinking of all their fellow freaks incarcerated there. I'd like you to help them get a closer look at the Ziggurat. From the inside. The Freakshow's numbers need to be brought down before they try something.
Mission Acceptance
There are Freaks all over Brickstown, not just in the area around Ziggursky. You could also check out the Crescent district if you're having trouble finding them.
Unnecessary Solicitation
You've got to defeat more Freaks in Brickstown.
Mission Objective(s)
- Defeat Freakshow in Brickstown
- Defeat 35 Freakshow
You have defeated enough Freakshow in Brickstown.
Enemies
Debriefing
The Freakshow are going to be hanging around Brickstown for a while, Character, but thanks to you a lot more of them will be doing so from the inside of the Ziggurat. Well done.
Go to Crey's Folly and defeat Nemesis (30-34)
Briefing
You'd think that no one would ever want to go to the polluted wasteland of Crey's Folly, but it seems that the Nemesis Army has been working in the area. I don't know what their plans are, but they can't be up to any good. I'd like to ask you to impede whatever operations Nemesis forces are planning in Crey's Folly.
Mission Acceptance
As I'm sure you know, Crey's Folly is a dangerous place, so I suggest you only go in there if you bring allies with you. Nemesis forces have been seen around the old Crey factories and Tangle Town, but don't feel like you have to limit your battles to that areas.
Unnecessary Solicitation
Go to Crey's Folly and defeat Nemesis troops there.
Mission Objective(s)
- Defeat Nemesis in Crey's Folly
- Defeat 35 Nemesis
You have defeated enough Nemesis troops in Crey's Folly.
Enemies
Debriefing
You did very well fighting those Nemesis soldiers. Wether or not they are actually controlled by the real Nemesis, I think that the Nemesis Army is counting on being able to intimidate heroes and villains alike with Nemesis's fearsome reputation. I'm glad to know that this generation of heroes will refuse to be intimidated.
Hit the streets and defeat a few Freaks (30-34)
Briefing
There are so many Freakshow out in the city that it's getting impossible for people to live in any kind of safety. The way they've been talking lately, it sounds like they're starting to think that they really can't be held back any longer. The City's heroes need to defeat a few Freaks to lower their morale.
Mission Acceptance
I knew you'd be willing to help, Character. Any Freaks you defeat is a help, whether it's foiling their plans or battling them on the streets. If you are looking for them in the city, you might want to concentrate in Brickstown and Crey's Folly.
Unnecessary Solicitation
I need you to defeat more Freaks to really have an impact.
Mission Objective(s)
- Combat Freakshow menace
- Defeat 35 Freakshow
You have defeated enough Freakshow.
Enemies
Debriefing
The Freakshow don't learn lessons quickly or remember them well, Character, but maybe they'll get the message someday. I can only thank you for your constant vigilance until then.
Defeat Freakshow in Crey's Folly (30-35)
Briefing
Crey's Folly is a nightmare, Character. It's abandoned, polluted, and infested with Freakshow. Now, I don't expect you to be able to help with the pollution, but I think I can ask for your help with the Freakshow. Could you help out and fight the Freakshow in Crey's Folly? It's a dangerous place, though, so I suggest you go in force.
Mission Acceptance
I don't think you'll have a lot of trouble finding Freakshow, but you might want to concentrate your search in the old Crey Factories and or Tangle Town, but anywhere you can defeat them is good.
Unnecessary Solicitation
Go to Crey's Folly and defeat Freakshow.
Mission Objective(s)
- Defeat Freakshow in Crey's Folly
- Defeat 35 Freakshow
You have defeated enough Freakshow.
Enemies
Debriefing
I've heard rumors that the Freakshow have been setting up forts for themselves out there. I can only wonder how crazy they have to be to even think of that polluted wasteland as a place to hang out.
Go to Portal Corporation and see what their scientists have come up with (30-35)
Briefing
The techs over at Portal Corporation are working on a little project for me. I need to know whether these armies of Nemesis are under the control of the original arch-villain, and they think they know how to figure that out. The last time Nemesis was ever seen was just before the Rikti War. He fought Statesman and a number of other heroes, but when the fight reached Portal Corporation, he dashed into a portal that led to the Rikti home world. If they can trace his movements within that dimension, they may be able to determine if he has really come back. Can you get over to this Portal office and see what their scientists have come up with?
Mission Acceptance
Thanks, Character. I really need this information.
Go to Portal Corporation
Unnecessary Solicitation
I really need to know what's going on at Portal Corporation, Character.
Mission Objective(s)
Portal Corporation's shoddy security system is beeping away. It seems someone else is aware of the scientists' activities.
- Go to Portal Corporation
- 4 scientists to save
You defeated the villains and learned that one of the scientists has been kidnapped.
Even though it isn't a stated mission objective, this mission cannot be completed until all enemies have been defeated.
Enemies
Notable NPCs
- 4x Scientist (Non-Escort Hostages)
One of the scientists you rescued told you:
'The Rikti made off with my friend, Dr. Cooke! He was the very best scientist we had, knew portal technology like the back of his hand. If you can't save him, no one can!'
Defeat all villains in sewer
Unnecessary Solicitation
The Rikti probably want Dr. Cooke to help them access their home dimension. I don't think I need to tell you what a disaster that would be.
Mission Objective(s)
The Rikti never seem to be bothered by the stink of the sewers. Maybe, to aliens, the sewers actually smell good.
- Defeat all villains in sewer
You rescued Dr. Cooke and learned how to trace Nemesis.
Enemies
Notable NPCs
- Hostage (Non-Escort Hostage)
After you rescued him, Dr. Cooke told you:
'The Rikti broke in just when I was about to run my trace. I didn't know how things would turn out, so I sent the instructions to another Portal Corp. lab. If you go there, you may be able to find out whether Nemesis really did manage to get back to our reality.'
Defeat raid leader & his men
Unnecessary Solicitation
I still need to know whether Nemesis is back!
Mission Objective(s)
Once again, the tinny chirp of a cheap security system grates against your ear.
- Defeat raid leader & his men
- 2 scientists to save
You saved the scientists and learned some interesting information.
Enemies
Notable NPCs
- 2x Scientist (Non-Escort Hostages)
- Lt. Creed (Nemesis Lieutenant)
One of the scientists you rescued told you:
'We traced Nemesis through the portal network. He covered his tracks pretty well, but we've gained a lot of experience tracing trans-dimensional travel since the war. He never went to the Rikti home world. He slipped away to one dimension, then sent the heroes chasing him to another. Too bad for us, it was the Rikti's home dimension.
We weren't able to trace all of his movements through dimensions, but the signs strongly suggest that Nemesis could have returned.
Debriefing
Nemesis. I remember reading about him in history books; this guy has been wreaking havoc worldwide since the 1800's. This could be the deadliest threat Paragon City has ever faced. Thank goodness I have you to rely on, Character.
Keep the Freakshow from getting plutonium (30-35)
Briefing
My sources are in shock, Character. The Freakshow have learned where to find some plutonium, and are planning to try and get their hands on it. I don't know whether they're planning some sort of terrorist action, or if they want the metal for some new kind of implant. Either way, I don't want to find out. I need you to stop the Freaks' from getting their cybernetic claws on that plutonium.
Mission Acceptance
I really want to know how the Freaks acquired such dangerous material. There are two ways you can defuse this situation. The simplest method is just to defeat all of the Freaks. The City's hazmat teams can handle the plutonium then. If it's too dangerous, you can also concentrate on finding the plutonium, and some evidence of how the Freakshow found out about it.
Unnecessary Solicitation
Every minute we let the Freakshow keep that plutonium, we're risking a radioactive disaster! You have to either clear them out or recover the plutonium and find out how they knew about it.
Mission Objective(s)
The Freaks' loud techno music covers your entrance nicely.
- Recover plutonium from Freaks
- Recover plutonium, Search for clues
You prevented the Freakshow from using the plutonium.
Enemies
This e-mail lists the exact contents of a shipment from Crey Technologies to one of its subsidiary companies. The return address is encrypted.
Plutonium Atomic Symbol: Pu
Atomic number: 94
First discovered by Glen Seaborg in 1940, plutonium is a highly radioactive and poisonous metal, usually used in the construction of atomic bombs. This sample contains 10 kilograms. If introduced into the air, a sample this size could have a significant effect on the city's cancer rate.
Debriefing
So they knew exactly where to ambush that plutonium shipment, huh? Very interesting. Even more interesting is the fact that Crey hasn't reported the theft to the police. That might involve explaining why they had that much plutonium in the first place. It was probably for some government work, but I wish I knew more. The important thing, though, is that the Freakshow don't have it. Good work, Character.
Put a stop to the Freakshow torching contest (30-35)
Briefing
You won't believe what the Freakshow is up to now. They've got some contest running, to see which group of Freaks can torch the most buildings! If we don't put a stop to this, whole sections of the city could go up in flames. Get out there and put a stop to this Freakshow torching contest!
Mission Acceptance
It's the Freaks' love of chaos that makes them so dangerous. That, and the cybernetics. And the guns. And their wanton disregard for life and property. Anyway, you'll need to ether defeat all the bad guys in each of these places or disarm their firebombs at each site.
Stop Freaks' torching contest
Unnecessary Solicitation
The Freakshow is still out in force. What are you waiting for?
Mission Objective(s)
You can hear the Freaks bellowing and laughing as they smash every breakable object in the building.
- Stop Freaks' torching contest
- 5 fire bombs remaining
You defeated the Freakshow and prevented them from torching the building.
Enemies
Stop the next torching
Unnecessary Solicitation
There are still two groups of Freaks bent on destruction!
Mission Objective(s)
You hear a shout and a sustained blast of gunfire. It seems the Freaks aren't alone.
- Stop the next torching
- 5 fire bombs remaining
You stopped the second torching.
Enemies
Stop the last torching
Unnecessary Solicitation
It's not over yet, Character. There's still one group of Freaks you have to stop.
Mission Objective(s)
The screams of men in battle ring off the office walls.
- Stop the last torching.
- 5 fire bombs remaining
You defeated the villains and put an end to the Freakshow torching contest.
Enemies
Debriefing
You did a great job, Character. I'm sure your actions today touched many lives. I'm kind of surprised, though, about those other soldiers you fought. They clearly weren't Freakshow. From what you describe, they were trying to stop the Freakshow too, but then why would they turn around and attack you? It sure doesn't make much sense.
Raid a Freakshow hideout and retrieve one of the new implants (30-35)
Briefing
This has got to be the weirdest thing I've heard about the Freakshow all year. Apparently, some Freaks are trying to branch out into technomagic. This can't be good. One of my contacts, Josef Keller, heard a rumor that they're trying to magically enhance their implants. If they succeed, they could become even more dangerous. I need you to raid a Freakshow hideout and retrieve one of these 'technomagical' implants. Then take it to Josef; he can help us analyze the threat it poses.
Mission Acceptance
If we let the Freakshow get any stronger, we may find that we'll soon be no match for them.
Retrieve Freak technomagic
Unnecessary Solicitation
We really need to see that implant, Character. We need to know what we're dealing with here.
Mission Objective(s)
The voices of the Freakshow are raised in unison, chanting the words or a long dead language, with the occasional missed word.
- Retrieve Freak technomagic
- Locate Technomagic
You defeated the Freakshow and found a techno-magical cybernetic part.
Enemies
Notable NPCs
- Sacrificial victim (Non-Escort Hostage)
This steel implant, designed to replace a large section of forearm, is inscribed with mystic runes.
Take implant to Josef Keller
Unnecessary Solicitation
Keller needs to see that implant!
Mission Objective(s)
- Take implant to Josef Keller
Ah, yes. These magic runes are used in conjunction ceremonies, when two unlike objects must be united as one. I'm sure the Freaks are trying to enhance the union of their metal parts with their bodies, in order to combine the flexibility of muscle and the strength of steel.
I'm troubled, though, by what you say about that sacrifice. From your description, it sounds almost like a Circle of Thorns ceremony, though a poorly performed one. It seems impossible, but it could make sense of one strange report I've received that the Freakshow have been seen working with the Circle of Thorns. With those dread mystics to teach them, they could easily become ten times as dangerous with magical powers to enhance their considerable might.
I can tell you where the Freakshow and the Circle are rumored to be meeting. I suggest you work to stop them.
Defeat all Freaks, Circle
Unnecessary Solicitation
If the Freaks gain all the powers of the Circle, they may become virtually invincible.
Mission Objective(s)
The air crackles with a wild magical energy that clings to your skin.
- Defeat all Freaks, Circle
You defeated the Freakshow and the Circle of Thorns.
Enemies
Notable NPCs
- Triz-Mez (Freakshow Tank Smasher)
- Tutor Solinar (Circle of Thorns Agony Mage)
Debriefing
So, the Circle was teaching magic to the Freakshow, and giving them Spirit thorns? I've heard that those Spirit thorns can be used by the Circle to take over a body. Maybe that was their plan all along? Circle mystics running around in Freakshow bodies. That's a scary thought, Character. I'm glad you were on top of things.
Rescue the Council base (30-35)
Briefing
Believe it or not, I need you to rescue a Council base. They're under attack by those strange soldiers who call themselves Nemesis. I need you to get the situation under control before innocent citizens get hurt.
Mission Acceptance
Just don't expect the Council to be too grateful.
Unnecessary Solicitation
That Council base is still under attack. Can I count on you to take care of it?
Mission Objective(s)
The noises of battle echo deep within this base. It sounds as if Nemesis came prepared for a big fight.
- Defeat raid leader & his men
You defeated the villains and found some interesting information.
Notes
- The stated mission objective is incomplete. In addition to defeating Lt. Hoffman and any other enemies in his back room, you need to find and click on two glowies to complete the mission.
Enemies
Notable NPCs
- Lt. Hoffman (Nemesis Lieutenant)
- Mk II Zenith Warcry (Boss)
You found this file on a Council computer. It details the similarities between the current armies of Nemesis and those that plagued the U.S. During the 1940's and before. According to the file, both groups used similar tactics and weaponry. The evidence may not be conclusive, but it certainly seems likely that the long-forgotten arch-villain is working on a comeback.
These orders define the primary mission for the Council base: to investigate the armies of Nemesis. The Council was working hard to determine whether these armies were run by the same arch-villain who called himself Nemesis in the 1940's. The order is signed by the Center himself.
Debriefing
It's hard to believe that the original Nemesis may still be around. He disappeared just before the Rikti War. If the Council's findings are true, we better get ourselves prepared. The last time Nemesis decided to cause trouble, he nearly gassed half the country. I shudder to think what he'd do today.
Shut down the Freaks' Excelsior plant (30-35)
Briefing
I've got a good lead on a plant where the Freakshow are manufacturing Excelsior, the drug that makes them so strong. If we can cut off their drug supply, we might be able to curtail their activities for a while. Will you shut down the Freaks' Excelsior plant? I know you can get the job done, but you won't have much time to do it. Maybe 1 hour, tops.
Mission Acceptance
Without Excelsior, the Freaks are just a bunch of angry guys with bad haircuts. The Freaks know that, too, and won't let you get through their numbers. You could take them head on and defeat all the Freaks in there, or you could try concentrating on the excelsior and taking out the Freak behind this lab and his cronies.
Unnecessary Solicitation
That Excelsior plant is still churning out drugs for the Freakshow.
Mission Objective(s)
The harsh smell of chemicals pervades this building.
- Destroy Freaks' Excelsior plant (Timed, 60 minutes)
- 4 Excelsior Crates to find, Excelsior lab
You destroyed the Freakshow's Excelsior lab.
The mission requires clicking the Excelsior lab object, and defeating KhEm-SeT and all other enemies in his back room. The Excelsior crates are optional.
Enemies
Notable NPCs
- KhEm-SeT (Freakshow Tank Smasher)
These notes detail the process used to make the drug Excelsior, which is responsible for the Freaks' super strength and resistance to pain. According to the notes, the Freakshow is close to perfecting a new, improved version of Excelsior that will make them even more powerful.
Debriefing
According to these notes from the Freakshow lab, they're close to perfecting a more powerful version of Excelsior. That can't be good, but at least we'll be prepared. Taking out that lab might even put a dent in their supply for a while and slow down their activity. Good work, Character.
Get the Rikti technology away from the Freakshow (31-35)
Briefing
The Freakshow got wind of a lab in Paragon City that's keeping Rikti technology for study, and they've raided the facility. Alien weapons, armor and medicines, all gone. Fortunately, one of my contacts was brave enough to trace the Freakshow back to their hideout. Someone's got to get that Rikti technology away from the Freakshow. As far as I'm concerned, you're the one for the job. You'll have about 90 minutes to prove me right.
Mission Acceptance
If anyone knows how to abuse high tech weaponry, it's the Freakshow. This could turn into a disaster, and fast. There are two ways to control this situation. First, you could just fight and defeat all the Freakshow in that hideout, and let the city handle the clean-up. Or, you could locate all of the stolen alien technology and take it from the Freaks before they can use it.
Unnecessary Solicitation
I don't see any Rikti technology around here, do you? Hurry, the Freakshow still has it!
Mission Objective(s)
The screams you hear aren't the Freakshow's typical raucous bellows. It sounds like the Freaks are already in a fight for their lives.
- Retrieve Rikti tech from Freaks (Timed, 90 minutes)
- 3 crates to search (or Defeat all Freaks)
You prevented the Freakshow from using the stolen Rikti technology.
Enemies
These plasma-based assault weapons could level a city block within minutes.
These small devices would have made perfect implants for the Freakshow. They perform a variety of functions, from estimating a target's defenses to enhancing the wearer's physical strength.
These alien medicines are far beyond the best human science has to offer. They can cure grave wounds within minutes, leaving the recipent fully refreshed and ready for battle.
Debriefing
Good work, Character. I guess the Freaks will have to make do with human science for a while.
Investigate the mysterious gang recruiting drive (31-35)
Briefing
I got word of a big recruitment drive going on in an abandoned office today. Mid-level members from the Freakshow, Crey, and the Council have been invited, as well as representatives from a lot of other gangs. The thing is, I can't figure out who's doing the recruiting! Whoever they are, they're looking to make a big move soon, we can be sure of that. I need you to investigate the mysterious gang recruiting drive. The first step to stopping these new villains is finding out everything we can about them.
Whatever you do, don't let their ringleader escape. If he does, we'll have to consider this one a failure.
Mission Acceptance
Thanks, Character. The main objectives are to find out more about who is doing the recruiting and why. I suggest you look for any kind of propaganda or documents you can. You'll also need to find whoever the main recruiter is. All my contacts have on that is a name: Danforth.
Remember, you'll be facing a lot of villain groups, including the Freakshow and the Sky Raiders. Last time I checked, they didn't like you much.
Unnecessary Solicitation
That villain recruiting drive is going on right now. I need you to be my eyes and ears there.
Mission Objective(s)
A voice shouts, 'Nemesis will rule all!'
- Look into villain recruiting drive
- 2 clues to find, Don't let Danforth escape!
You defeated the villains and recovered some interesting recruiting materials.
This mission also requires defeating any enemies in the back room where Lt. Danforth spawns.
Enemies
Notable NPCs
- Lt. Danforth (Nemesis Lieutenant)
You found a poster.
This poster shows a soldier fitted out with high tech weaponry and armor. At the bottom are the words, 'Nemesis: the real heroes in town. Join up now.'
You found a pamphlet.
This pamphlet outlines the goals of the Nemesis organization, which seem laudable if somewhat extreme. Their stated mission is to rid Paragon City of crime. They plan to do this by creating the greatest army the world has ever seen, thereby replacing the heroes termed 'hazards to the peace.'
Debriefing
This propaganda you found is pretty compelling; I can see why a lot of those young men were swayed by it. You're right, the references to heroes are quite troubling. It seems like these Nemesis folks are no friends of ours.
Fight the soldiers of the Nemesis Army (34-35)
Briefing
The sudden reappearance of the 'Nemesis Army' has a lot of people concerned, Character. I'd like to ask you to start combating them. Confront them, stop whatever plans they may have, and find out what the city may be facing.
Mission Acceptance
If this Nemesis Army is really linked to the original Nemesis, then the threat to the city and to the world may be far greater than a lot of people are thinking. If you need to find them, I'd suggest looking around Eden and Crey's Folly for them, but anywhere you can confront them should be good.
Unnecessary Solicitation
I need you to defeat some more Nemesis soldiers.
Mission Objective(s)
- Combat Nemesis menace
- Defeat 35 Nemesis
You have cleared out enough Nemesis.
Enemies
Debriefing
Nemesis is a generations old threat, Character, one that a lot of people had hoped was finally gone for good. He's held the entire world in fear several times over his nearly 180-year history of terror. I don't know for sure if this Nemesis Army is the real deal or a bunch of copy-cats, but they'll have to be fought wherever they show themselves.
Security Chief Missions
A character can complete each of these missions only once. If any of these missions is active or completed from another contact, this contact won't offer that mission.
Talk to the Brickstown Security Chief (30-31)
Briefing
The Brickstown Security Chief just let me know that the Council is on the move. Go talk to him and see if you can help out.
Mission Acceptance
We really don't have a good idea of how big the Council is, but we need to find out.
Talk to the Security Chief
Unnecessary Solicitation
Get over to the Brickstown Security Chief, on the double.
Mission Objective(s)
- Talk to the Security Chief
Head to the streets and take out some of the Council trash there. If I were you, I'd start at Mashu Bridge or the Crescent. Here's some information to help you get to know the area.
You can sum up Brickstown in two words: Zigursky Penitentiary. Most people call it the Zig. It's the city's maximum security prison, where the worst of the worst end up incarcerated. Aside from the Zig, though, the area isn't too bad. It's called Brickstown because the whole place was rebuilt in brick after the big fire in 1918. A lot of people have strong ties to this area; maybe that's why the Council does so much recruiting here. The Council is a shady organization; nobody really knows how far its influence reaches. One thing's for certain: they're willing to take any steps necessary to extend it.
Keep peace in Brickstown
Unnecessary Solicitation
You should help the Security Chief with the Council!
Mission Objective(s)
- Keep peace in Brickstown
- Defeat 35 Council
You have defeated 35 Council troops.
Enemies
Debriefing
The Council worries me more than any other villain group in this city. It is comforting to know that Heroes like you have your eyes on them.
Talk to the Crey's Folly Security Chief (32-33)
Briefing
The Freakshow's presence on Crey's Folly is becoming a stranglehold. Talk to the Security Chief and see if you can make a dent.
Mission Acceptance
Good luck, Character.
Talk to the Security Chief
Unnecessary Solicitation
You need to help out the Security Chief!
Mission Objective(s)
- Talk to the Security Chief
The Freaks are rampant in this zone, especially in the Paragon Water Works and near the Crey Factories. Do what you can to contain them. Here's some info to get you started.
It wasn't long ago that Crey's Folly was the center of industry in Paragon City. Back in the 1980s, Crey chose it as the site for most of their facilities. But all their holdings turned to rubble when the area became a major target in the Rikti War. Before long, people started calling the place Crey's Folly. Now, the Freakshow has their hooks on the place. The Freaks would be no worse than any other street thugs, if not for their state-of-the-art cybernetic equipment. Armed with that kind of power, the Freakshow have set up their own little kingdom in Crey's Folly. It's generally a good idea to enter this zone with at least a couple of other heroes.
Keep peace in Crey's Folly
Unnecessary Solicitation
You should help the Security Chief deal with those Freaks in Crey's Folly.
Mission Objective(s)
- Keep peace in Crey's Folly
- Defeat 35 Freakshow
You have defeated 35 Freaks.
Enemies
Debriefing
Eventually we are going to have to try and take that zone back with numbers, Character. You made a nice dent today, though.
See the Eden Security Chief (36-37)
Briefing
The Security Chief for Eden needs help with the Devouring Earth. Please go talk to him about it.
Mission Acceptance
Eden is a rough area. Don't go alone, Character.
Talk to the Eden Security Chief
Unnecessary Solicitation
They need your help over in Eden!
Mission Objective(s)
- See the Eden Security Chief
Here's a briefing on Eden. The Devouring Earth are very active here, especially in Arcadia Park and the Utopia Complex. I really need your help, Character.
Woodvale used to be a pleasant part of town, with parks, trees, and playgrounds everywhere. Kids used to play there until sundown every day. It took some damage during the Rikti War, but the city was on track to restore the area. That's when the Devouring Earth moved in. They erupted out of a giant mound that grew overnight, and quickly drove everyone else out of the place. Then they began to change it - to revert Woodvale back to a natural state. Now citizens call it Eden, because of its transformation into a primal world. It's no paradise for Heroes, though. Don't enter it unless you've got a pretty big team together.
Keep peace in Eden
Unnecessary Solicitation
The Security Chief told me you are needed in Eden.
Mission Objective(s)
- Keep peace in Eden
- Defeat 35 Devouring Earth
You have defeated 35 Devouring Earth creatures.
Enemies
Debriefing
You have our thanks for helping out with the Devouring Earth, Character. Eden is a very dangerous area.