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Revision as of 01:07, 2 October 2011

Part Two: Hoist That Rag

Talk to the Hetman

Unnecessary Solicitation

+++ Missing Information +++

Mission Objective(s)

  • Talk to the Hetman


Badge question mark.png
Hetman

Briefing

Yeah, I'm pretty sure you could. I'd be stretching the whole 'obstinate' thing if I ignored your help, so here goes.

My lookouts say that a cell of D.U.S.T. Rangers have set up a camp near the Compound. A D.U.S.T. cell shouldn't be this far west, not normally anyway. I really don't need them embedded so closely to the Compound right now.

I need you to scout the Ward and find out if D.U.S.T. has any operations planned out here and, if so, the location of its staging ground out. After that, finish the job.

  • I can do that.
Find where this cell near the Compound is hiding, what they're doing here, and then drive them away, Character. Your best bet is to bust some D.U.S.T. heads up over in the Free-Fire Zone, their normal stomping grounds, and get some of them to talk. Once you're done, we can see about letting you in to see the prisoners.
  • (Find the location of the D.U.S.T. cell)


Defeat D.U.S.T. Rangers

Unnecessary Solicitation

Big top almighty, ? / girl! If the only way to get my peoples out of their cages is to rough up some D.U.S.T. Rangers, then do it already!


Mission Objective(s)

  • Defeat D.U.S.T. Rangers to discover the location of their Cell hideout near the Compound
    • Defeat 5 D.U.S.T.


Enemies


Icon clue generic.png
Fair Trade
You've discovered the location of the D.U.S.T. cell near the Survivor Compound from a tactical uplink found in the damaged gauntlet of a defeated Ranger. Evidently, the commanding officer of the operation is Captain Muldoon. It's time to drive the cell away from the area and earn the Hetman's trust.
Drive away the D.U.S.T. cell

Unnecessary Solicitation

+++ Missing Information +++


Mission Objective(s)

This seems like an ad hoc base of operations for the D.U.S.T. cell plaguing the Compound. From the look of things, the Rangers haven't been here very long.

  • Drive away the D.U.S.T. cell
    • Find Captain Muldoon
    • Decide Captain Muldoon's Fate

As a favor for the Hetman, you drove away the D.U.S.T. cell that had taken up camp near the Compound. Now he owes you an audience with the Monarch.


Enemies

Notable NPCs


Icon clue generic.png
Muldoon
Let Muldoon live: You let Muldoon escape with his hide intact. Who knows if you'll run into him again?

Killed Muldoon: +++ Missing Information +++

Report your success to the Hetman

Unnecessary Solicitation

Character, you done good, very good. Only it's not me you should be braggin' it to, ya know. Tell the Hetman of the Compound. Getting' on his good side means we're closer to getting' my folk outta the mess they're in.

Mission Objective(s)

  • Report your success to the Hetman

Badge question mark.png
Hetman

Briefing

So you took care of the D.U.S.T. problem. That's a pretty impressive feat. How'd you manage to pull it off?

  • I persuaded the cell captain to have his men make a tactical withdrawal.
You let them go..?! Are you insane? What in the Ward made you think that was a good idea?
  • I don't have to explain myself to you, Hetman. We had a deal.
...
All right, ? / girl, you go right on ahead with those pacifist notions and see how far it gets you out here in the gumbo. And the deal we struck? Don't forget it included you finding out why this particular D.U.S.T. cell had ranged so far out of the Free Fire Zone.
  • The captain said D.U.S.T. was having an 'organizational crisis'...
And just what is that supposed to mean?
  • That's all I got. Now let me see the Monarch.
A deal's a deal, but listen up, Character. I've already told you the Monarch is a good man. He still is, but he's tore up from the floor up what with this obsession about this daughter he's never had.
I'd tread lightly around that issue, and I certainly wouldn't get my hopes up about him letting you see the Carnies we have in the clink. That's... that's just not going to happen. Not the way I see it, anyway.
  • I'll take my chances. It was a pleasure, Hetman.


Convince the Monarch

Unnecessary Solicitation

Here's our chance, ? / girl! The Monarch might be crazy, but he's the only one that can free my peoples. Well, war could, too, ya know, but none of us wants that yet.

Mission Objective(s)

  • Convince the Monarch to let you speak to the imprisoned Carnival members

{{Mission Briefing|Contact=The Monarch|Text= The Monarch indeed seems rather...unstable. He's holding several small watercolor portraits of his imaginary daughter that he's painted by hand. As he flips through the various portraits, his emotions and moods span the gamut from speechless mourning to quiet chuckles of tear-filled nostalgia.

Character, it's about time we met, wouldn't you say? You must forgive my Hetman; he has a suspicious heart, one burdened moreso with the concerns it has for me. We fought in the Hamidon wars together... Anna was only a child then.

The Monarch shows you a watercolor painting of Anna, age 9, posing on a tireless bike.

  • Your Hetman thinks you're nuts. So does the rest of the Compound. (optional)
They do a better job of minding their manners in my presence regarding the matter than you do! What do you want of me?
  • I must speak to the Carnival troupers you have imprisoned.

or

  • Let me speak to the Carnival troupers you have here in the Compound.
Never! They stole her! They're hiding her from me! Those garish, iniquitous wretches will rot unless their co-conspirators bring her back! And I will muster the Compound for war if it is not soon!
The Monarch begins to froth at the mouth in his rage, and he unconsciously wipes away the spittle with one of the watercolor portraits of Anna. When he sees what he has done, he begins to sob uncontrollably.
  • Monarch, you need help. What if I found this daughter of...what if I found Anna?
The Monarch nods quickly at the offer, smiling as if in rapture. He hands you one of his many watercolor portraits of Anna.
Yes! Finally someone sees that my madness is only loss and my mind is my own. Take this picture! It will help you find her!
  • Let me speak to the Carnival troupers first and we have a deal.
Her childhood nickname is Antebellum, given to her when we withdrew back here to Eltentown, because she reminded me of the days before the war. She should have been born then, in happier times.
That bicycle--the one without tires?-- it was her favorite friend in the whole world simply because she wanted to protect it 'from the other bicycles that made fun of it'.
She was once convinced that she was allergic to stained glass, too, but she got over that when I taught her to paint.
...
Fine, you may treat with the Carnival troupers, if it will help you bring my daughter back. The psychic one named Candlestick, speak to him. The others remain in silent protest at their incarceration.
  • I'll show him this picture. Maybe it will jog his memory.
Speak to the Carnival prisoner, Candlestick

Unnecessary Solicitation

+++ Missing Information +++

Mission Objective(s)

  • Speak to the Carnival prisoner, Candlestick

Briefing

Eck-ack, it's another cake-eater from the Compound, about to ask Mr. Candlestick if he's now willing to give up the skinny on the fake girl's whereab--

  • Quiet. I'm here on behalf of Mistress Nadia.
Candlestick laughs at you.
Next time, friend, you should lead with that. Tell the Old Mistress that we are fine, so far, and are just awaiting the rest of the Carnival to attack the Compound and free us of this so-called crime. Pass on, too, my apologies for surrendering to the Monarch's accusations, and that I did it partly out of whimsy, partly out of a plan to shake the fool's head back on straight.
Turns out that didn't work as well as it did in my own head when I was making it up. He still thinks we have his imaginary daughter taken hostage somewhere.
So what's the plan?
  • The plan is that we find the imaginary daughter.
That...
...
...that makes no sense whatsoever. I love it!
Where do we start?
  • (Show Candlestick the watercolor portrait of Anna)
Okay, now that's just creepy.
Even for the gumbo, that's...yuck. Therefore, and rightly so in the name of mighty nonsense, press that watercolor picture right against my forehead!
You hold the portrait of Anna up to Candlestick's forehead and he seems to go into a powerful psychic trance. Or at least he pretends that he does.
Whoa Nelly, she's a real live girl! File that under a big 'Say What?' as easy as kiss my hand! She's here in the Ward, Character, she's here in the Ward!
  • Where?
My brainpan's talents are only capable of so much! All I can read is that this Anna girl is alive and nearby. You're going to need Mistress Nadia's sorcerous powers to determine her exact whereabouts. Take her the picture, too. It's making my head itch.
  • We've almost got you out of here, Candlestick. Stay safe.


Debriefing

So now, child, what have we here..? An imaginary daughter who turns out to be a real live girl, eh? Mistress Nadia's feelin' a crazy quilt comin' our way, you can bet on that. Hand me that portrait the Monarch painted of his daughter and let's see if I can't scry where she might be hidin', hm? Usually the mojo go doubletime with a link like this one, so personal, an' made by hand, an' all caught up in sorrow.

Lemme know when you're ready to find Little Miss Watercolor here. My peoples in the Carnival aren't out of danger yet, y'know.

The spirits that paved your way into the Ward are pleased with you, Character. They have blessed my small part in it, child, for which I am grateful. They will keep us in contact from now on.