| NOVEL | |
|---|---|
| Abyss | |
|
|
| Attribution |
| Series: | Deep Space Nine |
|---|---|
| Miniseries: | Section 31 |
| Author(s): | Jeffrey Lang & David Weddle |
| Publication information | |
| Published: | Paperback - 26 June 2001 |
| Pages: | 292 |
| ISBN: | ISBN 0671774832 |
| Omnibus: | Twist of Faith |
| Chronology | |
| Date: | 2376 |
![]() Cover of the German re-release in 2010 |
|
Bashir is contacted by Section 31 once again, and leads Ro, Ezri and Taran'atar on a dangerous mission to stop a fellow "superman" who has installed himself as the Khan-like leader of a group of Jem'Hadar.
Contents |
SECTION 31™ They are the self-appointed protectors of the Federation. Amoral, shrouded in secrecy, answerable to no one, Section 31 is the mysterious covert operations division of Starfleet, a rogue shadow group commited to safeguarding the Federation at any cost.
Mere days after the startling events of AVATAR, Dr. Julian Bashir faces his darkest nightmare when Section 31 compels him to undertake a mission to stop one of their own. But this renegade is no ordinary agent. Like Bashir, Dr. Ethan Locken is genetically enhanced, a human superior in body and mind. But Locken dreams of remaking the galaxy in his own image -- and creating a new human empire based on the example of the infamous Khan Noonien Singh.
And as he begins to understand the terrifying truth about his opposite number, Bashir will learn more about himself than he ever wanted.
NO LAW. NO CONSCIENCE.
NO STOPPING THEM.
Following the disastrous assault on space station Deep Space Nine by the renegade Jem'Hadar vessels, Lieutenant Nog has Empok Nor towed to the Bajor system in order to obtain its fusion cores to replace DS9's own. The dangerous procedure prompts Colonel Kira Nerys to order an evacuation of all but the most essential personnel.
Doctor Julian Bashir and Ezri Dax decide to leave for Earth during their forced time off. After checking in with Ezri, Bashir returns to his quarters to obtain his travel bag, and finds Section 31 operative Cole awaiting him with a secret mission on their behalf. Cole outlines the backstory of a fellow genetically enhanced Starfleet officer, who became a Section 31 operative but betrayed them in the closing days of the Dominion War.
Section 31 discovered a Jem'Hadar hatchery that was never fully brought online on the world of Sindorin in the Badlands, and believed they could resequence their DNA to create soldiers loyal to the Federation, believing that the next major conflict would not be long in coming. Ten weeks prior, Locken was dispatched, and initial reports indicated he had been able to bring the machinery online and produce hundreds of soldiers. Bashir is tasked with stopping Locken's plans before they are set into action.
After his meeting with Cole is complete, Bashir briefs the other senior staff of the station. Lieutenant Ro Laren confirms that the Maquis were interested in Sindorin due to an unusual mineral in the soil and flora which naturally blocks sensor scans. Ezri insists on going with Bashir, and Kira assigns Ro and Taran'atar to join them. Commander Vaughn seems them off, and warns Bashir to just perform the mission, and not look for information to try to take down 31.
The team takes the runabout USS Euphrates and winds an indirect route into the Badlands, finding a derelict Romulan N'renix class starship whose crew was brutally murdered and left as a warning to those who would follow. A prerecorded message from Locken insists they are trespassing on sovereign territory of the New Federation. After setting the core to overload to destroy it and prevent the Romulans from suspecting Federation involvement, the runabout enters the Badlands and approaches Sindorin, where it is engaged by a vessel of mixed technology and shot down. Ro and Taran'atar are able to escape via transporter before the vessel crash lands on the surface.
Ro and Taran'atar are able to make contact with the Ingavi, a transplanted species Ro and the Maquis met many years ago. Taran'atar scouts the enemy Jem'Hadar and finds them weak and improperly trained; the Ingavi agree to join an assault on the Dominion base. As they form ranks and make their way through the forest, Ro is shown what used to be an Ingavi sacred space, and now unholy ground, as Locken slowly and meticulously killed their children by nailing them to trees and watching clinically. They are able to find the runabout, still in reasonable shape, and plan to use it. Ro is able to get the runabout off the ground, but Taran'atar is captured.
In the base itself, Bashir and Ezri awake in a holding cell, where Locken meets them and invites them to dinner, where he attempts to show off all he has accomplished - synthesizing a version of ketracel white, advances in cloning technology including steps towards memory transfers, and manufacturing his loyal Jem'Hadar soldiers. After dinner, Bashir plays the part of being interested in Locken's work in order to gain his confidence. Once away from Ezri, Locken is overconfident in his swaying of the Doctor, and shows off his other work - genetically engineering a prion which can infect any organism with a central nervous system. He plans to shoot a missile at a Romulan world, then several more later, his calculations suggesting that the entire population will be infected. The Romulans will believe the Federation behind the attack, and the two will enter a conflict, drawing in the other quadrant powers to severely weaken them.
With Locken distracted, Ezri is able to escape her cell with a combadge circuit that Bashir was able to salvage and hide until he could pass it to her. Once out of the cell and into the ventilation system, she makes her way through the compound and finds the ketracel white plant, where she attempts to make modifications to the formula to placidate them. Locken finds the modified behavior and suspects Bashir; returning to his personal quarters where he left the Doctor, he finds Bashir hunched over the computer, working frantically.
Locken is furious, and launches the first missile at the Romulans ahead of schedule. Unable to break the encryption around the launch controls, Bashir had instead altered the orbit of the weapons platform, which the missile explodes against harmlessly. Bashir also points out that Locken's trusted companion at his previous posting was none other than Cole, who has orchestrated this entire event. The main assault against his facility continues on outside, the Ingavi having moderate success against the drugged Jem'Hadar. However, the modifications have altered more than Ezri expected; their loyalty to Locken has faltered, and he is killed at their hands. Their First has Taran'atar seal a set of doors, trapping them all inside, where they will kill each other.
The mission complete, Bashir expects to be able to try to locate information to implicate Section 31 and finally take them down. However, a night cleaning crew from Section 31 arrives, led by Cole himself. The data is lost completely, and the compound is destroyed as the runabout escapes. Back at Deep Space Nine, Bashir confronts Vaughn, beliving him to be aware of Section 31's actions. Vaughn reveals he's been attempting to fight them, the same as Bashir, for many years now. Through his connections, he was able to steal the holoship, and works to re-transplant the Ingavi back to their homeworld, now a Federation protectorate.
Capril | Corat Damar | Audrid Dax | Curzon Dax | Jadzia Dax | Tobin Dax | Torias Dax | Sarina Douglas | Matthew Dougherty | Female Changeling | Vic Fontaine | Jack | Tiris Jast | Lauren | Leeta | Martok, son of Urthog | Miles O'Brien | Odo | Patrick | Jean-Luc Picard | Plato | Rom | William Ross | Benjamin Sisko | Jake Sisko | Luther Sloan | Khan Noonien Singh | Tanok | Worf, son of Mogh | Yevir Linjarin
Referenced: Alamo | Cajara | Cardassia | Delta Quadrant | Earth | Ferenginar | Fire Caves | Ingav | Mars | New Beijing | New Orleans | Orias III | Orias system | Rigel | Rigel system | Risa | San Francisco | Soukara | Vulcan
Referenced: USS Aldebaran | USS Defiant | USS Enterprise | USS Enterprise | USS Gryphon | USS Rubicon | USS T'Kumbra | Venture | Wayfarer | USS Yangtzee Kiang
Referenced: Akira-class | Excelsior-class | Nebula-class
Referenced: Batos | Betazoid | Borg | Breen | Cardassian | Comes-in-the-night-kills-many | Founders | Hirogen | Klingon | Parasite | Prophets | Species 8472 | Son'a | Srivani | Tzenkethi | Vaadwaur | Vorta | Vulcan | v'Xaji
Referenced: Council of the United Federation of Planets | Dominion | Federation Alliance | Kirk Cabal | Logicians | Maquis | Niners | Pathfinder Project | Persian Empire | Romulan Star Empire | Spartan | Starfleet Command | Starfleet Corps of Engineers | Tal Shiar | Vedek Assembly
Biogenic weapon | Cloaking device | Holosuite | Impeller wing | Inertial dampener | Orbital weapon platform | Palm beacon | Phaser | Photon grenade | Tractor beam | Warhead module
Allied protectorate | Andorii | Attainder | Augment | Bajoran prophecy | Battle of Cardassia | Battle of Thermopylae | Bible | Clone | Cloning | Convoy | Dominion War | Emissary of the Prophets | Eugenics Wars | Fractal knife | Genetic engineering | Hasperat | Hatchery | Jihad | Kar'takin | Ketracel-white | Logic | Morphogenic virus | Occupation of Bajor | Orb | Oxygen | Plomeek soup | Prion | The Republic | Shore leave | Shroud | Twig tea | Yoga
"... but, people die all the time. It's simply a question of how many, who they are, and, sometimes, how they died. That's what my colleagues and I try to do: keep the numbers as small as possible, make sure the right ones don't die, and keep the suffering to a minimum."
"Most Jem'Hadar go their entire lives without ever seeing a Founder, but the Vorta are there every day - watching, prying, sneering. You all look like Vorta to us: humans, Klingons, Romulans, Bajorans, Vulcans - some of the Jem'Hadar who fought in the war said it made killing you more satisfying."
Steppoing close, putting his face in Taran'atar's, the First hissed, "I am not a soldier. I am not a servant. I am a slave, but at least I know it. Why don't you?"
"It's hard to measure such things, but, yes, I believe my faith is very strong."
"How did it get to be so strong?" Taran'atar asked. "How can you... not doubt?"
"I do doubt. Every day, I doubt everything. I doubt that I'm doing this job right. I doubt that I'm a good and decent person. I even doubt that we'll all be here tomorrow. I doubt, and doubt, and doubt. But through it all, I draw strength from the idea that the Prophets are weaving a tapestry in which my life is a thread, and that my faith helps bring me closer to understanding my part in the whole. It's become my belief of late that the Prophets have no use for blind devotion. They want us - their people - to question our beliefs every day, because the only way our faith can grow stronger is by having it challenged." Kira stopped then, slightly embarrassed. "Does any of that make sense?" she asked.
Taran'atar mulled it over. "This," he said at length, "is all very paradoxical."
Kira shrugged. "At best," she said, "it's paradoxical. On bad days, it's just complete nonsense."
| published order | ||
|---|---|---|
| Previous novel: Avatar |
DS9 novels (Post-finale) |
Next novel: Demons of Air and Darkness |
| Previous novel: Shadow |
Star Trek: Section 31 | Next novel: Last in series |
| chronological order | ||
| Previous Adventure: Urgent Matter |
Next Adventure: Virtuoso |
|
| Previous Adventure: Urgent Matter |
Deep Space Nine Adventures | Next Adventure: Demons of Air and Darkness |
| Previous Adventure: Star Trek: Insurrection |
Section 31 Activity | Next Adventure: A Time to Kill |
| Star Trek: Deep Space Nine relaunch publications and stories | |
|---|---|
| Novels | A Stitch in Time • Avatar • Abyss • Demons of Air and Darkness • Twilight • This Gray Spirit • Cathedral • Lesser Evil • Rising Son • The Left Hand of Destiny • Unity • "Cardassia: The Lotus Flower" • "Andor: Paradigm" • "Trill: Unjoined" • "Bajor: Fragments and Omens" • "Ferenginar: Satisfaction is Not Guaranteed" • "The Dominion: Olympus Descending" • Warpath • Fearful Symmetry • The Soul Key • The Never-Ending Sacrifice |
| Miniseries and anthologies | The Lives of Dax • Divided We Fall • Mission Gamma • Worlds of Deep Space Nine (Volume One, Two & Three) |
| Short stories and novellas | "Horn and Ivory" • "The Officers' Club" |
| Comics | N-Vector • "Crossfire" • "No Quarter" • "All Fall Down" • "United We Stand" |
| Omnibuses | Twist of Faith • These Haunted Seas |
Abyss may refer to:
| Abyss | |
|---|---|
|
|
| Billing information | |
| Ring name(s) | |
| Height | 6 ft 5 in |
| Weight | 350 lb |
| Born | October 4, 1973 |
| Hometown | Parts Unknown |
| Theme music | "Cult of Personality" by Living Colour |
| Affiliation(s) | |
| Federation(s) | Wrestling Society X |
| Brand(s) | Smackdown |
| Previous federations | |
| Wrestling information | |
| Role | {{{role}}} |
| Gimmick | Psychotic monster |
| Alignment | Heel |
| Wrestling style | |
| Finisher(s) | Black Hole Slam Shock Treatment |
| Accomplishments | |
Chris Parks (born October 4, 1973) is an American professional wrestler. He currently wrestles on the Smackdown brand of Wrestling Society X (WSX) as Abyss.
The Abyss is a special region that provides access to all the Runecrafting altars, besides the Soul and Astral altars. The Abyss consists of two rings, a dangerous outer ring in a multiway combat zone and a safe inner ring with rifts leading to the Runecrafting altars. The Abyss is also dangerous because players who enter the Abyss are skulled, unless they are wearing a Forinthry brace. Furthermore, upon entering the Abyss, players will have their Prayer points drained to 0, unless they have an Abyssal Summoning familiar summoned. Abyssal familiars slow down the rate that prayer is drained by, but do not totally prevent it.
Contents |
To begin Runecrafting through the Abyss, you need to complete the Abyss miniquest. Once finished, a player will have access to the Abyss via the Zamorak Mage who wanders about in levels 4-7 Wilderness (see below), as well as their first runecrafting pouch.
Among the random events that were not discontinued, the Lost & Found office is one of them. It could be triggered while you were teleporting, at least by teleport spells of your own or the teleport spells of the Wizards to the secluded Rune essence mine. You would slip into the Abyssal plane due to an error in the Gielinorian teleportation matrix, and only by pulling the correct switches could you escape and proceed with the spell. You would be compensated for the inconvenience, through either runes or rune essence, depending on the nature of the teleport. During this time, you could not access the other areas of the Abyss. It should be noted that, according to the Abyssal book, this event was what caused the Abyss to be accessed by the Mage of Zamorak and his organisation in the first place.
This random event has since then been changed and players now receive a mystery box just like all other random events. This event is now not only triggered by teleportation but also by regular game play.
To enter the Abyss located north of Edgeville, the player needs to complete the Abyss miniquest. Once players have done the Abyss miniquest, use the 'Teleport' option on the Mage of Zamorak north of Edgeville in level 4 to 7 Wilderness to enter the Abyss.
Strategy:
Warning:
Other notes:
The interior of the Abyss is roughly circular, with an 'inner' and 'outer' ring. After the player is teleported by the mage into the outside ring, they will have to find a way through to the 'inner' ring where the rifts leading to the runecrafting altars are.
The outer ring is a multi-combat zone where there are a lot of Abyssal monsters:
These monsters can hit over 10 (with the exception of the leeches, which hit a maximum of 2), although they most often miss as long as the player has some decent defence (65+) and wears some basic armour like Dragonhide armour, or armour from the 'strategy' section. However, they should still not be underestimated because, due to their high number, a player in the Abyss may take several hits per second. It should be noted that, failed or not, no damage is taken from these monsters during an attempt to pass through to the inner ring. Minimising time between attempts can increase the chances of survival.
Access to the inner ring is gained by using different skills to bypass different obstacles:
Upon entering the Abyss one always appears near the mining obstacle or the agility obstacle. With a high mining or agility level, this can be used to one's advantage to train more efficiently. An alternative to the agility obstacle is to proceed past the agility obstacle and pass via the thieving obstacle. An alternative to the mining obstacle is to proceed past the mining obstacle and pass via the woodcutting obstacle.
These obstacles have their location generated upon arriving in the abyss and can be in different locations for different players at the same time. Passing them gives 25 xp in the required skill. The higher the level of the player in the corresponding skill, the higher the chances of passing the obstacle (the chances of passing are approximately skill level/99).
There are no monsters in the inner ring of the Abyss. There are rifts leading to every Runecrafting altar (except the Astral altar) there, which makes the Abyss useful for crafting a lot of different types of runes very quickly. Talismans, Tiaras or Staves are not needed to access the altars via the rifts. The following restrictions still apply:
There is an unusable rift for the as-yet undiscovered Soul altar, implying that this rune will be craftable in the future. The official RuneScape Knowledge Base has stated that the rift cannot "be used as of yet."
There is a Dark mage standing at the centre of the inner ring (yellow spot on the minimap), maintaining the rift so the ZMI can use the Abyss to craft runes. He will repair players' Runecrafting Pouches for free.
Pouches come in four types - Small, Medium, Large, and Giant. The small pouch will be obtained from the Zamorak Mage upon completion of the Abyss mini-quest and you can always get the small pouch from him later on if you drop it or lose it. All the pouches are dropped by the creatures in the Abyss and the Alternate Abyss as well. Since the release of the Runecrafting Guild, you can now also obtain some pouches from the Wizard Korvak. He can replace lost medium pouches for free and will repair any others that need it though his repairs will cost a fee (It is suggested that players visit the dark mage to repair pouches, as he will repair your pouches for free). The Wizard Korvak's repair costs are: Large pouches for 9000 coins & Giant pouches for 12000 coins. He also sells Large pouches for 25000 coins & Giant pouches for 50000 coins. No matter where you choose to obtain your pouches, you can ONLY get one of each size and all the pouches are untradeable. If you try to pick up another pouch, the message: You do not need another small/medium/large/giant pouch. In addition, all pouches will automatically be destroyed on death (they have a white outline in the 'Items kept on death' interface). For this reason, if a player finds him/herself teleblocked and entangled by a revenant and losing hitpoints fast, they should immediately drop all the pouches they are carrying. This way, when you die, you can bank, grab your Amulet of Glory, teleport to Edgeville and pick up your pouches before they disappear.
| Image | Type | Level Req'd | Capacity |
|---|---|---|---|
| Small pouch | 1 | 3 | |
| Medium pouch | 25 | 6 | |
| Large pouch | 50 | 9 | |
| Giant pouch | 75 | 12 |
Pouches degrade with use. The biggest pouch will degrade first. If a giant pouch is being used, 11 trips may be done with the Giant pouch at full capacity before it degrades on the 12th trip . More specifically, the Giant Pouch will degrade after 135 essence have passed through it. Clicking on the pouch when it is already full of essence does not degrade the pouch, contrary to what many people believe.
When any pouch degrades, the result is that the pouch will carry fewer essence than before. After the first degrade, the giant pouch will hold 9 essence instead of 12. If a degraded pouch continues to be used, the pouch will degrade further, further reducing the number of essence that can be held in it. Eventually the pouch will not be able to hold any essence and will degrade completely.
When a pouch degrades it will darken in colour, and the player will receive a message in their chatbox alerting them to the fact that their pouch degraded. Pouches can be repaired by speaking to the Dark Mage in the centre of the Abyss. He will repair pouches whether they have visibly degraded or not. It is possible to visit the Dark Mage every 11th trip to repair pouches so that the pouches may always be used at full capacity. However, it may be difficult to remember to keep track of which trip is the 11th trip, so it is common for players to just go to the Dark Mage after the Giant pouch has visibly degraded, crafting 3 fewer essence on that trip.
Pouches can also be repaired even when they are stored in a bank, so they don't have to be carried in the inventory when talking to the Dark Mage.
Any pouch that gets dropped may be picked up by the player who dropped it (within three minutes), however, all the essence that was contained within the dropped pouch will be gone forever.
The following items should be taken on every runecrafting run:
Due to the inherent nature of the Wilderness, players should find the right balance for their level of weight versus defensive stats and convenience.
With the right equipment, it is possible to have good cheap defence or even exceptional defence if you are willing to risk items of value, and still weigh 0 kg.
Boots:
Cape:
Weapon slot:
Ring:
Hand:
Body and legs:
Head:
Shield slot:
Alternative: If you are a high-levelled player with experience at the abyss who already has a set of full armadyl, consider using this instead of the top choices for each of the slots listed above (replace chestplate for varrock armour, helmet for bearhead, and skirt for hunter legs/sacred clay legs). This will provide you with the same melee defence bonuses, as well as a hefty chunk of Magic defence rivalling Karil's armour. You can wear all this and still weigh zero, as long as you have all 3 weight reducing items (boots of lightness, penance gloves and spottier cape). If you have a high magic and defence level, you wont have to worry about dying to a revenant, since the very high magic defence will make most attacks splash. Note, however, that it's not really worth spending 30m+ on a set if you don't already have it, unless you are going to be doing long-term runecrafting in the Abyss or ZMI altar.
Steps:
If a player is unable to use the Fairy Rings, teleporting to Camelot or to the cabbage patch and taking the Charter ships in Catherby or Port Sarim, respectively, to get to Oo'glog. The charter system costs money, but the price can be lowered by completing the Cabin Fever quest and wearing the Ring of charos.
There are several different summoning familiars that you can use to aid you in the Abyss.
The following familiars will carry 7 pure or rune essence for you, and fight for you in the abyss:
The following familiars will help you in different ways, and can't carry pure essence:
Revenants are far more dangerous than their combat level(s) suggests, as they can attack from all three points of the combat triangle. They can also freeze the player, teleblock the player, travel in packs and even 'steal' the player from combat that they may have initiated with another creature. Beyond that, they can heal themselves, cure themselves of poison and are very aggressive. However, because the entrance to the Abyss is only in level 4-7 Wilderness, the chances of encountering a revenant around your level is pretty low, but you should still be very cautious around them.
Players of combat level 112 to 113 are immune to revanents unless they enter level 7 wilderness (which is uncommon).
Among revenant ghosts' attacks, two are very dangerous:
Because the altars are located throughout the world, it is possible to use the Abyss as a method of teleportation. Some useful (and free) teleports include:
To use a teleport, simply enter the Abyss, find and enter the altar, then leave via the portal. No tiaras or talismans are necessary when entering the portals to go to the various altars via the abyss.
Music Unlocked:
| STARSHIP | |
|
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| Name: | Abyss |
| Affiliation: | Terran Empire |
| Type: | shuttlecraft |
|---|---|
The Abyss was a shuttlecraft "acquired" by Tom Calaway from his once "business" partner. The ship was meant to be occupied by a maximum of three people.
Matt Calling and George Katting were Calaway's partners. George was killed in a fire fight eight years before Calaway joined the ISS Descent crew. Calling tried turning Calaway into the authorities on Setlik III after Calaway robbed a deposit of Alliance credits. Calaway caught wind of this and shot him in the head. Calling survived the shooting but was confined to a bed for the rest of his life.
The shuttle's standard weapon complement was 2 forward type-10 phaser arrays and 1 aft type-10 phaser array, and 2 forward and 1 aft torpedo tube with 15 photon torpedoes. Over time Calaway made several improvements. (Star Trek: Shattered Universe)
Abyss was a binary star with Byss in the Byss/Abyss system of the Outer Rim. The planet Byss[1] orbited the star in a unique figure-eight pattern.
The planet Byss had a hot and arid climate with unbearable temperatures that reached their apex when the planet passed between its two suns.
The Abyss was a black hole located in the Empslu Region of the Grand Cluster. Four stars known as the Four Kings orbited it. It could only be seen when lit from the stars of the surrounding cluster.
The Abyss was known to have pulled at least one hundred spacecraft, mostly freighters into its gaping maw. Coupled with the gases of the region and the proximity to stars, it was said that this made the Abyss a terrifying conclusion to an already horrific trip through the region.
The Abyss Rift is an area of space within the Lanth Subsector.
It has been the site of several notable ship disappearances over the last half-millennium and has built up a substantial amount of lore associated with them. Curious jump related phenomena have been reported in the rift for centuries, often by reliable witnesses. Scouts plying the x-boat rout report events such as receiving radio signals in jump-space to reports of "someone on the hull, trying to get in". This is, of course, impossible.
Only seven systems lie within the Abyss' boundaries. The presence of 3 Red Zone worlds in the rift is taken as further evidence by locals that the rift is a bad place where strange and awful things happen. The worlds are Victoria, Ylavin and Sonthert
| This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises and by permission of the author. |
| – MegaTraveller Journal 1 |
| – The Spinward Marches |
| Abyss | |
![]() Hero Bounty Hunter |
|
| Zone | Grandville |
|---|---|
| Coordinates | (2711.8, -65.9, 760.5) |
| Level Range | 45-50 |
| Introduced by | Shadow Spider |
| Introduces | Operative Grillo |
| Enemy groups | |
Abyss is a City of Villains contact located in the The Tangle neighborhood of Grandville at coordinates (2711.8, -65.9, 760.5). Her level range is 45-50.
Contents |
Operative Grillo is a true product of Arachnos propaganda, believing in Lord Recluse's utopian future.
Have you met Operative Grillo? He's a rather driven man, coordinating SciTech projects for Arachnos. I know he's looking for a few Arachnos loyalists to aid him.
A new hero bounty hunter calling herself Abyss has arrived in Grandville. Supposedly she has taken out a couple of pesky heroes,and now Lord Recluse lets her do whatever it is she does. She’s put the word out that she is looking for a few villains to pick up some of the lesser bounties she’s been offered. Seems everyone wants someone taken out for some reason or another, and one bounty hunter alone can’t do the job.
Hero Bounty Hunter
Who Abyss really is remains a mystery. She showed up recently with costume pieces and gadgets belonging to several heroes who recently went missing. Heroes that Arachnos had put bounties out on. Impressed with her tenacity and obvious skill, Lord Recluse has let her run free in Grandville, doing whatever she pleases. Abyss gets results, and expects the same of you.
Abyss sells the following items:
Abyss offered you a job defending a Crey lab from an attacking hero. You entered not knowing what to expect, but Ms. Liberty was certainly not on the agenda. After a brutal battle you defeated her, but her emergency Medicom teleporter took her away before you could truly finish the job.
Crey was pleased with how well you took care of Ms. Liberty but they wanted to strike back at the Vindicators for daring to interfere with their plans. They asked Abyss specifically to sub-contract you to take on the Vindicators, and you began by stealing the location and passcodes to their base from a Longbow base near the Rogue Isles.
With the location and passcodes in hand, you took an Arachnos Flier to Paragon City and entered their base. Each battle was brutal, but in the end Luminary, Valkyrie, Mynx and Ms. Liberty fell to your blows. Word spread quickly that you were a force to be reckoned with.
Souvenir: Vindication
You agreed to help Abyss out by recovering a crate left for her by Dr. Forrester. Abyss said the crate was marked with the codeword 'Dark Matter' and even though the Council, and their Nictus Hunters, were looking for it, you found it first. It contained two Void Hunter rifles, and four power cells.
Abyss then had a list of four Kheldian targets in the Rogue Isles that needed to be eliminated. With two rifles, you agreed to split the duty and the bounty. You took out Detective Kyros and his cadre of PPD officers. Abyss dealt with her target, and warned you the next one might not be as easy.
Abyss had tracked down where Sunstorm had holed himself up, and gave you the location while she tracked down the last Kheldian. Arriving at the underwater Longbow base you found Sunstorm and put the hurt down on him with the help of the Void Hunter rifle you had. When you arrived back Abyss told you that her target had simply disappeared and thus the reward to split was going to be less than anticipated.
Souvenir: Light and Darkness
(Story Arc: Vindication: Mission 1 of 3)
Briefing
I just got a call from my Crey contact. They have a lab in Paragon City that's under attack. They wanted to hire me to take out the hero that's attacking them, but since they don't know which of the fifty thousand heroes in Paragon City it is, I told them I'd have to pass the job on to someone else. That someone is you. If you want this job, just say so and I will make the arragements for you.
If it truly is a hero attacking them, you may want to bring along some associates to help you.
Mission Objective(s)
This Crey facility seems to be secured by Freedom Corp forces.
You have secured the Crey facility.
Enemies
Notable NPCs
Debriefing
Ms. Liberty was there you say? I almost regret not taking the job myself. I'm impressed you were able to take care of her, she can be a handful for even the best of us.
Hmph.
(Story Arc: Vindication: Mission 2 of 3)
Briefing
I don't know what you did to please Crey so much, but they asked if I could sub-contract you to take care of this next job. They want to strike back at the Vindicators, Ms. Liberty's supergroup, and they want you to lead the charge. First things first, you will have to get the location and passcodes from a Longbow base to the Vindicators' base.
Once you have the passcodes, Crey wants you to check back in with me.
Mission Objective(s)
|
|
Vindicator Passcode |
| This passcode should allow you entry into the Vindicators' bse. |
|
|
Vindicators' Base Location |
| This is the super-secret location of the Vindicators' base. |
Enemies
Debriefing
Abyss looks you up and down
Hmph. I didn't think you had it in you.
Color me impressed.
(Story Arc: Vindication: Mission 3 of 3)
Briefing
Crey is impressed, and I must say that I am a little bit myself. Now that you have the codes and location of the Vindicators' base, you can attack it at your leisure. Most likely you'll be facing the Vindicators themselves, so you'd be wise to bring along some allies.
Good luck... You're going to need it.
Mission Objective(s)
This is it. The base of the Vindicators
You defeated the Vidicators!
Enemies
Notable NPC's
Debriefing
You certainly proved your worth. The Vindicators are second only to the Freedom Phalanx.
(Story Arc: Light and Darkness: Mission 1 of 3)
Briefing
I've been told to trust this Dr. Forrester guy, but I have my doubts. That's why I am going to send you to pick up a shipment he has for me. A couple of Void Hunter rifles stolen from the Council should help me take out a few of those pesky Kheldian heroes that have been harrassing the Rogues Isles recently.
If I were the Council, I'd want those rifles back. I had Dr. Forrester mark the correct crate with the codeword 'Dark Matter', so you shouldn't need to open every single crate looking for them.
Mission Objective(s)
This is a big warehouse. If the Council is here, it may take them a while to find the exact crate.
You found the rifles!
Enemies
Notable NPCs
Debriefing
Excellent. I hope having the crate marked made things easier on you in finding it. Sounds like the Dr. Forrester guy is trustworthy after all.
(Story Arc: Light and Darkness: Mission 2 of 3)
Briefing
Now that I have these rifles I can start taking out those Kheldians. Tell you what, since there's two rifles here, why don't you help me out. These four Khelds are scattered, and once word gets out that I'm after them they will be a lot harder to track. If we coordinate, we can take the first two by surprise.
Your target is a PPD cop named Detective Kyros who's way outside his jurisdiction pursuing an escaped villain from the Zig prison in Paragon City. Kyros is a Peacebringer and causing a lot of trouble. The Void Rifle should make short work of him though. He and his PPD team are hiding out in the sewers planning their next attack.
Mission Objective(s)
These sewers look like they have been heavily traveled recently.
You made short work of Kyros!
Enemies
Notable NPCs
Temporary Power:
Upon accepting this mission, you will earn a Void Hunter Rifle temporary power.
| Void Hunter Rifle Ranged Foe -Recharge, -Speed This sleek rifle was taken from a Void Hunter, those mysterious beings that hunt the Kheldians and Nictus. The rifle has 10 shots before it runs out of ammo. |
Debriefing
Great work. The other Kheldians might be a bit better prepared now, but I think you can handle it.
(Story Arc: Light and Darkness: Mission 3 of 3)
Briefing
With us taking out two of those Kheldians, the other two are running scared. I found the location of Sunstorm, so you should take him down while I track down the other Peacebringer.
Sunstorm is going to be tough to take down, so you should consider looking for some backup. I don't care how you split up your share of the loot with your buddies, but that's not my problem.
Sunstorm is an experienced Peacebringer, so don't expect the exact same tactics that Kyros used. The Void Hunter rifle has only the one power pack left, so don't waste it.
Mission Objective(s)
You have defeated Sunstorm!
Enemies
Notable NPCs
Temporary Power:
Upon accepting this mission, you will earn a Void Hunter Rifle temporary power.
| Void Hunter Rifle Ranged Foe -Recharge, -Speed This sleek rifle was taken from a Void Hunter, those mysterious beings that hunt the Kheldians and Nictus. The rifle has 10 shots before it runs out of ammo. |
Debriefing
Well, my target escaped. No clue left where she went. Good to see you took yours down, but the fact that the job wasn't 100% complete means the payout was cut in half. Here's your cut.
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