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Dr Who

Up to date as of January 31, 2010

From TARDIS Index File, the free Doctor Who reference.

The Lost
Series: Short Trips
Doctor: Second Doctor
Companions: Jamie McCrimmon, Victoria Waterfield
Setting:
Author: L.J. Scott
Published In: Short Trips: The Centenarian
Previous Story: Childhood Living
Following Story: Old Boys

Contents

Summary

to be added

Characters

References

to be added

Notes

to be added

Continuity

to be added

Timeline

External Links

to be added


This article uses material from the "The Lost" article on the Dr Who wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010

From GuildWiki

The Lost

Classification
Species: Margonite
Profession: Paragon Image:Paragon-icon.png
Level(s): 20

Contents

General

The Lost is a member of the Oddbodies, a group of misfits among the forces of Forgotten fighting Abaddon in the Realm of Torment.

The Lost is a Margonite Ascendant, who has turned on his people and their god Abaddon. He sees that the Margonites have lost their future being unable to reproduce or enjoy life as mortals do. His reasons for joining The Oddbodies and his intentions, however, are shrouded in mystery.

Quests Involved In

Location

Skills Used

Dialogue

"The Margonites are a dead race. We do not have children. We do not change from the old ways. My people are as stagnant as a fetid pond. My only consolation is the thought that soon there will be no Margonites left to plague the world.
We were wrong to devote ourselves to Abaddon."
Facts about The LostRDF feed

This article uses material from the "The Lost" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

GTA

Up to date as of February 09, 2010
(Redirected to The Lost Brotherhood article)

From Grand Theft Wiki

GANG
The Lost Brotherhood
The Lost Brotherhood Patch
Games: Grand Theft Auto IV
The Lost and Damned

Locations: Alderney
Broker
Leaders: Billy Grey (Deceased)
Johnny Klebitz
Type: Outlaw Motorcycle Club
Enemies: The Angels of Death
Russian Mafia
Pegorino Family
Triads
Hillside Posse
Affiliations: Torres Cartel
Thomas Stubbs III
Uptown Riders
Dave Grossman
Gunthugs M.C
Colors: White & Black
Vehicles: Diabolus
Hexer
Innovation
Lycan
Revenant
Zombie
Slamvan
Weapons: Automatic 9mm
Sawed-off Shotgun
Pool Cue
Pipe Bomb
Baseball Bat
Assault Shotgun
Businesses: Drug Trade
Vehicle Hijacking
Motorcycle Racing
Robbery
Arms Trade
Fronts: The Lost MC clubhouse
Port Tudor Weapons Depot
Members: Billy Grey (Deceased)
Johnny Klebitz
Jim Fitzgerald (Deceased)
Brian Jeremy (Deceased)
Terry Thorpe
Clay Simons
Angus Martin
Jason Michaels (Deceased)
Horse (Deceased)
Ashley Butler
Leila Sharpe

The Lost Brotherhood, also called The Lost Biker Gang, The Lost Motorcycle Club, The Lost MC, or simply The Lost, is a biker gang operating out of Acter, Alderney and Broker that plays the central role in The Lost and Damned. During the events that were roughly at the beginning of Grand Theft Auto IV, the protagonist Johnny Klebitz is the acting leader in the absence of Billy Grey, who had been incarcerated for drug charges.

Prominent members of the MC include the Chapter President: Billy Grey, Vice President: Johnny Klebitz, Treasurer: Jim Fitzgerald, Club Secretar:; Brian Jeremy, Road Captain: Clay Simons, and Sergeant-at-Arms: Terry Thorpe. Other noteworthy members were Jason Michaels and Angus Martin, as well as old ladies Leila Sharpe and Ashley Butler.

They, or at least their motto, may have been inspired by the Outlaws MC, as Billy Grey at one point states their motto is, "The almighty forgives...The Lost don't", which is identical to that of the Outlaws. The Angels of Death, the prominent rival gang to The Lost, appear to be based on the Hells Angels.

Usually, you will see members of The Lost on the streets of Acter, Alderney riding their motorcycles or standing around on street corners. They also have The Lost MC clubhouse where most of the gang can be found. They also control the Port Tudor Weapons Depot in Alderney. They rely on the use of Automatic 9mms, Sawed-off Shotguns, Baseball Bats, Pipe Bombs, and Pool Cues to get the job done.

The Lost MC also have a charter in Broker, as mentioned by Jim during the mission Diamonds in the Rough. Johnny meets up with 6 bikers from the Lost MC Broker Chapter over Broker Bridge. Jason also calls for back up from the Broker charter during the mission No Love Lost.

During the Gang Wars side mission there are 24 members of The Lost MC join to Johnny to fight against rival gangs. Here their names: Nick, Wayne, Earl, Horse, Buck, Dogg, Hank, Hat, Willy, Frank, Pat, Bruce, Tug, Leon, Chuck, Dick, Brett, Hamm, Monty, Spike, Conan, Petey, Glenn, Shawn . In multiplayer game "Club Business" you also could hear about member Murphey, who don't wanna be in brotherhood no more, and Carl, whos old lady was taken by police.

Trivia

  • The Lost was to be the name of a gang in Manhunt, but it was dropped in favor of the Skinz.
  • There have been eight presidents of The Lost Brotherhood (the last two being Billy Grey and Johnny Klebitz).

Notable tragedies

  • Horse turns states, which results in an unknown punishment by The Lost.
  • Angus Martin is permanetly crippled by an accident caused by Billy Grey.
  • A situation ensues which ends with Joe Jon's nephew ending up in a coma by Billy Grey, resulting in Billy's stint in rehab. (Instead of prison).
  • The truce between The Lost and the Angels of Death is ended when Billy Grey kills an AOD Lieutenent.
  • Billy Grey is arrested during a botched heroin deal.
  • Brian Jeremy abandons the Alderney Chapter, starting his own faction, waging war against the latter.
  • Billy Grey agrees to turns states while in prison, pinning a drug cartel on Johnny Klebitz and Angus Martin.
  • The Lost MC Clubhouse is destroyed by Ray Boccino, and then burnt down by the remaining Alderney Chapter.
  • The Alderney Chapter of the Lost MC is disbanded.

Gallery

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This article uses material from the "The Lost Brotherhood" article on the GTA wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Lostpedia

Up to date as of February 07, 2010
(Redirected to The Lost Experience clues/June 30 article)

From Lostpedia

Return to the main clue page for The Lost Experience.
This information was revealed in part through the alternate reality game
The LOST Experience

View Talk Edit
Clues · Revelations · Sponsorship · Websites
Characters:   Rachel Blake · Alvar Hanso · Thomas Mittelwerk · DJ Dan · William Kilpatrick · Malick · Other...
Themes: Hanso Foundation · DHARMA · Valenzetti Equation · Sri Lanka Video · Apollo Candy · Other...


New posts

Iceland Post 03

Friends.

Thanks for all your creative thinking on the glyphs (but why does it all seem to come back around to "Die?") and with proposals for our "team" name. "Percepticons," "Hanso Hunters," "The Blake Brigade" -- we're all these things. But, more than ever I have to believe, I have to HOPE... that we're friends.

Because, in this moment, with the nasty turn things have just taken... we've got to hold the line.

Armand Zander is MISSING.

I went by the Vik Institute. His car wasn't in the lot. I went by his house. The place was surrounded by cops. And reporters.

Rumor has it, they think Zander set the fire. Word has it from his superiors, he's been unhappy for some time. On edge. Writing threatening letters.

This stinks of Mittelwerk. Zander was our key to understanding what those mathematicians were doing with that equation, how those hieroglyphs, how their MEANING, fit into it. He stuck his neck out -- and he paid the price. I'm so sorry, Zander.

And of course, Mittelwerk has vanished in the night once again... Where could he have gone? GidgetGirl?

Well, let's think about it.

LOGIC would dictate Mittelwerk's run off somewhere safe, rather than face the scrutiny the fire has brought to bear.

LOGIC would dictate, now that his cover's blown, Mittelwerk's setting up another savant sweatshop to crunch that equation. But, in my gut, neither of those scenarios feels right. And, I'll tell you why:

Two nights ago, DJ Dan did a show. One part of it just keeps coming back to me over and over. Listen to his podcast HERE.

Oh, that Valenzetti Equation. Gives you a warm and fuzzy feeling, doesn't it? The more I hear about it, the more I agree with you guys... this just has to have SOMETHING to do with Mittelwerk's mystery equation. Now, first off... in case you're wondering, in case you hadn't figured it out already -- yeah, that was me who called in to DJ Dan's show.

I'M PERSEPHONE.

Sorry I wasn't straight with you from the get-go, but I just couldn't cop to hacking a DANISH WEBSITE while I was in Denmark. But, now that I'm out of the country, I feel like I owe you guys the truth.

That having been said...

Did you hear it? The part that made me think twice? You see, DJ Dan's guest, this mathematical forecaster, he says something REALLY interesting. He says Valenzetti died but in the next breath tells us the REAL TRUTH without realizing it himself: Valenzetti merely disappeared.

And "disappeared" doesn't equal dead in my book.

So, what if with his equation disrupted, with his formulations possibly destroyed by the fire, what if the reason Mittelwerk took off like a bat out of hell is that he's going to find Enzo Valenzetti? Crazy, right? Of course, it begs the question: WHERE?

So, that's my best theory. Let me know your thoughts - have I ignored my own warnings? Am I completely off the mark with this Valenzetti Equation? GidgetGirl, it's time to earn those contributor privileges. Can YOU tell us anything? (And, since we're giving out names, care to share yours?)


Conversation between Gidgetgirl and Rachel Blake

Gidgetgirl: Rachel. I hate to say it, but I have heard the name Enzo Valenzetti. More than once, actually. I have it on authority (don't ask how) that the Valenzetti Equation is among the highest priority items on Mittelwerk's agenda.

Rachel: So, the mathematicians at the Vik Institute... were they really working with the Valenzetti Equation?

Gidgetgirl: All I know is that from the minute the Institute opened, Mittelwerk's had those autistic savants running calculations in an unbroken loop, twenty four hours a day, not a single day missed. It was imperative that they never stopped. And, then, of course, the fire struck.

Rachel: That's why he went there personally, isn't it? He wouldn't care about a few mathematicians killed. But, with that equation stopped...

Gidgetgirl: I won’t speculate

Gidgetgirl: All I know is that Mittelwerk is, right now, in the Italian Riviera. Sanremo. Where Valenzetti was born... and, where he resided before he got on that plane.

Rachel: You know he's alive, don't you? Tell me.

Gidgetgirl: I know no such thing. Please, believe me, Rachel.

Latest update to Rachel's blog

I'm booking my ticket right now.

And, I've gotta tell you. All of you. If Mittelwerk REALLY has these mathematicians from the Vik Institute working with the Valenzetti Equation... if those savants were really running the damn thing 24/7, then I think we're all in serious trouble.

And, I'm not one for drama.

And, I know our info comes from a dead writer with no research or book to back up his claims... and a random guest on a podcast known to exaggerate.

But, if it does predict the END OF THE WORLD, and if it does have to be running all the time, what happens when the Valenzetti Equation STOPS?

Does Mittelwerk know something we don't?

I'd better find out.

DJ Dan

A new podcast is up which can be found here [1].

The postcast is located in the Retrievers of Truth message board.

SUMMARY:

DJ Dan is speaking to a frantic mathematical forecaster at the start of the podcast. Things mentioned in this section include Valenzetti and his equation, Gary Troup's book about it, and the fact that the Hanso foundation bought all the publishing rights for it (which DJ Dan thought to be a crackpot theory). DJ Dan has apparently never heard of Valenzetti or his research.

Next came a phone caller who DJ Dan mentioned to be "too hot to be one of my conspiraspies". The voice is that of Rachel Blake. Blake asks Dan why he is so quick in shutting down others, and basically comments overall that he should listen to his callers' thoughts. We find out that DJ Dan speaks at least a little spanish. At the end, when Rachel is asked about who she really is, she blurts out "Persephone". DJ Dan attempts to track the call but fails.

  • DJ Dan gets a call from a mathematical forecaster, who tells him more details about Valenzetti, suggesting that he died in a plane accident caused by a THF conspiracy
  • DJ Dan doesn't believe him until he gets a call from Rachel Blake, linking Valenzetti to the Vik Institute
  • Rachel Blake admits she is Persephone after her call-in to Dj Dan's show
  • He mentions that he grew up in Puerto Rico, which confirms that he's Javier Grillo-Marxuach, writer/producer of the show.

Mandrake Wig photos

  • There are two new updated photos to Mandrake Wig's album.
    • One confirms the MONEY clue from yesterday
    • One is a decidedly bizarre picture of Dr. Wally holding out a pie, with Manny peeking out from around the corner. It is captioned: "Get a clue: Direct observation or participation?"


This article uses material from the "The Lost Experience clues/June 30" article on the Lostpedia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Starwars

Up to date as of February 04, 2010

From Wookieepedia, the Star Wars wiki.

This article is about the campaign article. You may be looking for the Lost Twenty.

The Lost is an article written by Morrie Mullins as a tie in to the Living Force campaign. It was published on the Wizards of the Coast website on February 13 2003 and took the form of a presentation by Jedi Lora Nadad on the Lost, homeless children in the Cularin system.

Contents

Appearances

Characters

  • Alurali (Mentioned only)
  • Ariella (Mentioned only)
  • Arin (Mentioned only)
  • Dani (Mentioned only)
  • Gwen (Mentioned only)
  • Lora Nadad
  • Pthillip (Mentioned only)
  • Riboga (Indirect mention only)

Locations

Organizations and titles

Sentient species

Weapons and technology

Miscellanea

External links


This article uses material from the "The Lost" article on the Starwars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010

From City of Heroes Wiki

Contents

Overview

The Lost are an insidious villain group hidden between the ranks of the poor and the homeless. With all the misery caused with the Rikti Invasion, the group has no lack of hideouts nor potential recruits. Beware: despite their weak, harmless appearance, the group has powerful connections, access to untold weapons and, more importantly, a perfectly drawn goal. This group can be fought in City of Heroes between levels 5 to 30 and is present in City of Villains as well.

Background

Lost official info ( Copied from the City of Heroes official website [1]):

The city's heroes did not overlook the rising jobless and homeless rates. Hero organizations opened their doors and turned their training halls into soup kitchens and homeless shelters. Heroes accustomed to using their strength and speed to smash villainy found their powers equally valuable when it came to building new, affordable housing. Tens of thousands who would otherwise have spent hungry nights sleeping on park benches made it through the crisis and eventually found work, thanks to the efforts of Paragon City's heroes.

Unfortunately, it proved impossible for even the combined efforts of heroes, city government, and local community charities to provide succor to everyone who needed it. Even more unfortunately, there were other, less civic-minded groups out there waiting to capitalize on the situation. A variety of evil-minded organizations took advantage of those in desperate straits, a fact that explains the sudden swelling in membership of villain groups like the Freakshow and the Fifth Column, as well as the steady supply of experimental subjects rumored to have disappeared behind the walls of Crey Industries research facilities. And then there were those poor souls who just got lost.

Paragon City's ancient labyrinthine subway and sewer systems had long been a refuge for those with nowhere else to go. During the invasion "those with nowhere else to go" also included the Rikti. The extra-dimensional invaders made their staging areas beneath the city, carving out caves or using the existing sewer and subway tunnels for their own purposes. Much of the war was fought in these underground chambers, and to this day Rikti still lurk in the dark depths. Naturally enough, the city has sealed off the old subway tunnels entirely and embarked on a constant battle to keep the sewer lines working. Although well marked as incredibly dangerous, numerous homeless people have returned to the underground in spite of the danger. For those who have nothing left in the surface world to comfort them, it sometimes proves difficult to abandon the safe places of old.

There is no accurate way of counting how many of those who went underground were lost to the horrors below and how many just wanted to disappear of their own accord. Most of what's publicly known about this chthonic world comes from the reportage of a single, intrepid social worker named Shannon Price. Ms. Price was once a minor hero known as Starlight, and she had fought with distinction during the war. A long time advocate for the homeless, Price hung up her tights for good once peace had returned and focused all of her energies on trying to make Paragon City a safer, healthier place for its poorest citizens.

Through her volunteer work, Price became quite close with much of the homeless community and was soon tapped in to all their circulated rumors and stories. She heard repeated tales of people going down into the underground and disappearing for weeks or months. This, she knew, was not surprising. She'd fought in those tunnels and knew how dangerous they still were. What was interesting was that these lost folk would then turn up again sometime later, often different than they'd been before. They were brusque and almost business-like, always moving with a purpose and never stopping to chat with old friends. They stuck together in tight cliques, and were rumored to have moved beyond simple foraging to armed robbery and other crimes.

Price decided to investigate further, and calling in a few favors from her Dawn Patrol friends, she managed to wrangle an interview with one of these "mole people" (as other homeless called the underground dwellers) who had been captured during a bank robbery. Although at first silent and defiant, the prisoner became more and more anxious and unsure with each hour he spent separated from his cohorts. He began to babble incoherently of magic mists and green gods. He claimed that he was part of a new underworld order, a troupe of the touched, that he referred to as The Lost. Price could not make much sense of any of this, but when routine blood tests showed that some sort of mutagenic chemical was present in the man's blood, it became obvious that there was more to this problem than met the eye.

Together with a her old friend Quint "The Fist" Velasquez from the Dawn Patrol, Price once again donned her costume and set off into the sewers, looking for some answers. It was three months before she was seen again, this time without Quint at her side. The Dawn Patrol sent several more teams into the sewers to search for the missing heroes, but they found no trace of them or their fate. When Shannon Price appeared once more, it was crawling up through a manhole in the middle of rush hour traffic. She was rushed to the hospital, since she had obviously suffered a great deal of punishment and pain during her absence.

The intrepid social worker never achieved a mental state that one could call sane or even lucid. Lab tests showed that she had the same mysterious mutagen in her blood that investigators had found in captured members of The Lost. When questioned, she readily spouted forth a largely unintelligible tale. Dawn Patrol investigators were able to eke out a few solid facts from the garbled narrative. According to Price, The Lost seems to be a loosely organized confederation of the mentally ill, street people, and anyone else who has become desperate enough to find their way underground.

The group has a transforming effect upon it members, not only by providing leadership and a purpose, but by actually changing their bodies. This was obviously the work of the mutagen found in Price's blood stream, although how exactly it got there is unclear. She spoke of a group of elders, or leaders who bestowed the changes upon the Lost. Price referred to these leaders only as The Lost, implying that perhaps they were the actual "Lost" and that their new followers had taken the name from themselves. Price was at her most deranged when describing these mysterious figures, referring to them alternately as "gods," "demons," and "artifexes." Beyond these rather colorful appellations, she offered no real clue as to The Lost's true nature. Analysis of the mutagen in her blood provided little other valuable insight, except the chemical composition of it defied every effort to pinpoint its origin.

Since Price's doomed expedition, The Lost have begun to make their presence felt in the city. No one knows for sure just who they are or where they came from (other than underground), but everyone agrees that they are a tremendous threat. At first it was just organized bands of seemingly normal homeless individuals. Then, larger, decidedly less human-looking creatures were spotted terrorizing parts of the city. In addition to perpetrating crimes like robbery and murder, the Lost also engage in frequent kidnapping. Apparently they increase their own ranks by snatching poor citizens from the streets and transforming them into monsters. Every time a prisoner is captured he or she claims to be one of The Lost and refuses to speak until, within a few hours, utter madness sinks in and the prisoner becomes totally unintelligible.

Recently, the Dawn Patrol managed to capture one of the more terrifying humanoid creatures that had started showing their faces above ground. This particular hulking beast attacked a Dawn Patrol headquarters, along with a cadre of only slightly less fearsome members of The Lost. The "champion" who seemed to be leading the attack was killed, and his autopsy revealed some shocking information. Although his DNA, dental patterns, and fingerprints had all been mangled by the mutagen, together they provided enough information to identify the beast as having once been Quint Velasquez. The former hero who had accompanied Price on her initial exploration hadn't been as "lucky" as his comrade. She had escaped with her body, if not her mind. He had lost them both.

Villain types

Minions

Scrounger Brawler

Despite their bedraggled apperance, Scroungers are actually very dangerous opponents. The Lost are organized much like a street gang or organized crime syndicate, though their weapons are often of surprising good quality.

Powers

Revolver Ranged, Lethal, Moderate Damage
Small caliber side arm. Not very accurate.

Brawl Melee, Smash
The Lost brawling attacks.


Scrounger Buckshot

Despite their bedraggled apperance, Scroungers are actually very dangerous opponents. The Lost are organized much like a street gang or organized crime syndicate, though their weapons are often of surprising good quality.

Powers

Shotgun (Ranged) Cone, Lethal, Foe Knockdown
Good at close range. Fires a cone of buckshot pellets and can knock some foes down.

No Melee attacks No Hand to Hand
This Lost doesn´t have any Melee attacks at all


Scrounger Chopper

Despite their bedraggled apperance, Scroungers are actually very dangerous opponents. The Lost are organized much like a street gang or organized crime syndicate, though their weapons are often of surprising good quality.

Powers

Revolver Ranged, Lethal, Moderate Damage
Small caliber side arm. Not very accurate.

Fireman Axe Melee, Lethal, Moderate Damage, Foe -Defense
The Fireman Axe deals medium damage and can decrease a target's defense when it hits.


Scrounger Gunner

Despite their bedraggled apperance, Scroungers are actually very dangerous opponents. The Lost are organized much like a street gang or organized crime syndicate, though their weapons are often of surprising good quality.

Powers

Submachine Gun Ranged, Lethal, Low Damage, Foe -Defense
Rapid fire rifle. Can reduce target's defense.

No Melee attacks No Hand to Hand
This Lost doesn´t have any Melee attacks at all


Scrounger Slicer

Despite their bedraggled apperance, Scroungers are actually very dangerous opponents. The Lost are organized much like a street gang or organized crime syndicate, though their weapons are often of surprising good quality.

Powers

Revolver Ranged, Lethal, Moderate Damage
Small caliber side arm. Not very accurate.

Knife Melee, Lethal, Low Damage
Basic stabbing and cutting blade.


Scrounger Slugger

Despite their bedraggled apperance, Scroungers are actually very dangerous opponents. The Lost are organized much like a street gang or organized crime syndicate, though their weapons are often of surprising good quality.

Powers

Revolver Ranged, Lethal, Moderate Damage
Small caliber side arm. Not very accurate.

Baseball Bat Melee, Smash, Moderate Damage
There is nothing like slugging someone in the head with this baseball bat.


Mutate Brawler

After a few months in the service of the Lost, members begin to mutate, becoming distorted, grotesque looking men. Although they still use the same weapons as the Scroungers, their mutations give them increased strength and resilence, making them much more dangerous.

Powers

Revolver Ranged, Lethal, Moderate Damage
Small caliber side arm. Not very accurate.

Brawl Melee, Smash
The Lost brawling attacks.


Mutate Buckshot

After a few months in the service of the Lost, members begin to mutate, becoming distorted, grotesque looking men. Although they still use the same weapons as the Scroungers, their mutations give them increased strength and resilence, making them much more dangerous.

Powers

Shotgun (Ranged) Cone, Lethal, Foe Knockdown
Good at close range. Fires a cone of buckshot pellets and can knock some foes down.

No Melee attacks No Hand to Hand
This Lost doesn´t have any Melee attacks at all


Mutate Chopper

After a few months in the service of the Lost, members begin to mutate, becoming distorted, grotesque looking men. Although they still use the same weapons as the Scroungers, their mutations give them increased strength and resilence, making them much more dangerous.

Powers

Revolver Ranged, Lethal, Moderate Damage
Small caliber side arm. Not very accurate.

Fireman Axe Melee, Lethal, Moderate Damage, Foe -Defense
The Fireman Axe deals medium damage and can decrease a target's defense when it hits.


Mutate Gunner

After a few months in the service of the Lost, members begin to mutate, becoming distorted, grotesque looking men. Although they still use the same weapons as the Scroungers, their mutations give them increased strength and resilence, making them much more dangerous.

Powers

Submachine Gun Ranged, Lethal, Low Damage, Foe -Defense
Rapid fire rifle. Can reduce target's defense.

No Melee attacks No Hand to Hand
This Lost doesn´t have any Melee attacks at all


Mutate Slammer

After a few months in the service of the Lost, members begin to mutate, becoming distorted, grotesque looking men. Although they still use the same weapons as the Scroungers, their mutations give them increased strength and resilence, making them much more dangerous.

Powers

Revolver Ranged, Lethal, Med Damage
Small caliber side arm. Not very accurate.

Sledgehammer Melee, Smash, High Damage, Foe Knockdown
This heavy, but unwieldy and slow Sledgehammer can knock down foes.


Mutate Slicer

After a few months in the service of the Lost, members begin to mutate, becoming distorted, grotesque looking men. Although they still use the same weapons as the Scroungers, their mutations give them increased strength and resilence, making them much more dangerous.

Powers

Revolver Ranged, Lethal, Moderate Damage
Small caliber side arm. Not very accurate.

Knife Melee, Lethal, Low Damage
Basic stabbing and cutting blade.


Mutate Slugger

After a few months in the service of the Lost, members begin to mutate, becoming distorted, grotesque looking men. Although they still use the same weapons as the Scroungers, their mutations give them increased strength and resilence, making them much more dangerous.

Powers

Revolver Ranged, Lethal, Moderate Damage
Small caliber side arm. Not very accurate.

Baseball Bat Melee, Smash, Moderate Damage
There is nothing like slugging someone in the head with this baseball bat.


Lieutenants

Headman Blaster

Mutates are fearsome, dedicated fighters, and their leaders prefer to be in the thick of the fighting. With their mutations more advanced than the normal mutates, they are not afraid to charge into hand to hand combat with anyone that stands in their way.

Powers

Rikti Pistol Ranged, Energy, Foe Disorient
The Rikti pistol deals nominal damage, but can Disorient its target.

No Melee attacks No Hand to Hand
This Lost doesn´t have any Melee attacks at all


Headman Rifleman

Mutates are fearsome, dedicated fighters, and their leaders prefer to be in the tick of the fighting. With their mutations more advanced than the normal mutates, they are not afraid to charge into hand to hand combat with anyone that stands in their way.

Powers

Rikti Rifle Ranged, Energy, Foe Knockback, Disorient
The Rikti Rifle takes a while to recharge, but deals a lot of damage and can Knockback and Disorient foes.

No Melee attacks No Hand to Hand
This Lost doesn´t have any Melee attacks at all


Headman Swordsman

Mutates are fearsome, dedicated fighters, and their leaders prefer to be in the thick of the fighting. With their mutations more advanced than the normal mutates, they are not afraid to charge into hand to hand combat with anyone that stands in their way.

Powers

Revolver Ranged, Lethal, Moderate Damage
Small caliber side arm. Not very accurate.

Rikti Sword (Melee, Energy/Lethal), Foe Disorient
You are Disoriented.


Anathema

The Anathema are members of the Lost who have undergone substantial mutations, becoming huge creatures that are barely recognizable as humans. They engage their foes with an unnatural brutality, using whatever weaponry they can find.

Powers

Mental Blast Ranged, Psionic, Foe -Recharge
The basic psionic attack does moderate damage and can slightly reduce a target's attack speed.

Subdue Ranged, Psionic, Foe Immobilize
Subdue deals moderate damage and may leave the targeted foe Immobilized for a brief time. Immobilized foes can not move but can still attack.

Psychic Scream (Ranged) Cone, Psionic, Foe -Recharge
The howl of Psionic energy resonates in the mind of all foes within its conical area of effect.

Telekinetic Blast Ranged, Moderate Damage (Smash/Psionic), Foe Knockback
You can use Telekinesis to Blast a targeted foe with the power of your mind. This attack deals Smashing and Psionic damage, and can knock your opponent back. Damage: Moderate. Recharge: Moderate

Will Domination Ranged, Psionic, Foe Sleep
This powerful attack is so painful, it usually renders its target inconscious. The victim is asleep, but will awaken if disturbed.

Rikti Sword (Melee, Energy/Lethal), Foe Disorient
You are Disoriented.

Brawl Melee, Smash
The Lost brawling attacks.


Bosses

Aberrant Eremite

The leaders of the Anathema have fully mutated minds that allow them to project their indomitable will onto others. They can use these powers to immobilize, hypnotize or even dominate lesser wills. The Eremites are the preachers of the Lost. Their psychic abilities allow them to entrance crowds of possible converts.

Powers

Mental Blast Ranged, Psionic, Foe -Recharge
The basic psionic attack does moderate damage and can slightly reduce a target's attack speed.

Mass Hypnosis Foe Sleep
You have been put to sleep. You are helpless until the effect is broken.

Rikti Sword (Melee, Energy/Lethal), Foe Disorient
You are Disoriented.

Brawl Melee, Smash
The Lost brawling attacks.


Aberrant Rector

The leaders of the Anathema have fully mutated minds that allow them to project their indomitable will onto others. They can use these powers to immobilize, hypnotize or even dominate lesser wills. The Rectors are the masters of one-on-one conversions, their persuasive abilities work best on a single target.

Powers

Mental Blast Ranged, Psionic, Foe -Recharge
The basic psionic attack does moderate damage and can slightly reduce a target's attack speed.

Mesmerize Ranged, Psionic, Foe Sleep
Hypnotize painfully enraptures a target with psychic energy rendering him unconscious. The target will remain asleep for some time, but will awaken if attacked.

Dominate Ranged, Foe Hold
Tear at the mind of a single target foe. Dominate renders a single victim helpless, lost in his own mind and unable to defend himself.

Rikti Sword (Melee, Energy/Lethal), Foe Disorient
You are Disoriented.

Brawl Melee, Smash
The Lost brawling attacks.


Pariah Anchorite

The most fully mutated Lost, the Pariahs no longer bear any resemblance to the humans they once were. They've become true monsters, although it's not their claws you should fear: it's their prodigious psychic powers, which can rend an opponent's mind faster than any claw can tear flesh.

Powers

Mental Blast Ranged, Psionic, Foe -Recharge
The basic psionic attack does moderate damage and can slightly reduce a target's attack speed.

Mass Hypnosis Targeted Area of Effect, Foe Sleep
Hypnotizes a group of foes at a distance and puts them to Sleep. The targets will remain asleep for some time, but will awaken if attacked. This power deals no damage, but if done discretely, the targets won't even be aware of your presence.

Total Domination Targeted Area of Effect, Foe Hold
Tear at hte mind of a group of foes around one targeted foe. Dominate renders its victims helpless, lost in their own mind and unable to defend themselves.

Rikti Sword (Melee, Energy/Lethal) Foe Disorient
You are Disoriented.

Brawl Melee, Smash
The Lost brawling attacks.

Pariah Prelate

The most fully mutated Lost, the Pariahs no longer bear any resemblance to the humans they once were. They've become true monsters, although it's not their claws you should fear: it's their prodigious psychic powers, which can rend an opponent's mind faster than any claw can tear flesh.

Powers

Mental Blast Ranged, Psionic, Foe -Recharge
The basic psionic attack does moderate damage and can slightly reduce a target's attack speed.

Mesmerize Ranged Psionic, Foe Sleep
Hypnotize painfully enraptures a target with psychic energy rendering him unconscious. The target will remain asleep for some time, but will awaken if attacked.

Dominate Ranged, Foe Hold
Tear at the mind of a single target foe. Dominate renders a single victim helpless, lost in his own mind and unable to defend himself.

Rikti Sword (Melee, Energy/Lethal), Foe Disorient
You are Disoriented.

Brawl Melee, Smash
The Lost brawling attacks.


Quantum Gunners

Mutate Quantum Gunner (Minion)

After a few months in the service of the Lost, members begin to mutate, becoming distorted, grotesque looking men. Although they still use the same weapons as the Scroungers, their mutations give them increased strength and resilence, making them much more dangerous.

Powers

Quantum Array Gun (Ranged, Negative) Foe -Recharge, -Speed
Your attack and Movement rate have been slowed by the Quantum Array Gun.


Archvillains

Kurse

Main Article: Kurse

Many of the leaders of the strange underground society or cult called the Lost exhibit dangerous psychic powers. The Lost leader known as Kurse has refined these powers to a degree rarely seen in human psychics, and has spurned mere physicality for the powers of the mind.

Powers

Mental Blast Ranged, Psionic, Foe -Recharge
The basic psionic attack does moderate damage and can slightly reduce a target's attack speed.

Subdue Ranged, Psionic, Foe Immobilize
Subdue deals moderate damage and may leave the targeted foe Immobilized for a brief time. Immobilized foes can not move but can still attack.

Psychic Scream (Ranged) Cone, Psionic, Foe -Recharge
The howl of Psionic energy resonates in the mind of all foes within its conical area of effect.

Telekinetic Blast Ranged, Moderate Damage (Smash/Psionic), Foe Knockback
You can use Telekinesis to Blast a targeted foe with the power of your mind. This attack deals Smashing and Psionic damage, and can knock your opponent back. Damage: Moderate. Recharge: Moderate

Will Domination Ranged, Psionic, Foe Sleep
This powerful attack is so painful, it usually renders its target inconscious. The victim is asleep, but will awaken if disturbed.

Total Domination Targeted Area of Effect, Foe Hold
Tear at the mind of a group of foes around one targeted foe. Dominate renders its victims helpless, lost in their own mind and unable to defend themselves.

No Melee attacks No Hand to Hand
Kurse doesn´t have any Melee attacks at all


Named Enemies

Related Badges

  • Finder for defeating 100 The Lost bosses

This article uses material from the "The Lost" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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