Bobby Curtin
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Bobby Curtin | |
---|---|
Bouncer | |
Zone | Nerva Archipelago |
Coordinates | (-75, 16.5, 6105) |
Level Range | 25-29 |
Introduced By | none |
Bobby Curtin is a rogue contact in the Crimson Cove neighborhood of Nerva Archipelago at coordinates (-75, 16.5, 6105). His level range is 25-29. He is in front of the White Elephant building, approximately 215 yards NNW of the Science quartermaster. He offers a story arc to characters of the Rogue alignment. He was first introduced in Issue 26 - Page 3.
Introductions
Contact Introduced By
None. Bobby Curtin is available through the Find Contact Window or interacting directly with him.
Information
Bouncer
Bobby Curtin is a bouncer at the White Elephant in Crimson Cove, a private establishment which prides itself on being 'neutral ground' between the many warring factions in Nerva. Bobby is known by frequent patrons for being willing to step in and break up fights between anyone, be they Longbow, Arachnos, or mortal manifestation of an ancient god.
Too Low Level
Yo, buddy, what's someone like you doing in a place like this? You might wanna get up to Threat Level 25 before you start hanging around these parts.
Initial Contact
Character! Heard a bit about you across the Isles. Hear you're pretty alright, that you've got an appreciation for some of the things that a lot of other people around these parts lack. We could use more of your type around here.
Now pardon me if I'm talking out my prettier side here, but I hear you're the type who don't mind making money in some unorthodox ways. I've got a pretty spicy tip on something you might be interested in. If you're willing to cut me in, of course.
Greeting
- Hey, Character, how's it going? You ready to make a little scratch?
Too Busy
Whoa, hey, slow down Character! I appreciate the enthusiasm, but you really gotta finish some of your current work before you take on anything else.
No More Missions
Afraid that was all I knew about, buddy. We had a wild ride and hey, I guess it all turned out OK, didn't it? I'm sure you're going places, places much higher than I can get you.
Story Arc
Gone in a Flash
Souvenir
(This souvenir is awarded if you learn Amphitryon's name from the auctioneer, spare Amphitryon and then choose to split the profit from the diamond in the last mission... may be other conditions as well, TBD)
The Florentine Diamond
This light yellow diamond, worth more than most people will see in their lifetime, is a glorious reminder of the heist you remember as...
Gone in a Flash
You learned about the Florentine Diamond from Bobby Curtin, a bouncer at the White Elephant in Nerva Archipelago. His cousin was a security guard at a vault where the diamond, long thought lost, was being held until it could be auctioned off. With promises of a cut for them if they shut off the alarm, you broke in to steal the diamond. Unfortunately, you found that someone had beaten you to the punch!
Frustrated, but unwilling to let the prize go, you agreed to free the Miller, a well-connected fence, from the Paragon Police in exchange for any information he could find. You struck while the police were distracted by the Council. The Miller didn't know anything at the time, but agreed to keep his ear to the ground for information.
Upon returning to the Isles, you learned that the vault owners suspected the auctioneer of being involved in the theft. You got to him first and managed to convince him to tell you what he knew. He did help the thief, but didn't know who she was. All he had was a name she mentioned, Amphitryon. A little deduction revealed that he was a member of the Warriors.
You had to resort to violence to get through the Warriors and get Amphitryon to start talking. He didn't give you much, just the name 'Bronte'. To his credit, he refused to let any more slip. It didn't matter, though, the Miller contacted you to let you know that a woman named 'Bronte' had attempted to sell a gemstone to 'Rancid' Armstrong, an underboss with the Family. You went to Armstrong, who was all too willing to talk. He told you that one of his men had recognized the seller as Arc Flash, a hero from Paragon City who was working with the Legacy Chain.
You attacked a Legacy Chain safehouse in Nerva to draw Arc Flash out. After you took her down, she begged you to let her go with the diamond. Her mother was sick, she told you, and she needed to sell the diamond to pay for the treatment. It was quite the sob story. You had the choice to take it from her, split the profit from the diamond, or make a trade.
In the end, you offered to sell the diamond and split the profit. She agreed and sent you off with it. The Miller will be searching for a buyer, but until then you're holding onto the diamond.
(This souvenir is awarded if you learn Amphitryon's name from the auctioneer, kill Amphitryon, and then try to make a trade with Arc Flash in the last mission... may be other conditions as well, TBD)
The Florentine Diamond
This light yellow diamond, worth more than most people will see in their lifetime, is a glorious reminder of the heist you remember as...
Gone in a Flash
You learned about the Florentine Diamond from Bobby Curtin, a bouncer at the White Elephant in Nerva Archipelago. His cousin was a security guard at a vault where the diamond, long thought lost, was being held until it could be auctioned off. With promises of a cut for them if they shut off the alarm, you broke in to steal the diamond. Unfortunately, you found that someone had beaten you to the punch!
Frustrated, but unwilling to let the prize go, you agreed to free the Miller, a well-connected fence, from the Paragon Police in exchange for any information he could find. You struck while the police were distracted by the Council. The Miller didn't know anything at the time, but agreed to keep his ear to the ground for information.
Upon returning to the Isles, you learned that the vault owners suspected the auctioneer of being involved in the theft. You got to him first and managed to convince him to tell you what he knew. He did help the thief, but didn't know who she was. All he had was a name she mentioned, Amphitryon. A little deduction revealed that he was a member of the Warriors.
You had to resort to violence to get through the Warriors and get Amphitryon to start talking. He didn't give you much, just the name 'Bronte'. He refused to let more slip, so you finished him off. It didn't matter, though; the Miller contacted you to let you know that a woman named 'Bronte' had attempted to sell a gemstone to 'Rancid' Armstrong, an underboss with the Family. You went to Armstrong, who was all too willing to talk. He told you that one of his men had recognized the seller as Arc Flash, a hero from Paragon City who was working with the Legacy Chain.
You attacked a Legacy Chain safehouse in Nerva to draw Arc Flash out. After you took her down, she begged you to let her go with the diamond. Her mother was sick, she told you, and she needed to sell the diamond to pay for the treatment. It was quite the sob story. You had the choice to take it from her, split the profit from the diamond, or make a trade.
You tried to be generous and make a deal with her, but she refused! Turns out the Warrior you offed was her brother. Seeking revenge, she redoubled her efforts to beat you and unleashed the full power of her magic bracers. It was all for naught, of course. You beat her then took the Florentine Diamond. The Miller will be searching for a buyer, but until then you're holding onto the diamond.
(This souvenir is awarded if you beat up the auctioneer, and then let Arc Flash go in the last mission... may be other conditions as well, TBD)
A Sense Of... Charity
One of your adventures did not lead to material gains. Instead, you balanced the scales of your soul somewhat, in the heist you remember as...
Gone in a Flash
You learned about the Florentine Diamond from Bobby Curtin, a bouncer at the White Elephant in Nerva Archipelago. His cousin was a security guard at a vault where the diamond, long thought lost, was being held until it could be auctioned off. With promises of a cut for them if they shut off the alarm, you broke in to steal the diamond. Unfortunately, you found that someone had beaten you to the punch!
Frustrated, but unwilling to let the prize go, you agreed to free the Miller, a well-connected fence, from the Paragon Police in exchange for any information he could find. You struck while the police were distracted by the Council. The Miller didn't know anything at the time, but agreed to keep his ear to the ground for information.
Upon returning to the Isles, you learned that the vault owners suspected the auctioneer of being involved in the theft. You got to him first and beat the information out of him. He claimed to have been cursed by a Circle of Thorns mage, forcing him to help steal the apparently magical diamond.
You stormed the ruins beneath Crimson Cove only to learn that you'd been duped; the Circle had no interest in the 'mundane' diamond. It didn't matter, though, the Miller contacted you to let you know that someone had tried to sell the diamond to a local high-ranking member of the Tsoo, Kue Xob. You had to fight through Xob's students before he would talk to you. To stop further violence, he told you that one of his men had recognized the seller as Arc Flash, a hero from Paragon City who was working with the Legacy Chain.
You attacked a Legacy Chain safehouse in Nerva to draw Arc Flash out. After you took her down, she begged you to let her go with the diamond. Her mother was sick, she told you, and she needed to sell the diamond to pay for the treatment. It was quite the sob story. You had the choice to take it from her, split the profit from the diamond, or make a trade.
You decided to let her go. She'll find a buyer for the diamond eventually and maybe her mother will get better. You were left empty handed, but maybe it will all be worth it in the end.
Missions
Bobby Curtin does not offer any missions outside of his main story arc.