Vickers
Overview
Vickers | |
---|---|
Lost Worders Enforcer | |
Zone | First Ward |
Coordinates | (1803, 79, -2467) |
Level Range | 20-29 |
Introduced By | None |
Introduces | None |
Enemy Groups | |
Vickers is a hero, villain, and Praetorian contact in the Eltentown neighborhood of First Ward at coordinates (1803, 79, -2467). His level range is 20-29. Vickers will offer missions to characters of any alignment.
Vickers is an endless source of missions, much like the Police Radio, or Borea in the Rikti War Zone. He has no story arc.
Introductions
Contact Introduced By
- None
Contact Introduces
- None
Information
Lost Worder Enforcer
Vickers, or just Vic, is a long time resident of the First Ward. The lessons he learned the hard way are now common knowledge to the Last Worders and Vickers is constantly seeing to the safety and wellbeing of those in the compound. He has nothing but enmity for the Dregs and D.U.S.T. soldiers who make the gumbo their hunting ground, and the innocents their prey.
Prior to Introduction
Missing Prior to Introduction Dialogue
Initial Contact
None
Greeting
- It never does get dull around here.
- There's only one thing I really miss; cold beer.
Too Busy
Boy / Girl, you've got too much to think about already for me to saddle you up with another job. Besides, I want this one done in a timely fashion, so go take care of your other tasks and come back later. I got some others that can handle this bit of business until then.
Too Low Level
Missing Too Low Level Dialogue
Too High Level
You're gonna have to give me a minute to ponder some. I ain't used to having nothing left to do around here. Let me sit a spell and I'll come up with somethin' that needs doin'.
No More Missions
None
Missions
Carnival Needs Your Help
Briefing
Our friends in the Carnival have requested your help by name, Character. They need your assistance in recovering something magical from some group called the Midnight Masters. This is way beyond me, so I'll just give you the location and send you on your way.
- Recover magic relic for the Carnival
Mission Acceptance
All I know is that if the Carnival needs your help against these guys, then they are bad news. Be careful, First Ward needs you.
Unnecessary Solicitation
From the sound of it these Midnight guys won't stick around for much longer. I'd hustle if I were you.
Mission Objective(s)
The Midnight Masters have a crude base within this warehouse. Time to flush them out.
- Recover magic relic for the Carnival
- Recover the Mystical Coffer
- 2 Defeat Midnight Master Leaders
You've helped recover a magical relic stolen from the Carnival of Light from by the Midnight Masters.
Enemies
Notable NPCs
- Shambling Archmage
- Anchorite of War (Carnival of War Ally)
Debriefing
None
Destroy the Ghouls
Briefing
Those howls you hear at night: Ghouls. People here believe that some of the strange disappearances are because of Ghouls. We euthanize as many as we can find, but their numbers just seem to grow. We need to keep them in check or they'll be overrunning the Compound before we know it.
- Eliminate the Ghoul menace.
Mission Acceptance
Don't hold back. I know they were human once, but any trace of that is gone. They're just monsters now...
Unnecessary Solicitation
Have you done as I asked? We're still hearing those Ghoul howls.
Mission Objective(s)
- Defeat 10 Ghouls
Not hearing Ghouls in the night is a comfort to the people here. Thank you.
Enemies
Debriefing
None
Disarm the Bio-Weapon
Briefing
Rumor has it that a group of Shepherds called The Bloodied Crown have discovered an undetonated Bio-Weapon from the Hamidon Wars in a destroyed underground lab. Their leader Shepherd Tate plans to bring the weapon to the surface and detonate it in order to 'save us all from our wretched fate' . Someone needs to stop Shepherd Tate and The Bloodied Crown from getting that bomb, and I can think of no one better suited to do it than you, Character.
- Stop The Bloodied Crown.
Mission Acceptance
The Bio-Weapons used during the Hamidon Wars were terrible things. You can't let The Bloodied Crown get that weapon or a lot of people are going to die.
Unnecessary Solicitation
There's no time to lose. Every wasted minute is one closer to a catastrophe!
Mission Objective(s)
You navigate a maze of collapsed maintenance corridors before finally finding your way into the destroyed lab.
- Stop Shepherds from recovering the Bio-Weapon
- Disable the Bio-Weapon!
- Defeat Shepherd Tate and bodyguards
You've stopped The Bloodied Crown and Shepherd Tate from seizing the bio-weapon.
Enemies
Notable NPCs
- Shepherd Tate
Debriefing
None
Dreg Slavers Operating with Impunity
Briefing
Our scouts have noticed an increase in Dreg activity along the southern edges of Eltentown. They're known to hole up in some of the ruined skyscrapers in the sunken city, using them as temporary bases to launch raids against our people. This has to stop; we need to send a message to the Dregs that their presence won't be tolerated.
- Send a message to the Dregs that they are not welcome in Eltentown.
Mission Acceptance
We tracked them back to one of their hideouts. Show them as little mercy as they show us.
Unnecessary Solicitation
The longer you wait the more brazen the Dregs become.
Mission Objective(s)
This building stinks of Dregs and their filth.
- Bring the pain to the Dregs
- Defeat all the Dregs
You've certainly sent the Dregs a message they won't soon forget.
Enemies
Debriefing
None
Dregs Causing Problems
Briefing
Some Dregs have been giving us problems here in Eltentown, ambushing our scroungers in broad daylight, or stealing people from the shelters in the night. I want you to show them what happens when the strong do as they please to them, and maybe they'll realize we need to work together to survive rather than working only for ourselves.
- Put the hurt on the Dregs.
Mission Acceptance
The Dregs are out and out ruthless. They prey on the weak because they believe that the only thing that matters here in the gumbo is strength. Show them real strength.
Obviously you could just beat all their faces in, or you could just destroy their supplies and free any slaves they've captured. That should teach them how it feels to have everything taken from them and nobody to rely on but themselves.
Unnecessary Solicitation
I hope that a good thrashing will show the Dregs that working with us, rather than against us, will serve everyone's best interests.
Mission Objective(s)
These Dregs think they're king of the hill here in First Ward. Time to dethrone them.
- Put the hurt on the Dregs
- 2 slaves to free (optional)
- 2 supply crates to destroy (optional)
- Give the Dregs a good thrashing (optional)
You've taught the Dregs a lesson!
Enemies
Debriefing
None
D.U.S.T. Is Growing Bolder
Briefing
D.U.S.T. has been getting bold lately and sending teams further and further from the Free-Fire Zone where they are in control. Hitting their sweep teams here in Eltentown will just incite them to send out more patrols. I want you to head into the FFZ and hit them where they think they're safest. That should force them to reconsider their security and pull back for awhile.
- Attack D.U.S.T. in the FFZ.
Mission Acceptance
If you take out two squads worth; about 10 men total, then that should do the trick. Remember, it has to be in the Free-Fire Zone in order for this plan to work.
Unnecessary Solicitation
D.U.S.T. has the FFZ completely under their control, or so they think. Prove them wrong.
Mission Objective(s)
- Attack D.U.S.T. in the Free-Fire Zone
- Defeat 10 D.U.S.T. soldiers
You've forced D.U.S.T. to reconsider their bold expansion into Eltentown!
Enemies
Debriefing
None
D.U.S.T. Supply Camp Located
Briefing
Some of our scroungers located a D.U.S.T. encampment in a building nearby. They said they had a lot more ammunition, weapons, and food stores than the few D.U.S.T. troops there could use in a month, so that means the rest of their goon squad is out on patrol. There's no way we could get enough people into that building to take the supplies without alerting them, but someone like you could do it on the sly. Grab those supplies and take out their cell commander. Without a commander or supplies, D.U.S.T. will be forced to return to the Free-Fire Zone.
- Take care of D.U.S.T.
Mission Acceptance
Here's a rough description of the area that D.U.S.T. is holed up in, according to the scroungers. Be careful, there is no telling when the D.U.S.T. patrols might come back.
Unnecessary Solicitation
D.U.S.T. rarely shows a hole in their defenses, if you want to succeed you should get a move on before they notice their own weakpoint.
Mission Objective(s)
D.U.S.T. has definitely occupied this building, and with enough supplies and ammunition to make a real difference.
- Raid a D.U.S.T. encampment in Eltentown
- 8 supplies to sieze
- Defeat the D.U.S.T. Commander and his squad
You've eliminated the D.U.S.T. forces and seized their much needed supplies!
Enemies
Notable NPCs
- D.U.S.T. Commander
Debriefing
None
Escaped Mental Patients Need Help
Briefing
Scroungers are reporting bizarre activity out in Sunken City. As if that giant Hamidon beast or the Vortex isn't bizarre enough. Their reports indicate that there are some escaped patients from Mother of Mercy Hospital holed up in a derelict building. But what's more is that D.U.S.T. is making a real effort to hunt them down. I want you to try and rescue the escaped patients before D.U.S.T. guns them down.
- Rescue escaped mental patients
Mission Acceptance
Be very careful, Character. This could all be a ruse by Praetor Tilman to try and weed out those among the Compound that would oppose her or to test some new psychic weapon. She's conducted social experiments like this in the past here in First Ward, but I've never heard of anything quite this complex.
Unnecessary Solicitation
If D.U.S.T. finds those patients before you do, they are in for a world of hurt.
Mission Objective(s)
The moment you enter the building you feel several minds press against your own. These aren't normal escaped mental patients, they're Awakened, a threat to all of First Ward.
- Find the escaped mental patients
- Defeat the escaped Awakened
The escaped mental patients were Awakened, taking over the minds of everyone they encountered in the Sunken City. Good thing you stopped them before they'd amassed an army!
Enemies
Debriefing
None
Go on a Scavenging Run (Dregs)
Briefing
Supplies are pretty scarce and get used up quickly here in the Last Word. There's a lot still to be scavenged from around Eltentown and other neighborhoods: food, potable water, even reading materials and such. You'd be doing the people here a great service if you were to help out
and scavenge some supplies for the Stronghold.- Scavenge supplies for the Last Word.
Mission Acceptance
In many buildings you can still find vending machines and cabinets with canned or packaged food. If you find any book cases, see if there are any books left that haven't been destroyed by the flooding. Be careful though: Dregs, D.U.S.T Rangers, and worse hunt freely in these parts.
Unnecessary Solicitation
Found anything yet? People here could really use whatever you find.
Mission Objective(s)
Look for broken vending machines, they may have supplies still in them: but be wary, it's a dangerous world out there.
- Search Eltentown for supplies
- 4 vending machines to check
- 2 Dreg bosses to defeat
Looks like you found some good stuff. The people of the Last Word thank you.
Enemies
Notable NPCs
- Sheila Shanks
- LaCrosse
Debriefing
None
Making a List, Checking it Twice
Briefing
Me and the Dregs have tangled before, and I paid a high price for it; lost some friends in the gamble. But I've been keeping tabs on their activities, making a list of their leaders and that list is just about complete. If you're willing, I'd like you to help me trim the list.
- Assassinate The Spitter from Vickers' list.
Mission Acceptance
Looks like The Spitter's number is up. Man, where do they get these names? Anyway, these guys are cowards, so expect them to call for backup once things start going south.
Unnecessary Solicitation
You put The Spitter in the ground yet?
Mission Objective(s)
Hunt down The Spitter.
- Take down the Dreg leader
- 4 captured Eltentowners
- Defeat The Spitter and bodyguards
You did a good thing today, but there are more names on this list.
Enemies
Notable NPCs
- The Spitter
Debriefing
None
Shepherds Are up to Something
Briefing
Shepherds of The Illuminated have fled a recent ambush against D.U.S.T. where they killed a half dozen D.U.S.T. leaders. They holed up in an old office building in the Free-Fire Zone but D.U.S.T. sweep teams are going to find them at any moment. I want you to get in there and find out what exactly The Illuminated is planning. Search for evidence of their plans and then finish off Keeper, their leader.
- Determine what The Illuminated is up to.
Mission Acceptance
D.U.S.T. won't take kindly to their comrades getting killed. They don't distinguish between Shepherds and Last Worders, and I'm afraid that retribution might come our way if we don't take matters into our own hands.
Unnecessary Solicitation
The Illuminated won't last very long against a concerted D.U.S.T. assault. Get in there while there is still time and find out what they're up to before D.U.S.T. obliterates them.
Mission Objective(s)
You evade a few D.U.S.T. sweep teams and silence a Shepherd sentry as you slip into the building, time to find out what The Illuminated is up to.
- Take down Shepherds before D.U.S.T. can
- 6 pieces of evidence to find
- Defeat Keeper and bodyguards
You've discovered the plot The Illuminated was planning and defeated Keeper. Hopefully D.U.S.T. chalks this up as case closed, but I'll make sure people are a little more cautious when moving outside of the Compound.
Enemies
Notable NPCs
- Keeper (or The Unifier)
According to the contents of this box, which contains remote detonators and resistance pamphlets, The Illuminated planned on framing the Carnival with a bomb plot against D.U.S.T. These detonators were to be affixed to barrels of fuel throughout the building and blown once D.U.S.T. arrived. The result of such a plan would most certainly have brought D.U.S.T. down hard on the Carnival here in First Ward, as well as the Last Worders.
Debriefing
None
The Ghouls Are Coming!
Briefing
It's well known here in the gumbo that going into the underground is pretty much a death sentence. The place is infested by Ghouls and they've started to crawl out onto the streets at night, making it even more dangerous than it is already with Dreg slavers and D.U.S.T. kill teams stalking around.
Well, it's about to get even worse. Reports from Imperial City have suggested that a wave of Ghouls has been spotted migrating south through some old Lethe channels. We sent some observers down to watch the tunnels for Ghoul activity. They've all reported back except for Team Four.
I can't be positive what has happened to Team Four, but I don't want to lose hope for them. I want you to go down and see if you can find them and get them back topside. Nobody deserves to be eaten by Ghouls.
- Rescue Team Four in the tunnels.
Mission Acceptance
These are the last known coordinates for Team Four. If you run into Ghouls there are a few things I need you to do. First, if you can eliminate the Alpha Ghoul it will disrupt them as they fight for dominance and choose a new one. Second, our Resistance allies are jacked into the Static, if you can find a Static box in the area and relay a message, that will help us pinpoint where the Ghouls are. Third, I want you to get Team Four out of there.
We'll be busy topside preparing for the onslaught. Information and time are what we need, but if you can put a dent into those Ghouls, all the better.
Unnecessary Solicitation
I've seen a pack of Ghouls strip a man down to a pile of bones inside of five minutes, best you hurry.
Mission Objective(s)
As the old saying goes: If you can hear the Ghouls roaring you're probably okay. Unfortunately their roars stopped just a few seconds ago...
- Find the Ghouls, Rescue the Observers
- Relay a locator message through the Static
- Rescue the Team Four survivor
- Defeat the Alpha Ghoul
- Escort the Team Four survivor to safety
You rescued the only survivor of Team Four, delayed the Ghouls by killing their Alpha Ghoul, and relayed their position through the Static!
Enemies
Notable NPCs
- Alpha Ghoul
- Team Four Commando (Resistance Ally)
Debriefing
None
The Shepherds Are Angry
Briefing
We have a bad situation here. A Last Worder by the name of Frank Chapel got in a heated argument with a group of Shepherds called Morningstar and wound up killing one of 'em. Not surprisingly Morningstar is very upset and is demanding Frank Chapel to be handed over to pay for his crime or they'll attack the Compound, but he's on the run.
I've learned that Frank Chapel is friends with the Dregs who have hidden him in an abandoned office outside of the Compound.
I want you to bring him in and own up to his actions rather than hide and let others take the heat for him. I'm sure we can work something out with Morningstar.
- Bring Frank Chapel to gumbo justice.
Mission Acceptance
No Last Worder in his or her right mind would give in to the demands of Morningstar, but they'd just as soon do that then go after the Dregs. Frank Chapel is guilty of murder and his actions are risking the lives of every Last Worder in Eltentown. I think you are the only option here.
We'll be busy topside preparing for the onslaught. Information and time are what we need, but if you can put a dent into those Ghouls, all the better.
Unnecessary Solicitation
Knowledge of where Frank Chapel is hiding could get back to the Dregs any time and they might move him.
Mission Objective(s)
This place certainly smells like a Dregs hideout.
- Bring the criminal to gumbo justice
- Capture Frank Chapel
- Defeat the Renegade Leader and bodyguards
You captured Frank Chapel and brought him to gumbo justice, despite the best efforts of the Dregs to defend him and Morningstar trying to kill him.
Enemies
Notable NPCs
- Renegade Leader
- Frank Chapel (Citizen of First Ward Ally)
Debriefing
None