Difference between revisions of "Doctor Steffard"
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'''Enemies''' | '''Enemies''' | ||
* Seers | * Seers | ||
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You have the data? | You have the data? |
Revision as of 06:26, 6 September 2010
Overview
Doctor Steffard | |
---|---|
Zone | Imperial City |
Coordinates | (-1789, -8, 929) |
Level Range | 8-15 |
Introduced By |
== Level 8 == Luke Larson |
Introduces |
== Level 8 == Seer 1381 |
Enemy Groups | None |
Doctor Steffard is a Praetorian contact in Imperial City at coordinates (-1789, -8, 929). His level range is 8-15. He is located approximately 175 yards West and slightly South of the Industry Avenue neighborhood marker.
Contents
Introductions
Contact Introduced By
Contact Introduces
Information
Prior to Introduction
I'm not actually seeing patients right now. Are you sure you aren't looking for someone else, I haven't received a referral about you.
Initial Contact
I'm Dr. Steffard, but everyone just drops the doctor part. I've worked in neuroscience for twenty-two years now and I have only one thing to say about the Seer Project: It's immoral.
Sure, they do a great service, but at what cost? I took an oath to do more good than harm with any patient, and right now I see a lot of women in pain, and an opportunity to do a lot of good.
Greeting
- How're ya feeling?
- Hey buddy.
Too Busy
Missing Too Busy Dialogue
Too Low Level
Missing Too Low Level Dialogue
No More Missions
Missing No More Missions Dialogue
Store
Story Arc
Self Restraint
Souvenir
Part One: Primum Non Nocere
Larson spoke quite highly of you, Character. I don't know if we've met before, but you look awfully familiar...
Ah yes, that's right, I approved your medical papers to ensure you were fit for duty as a member of Powers Division. I see Tyrant's yoke didn't take. Way to give it to...
Was there something you needed, Doc?
Right, yes. Ah! Yes there is something I need, and you are the perfect...
I work with certain individuals in the Resistance, people of a more psychic nature, as it were. They have asked me to utilize my own specialties in neuroscience, one of my many fields of profound specialty, to aid them in recruiting other psychic individuals... telepaths and such.
Before I ramble for too long, my associate informed me that a Seer, one of the aforementioned psychic individuals, has broken free of the Seer Network. She's too dangerous for me to approach and bring in, so that's where you come in. I want you to apprehend Seer 0293 using this neural restraint.
Before you go, I have her location...
Unnecessary Solicitation
I knew you'd be back. Seer 0293 is currently hiding out in...
Oh fine, here's the address.
Mission Objective(s)
Waves of psychic anguish wash over you the second you walk in the front door. It's then that you realize the screaming isn't in your head.
- Apprehend Seer 0293
- Rescue Seer 0293
- Escape With Seer 0293
You managed to get the Neural Restraint on Seer 0293 and lead her out of the building.
Enemies
- Praetorian Police
Notable NPCs
- Seer 0293 (Seers Tracker, Escort Hostage, Ally)
Debriefing
You did it. Superb work.
You know, this reminds me of when... Wait a second.
Dr. Steffard examines Seer 0293's cybernetics for a moment and then his eyes widen.
Quickly, I need to get her inside...
Call me from now on, it's a secure line which means it is safer for both of us.
Part Two: A Second Opinion
These cybernetics in this woman's head... They're unlike any Seer implants I've seen before. Fascinating.
Amazing, it's as if they quadrupled the number of pathways... That would likely extend the range, but the signal would be so weak you could only pick it up with a receiver of some kind. Maybe it's...
Can I help you further?
Ah! I apologize, Character, I get so entranced with my work, I sometimes lose focus on anything but it.
Yes, I really could use your help. I want to find out more about these implants, but the only person I've dealt with in the past on such issues, at least, with any degree of success, was a rather, shall we say, understanding member of the Syndicate.
Things are very dicey right now with the Syndicate. I want you to escort me while I meet with Maxine. I don't expect any trouble from her, it's the rest of the Syndicate that worries me.
Unnecessary Solicitation
Whenever you're ready, but please, let's not keep Maxine waiting.
I made her wait once and she told me a story about...
Mission Objective(s)
The Syndicate seems to own everything in this town. Wait... that might actually be true.
- Meet with the Syndicate
- Escort Steffard to Maxine
You fought off a horde of ghouls that came out of nowhere and Dr. Steffard got the information he needed from Maxine.
Enemies
- Ghouls
Notable NPCs
- Maxine (Syndicate Lieutenant, Ally)
- Maxine is one of the top Syndicate killers. Her psychic mastery over her own body turns her into a lethal killing machine.
Briefing
Why'd Steffard drag you along, Power Puff? 'Fraid something might happen?
Let's just say I'm insurance.
Don't worry, nothing's gonna... Wait. Did you hear something?
That sounds like... Ghouls!
Debriefing
Horrifying!
The Seer implant that I removed from Seer 0293 appears to emit some sort of tracking signal... one that the Ghouls are inclined to listen for.
Maxine informed me that some of her brethren in the Syndicate have started hearing reports about increased Ghoul activity over in Neutropolis, and the Crusaders have been talking about more and more coordinated Ghoul attacks on their positions as well. I have a theory that these events are somehow linked, but I do not yet know how.
I have to admit, I wasn't sure if I was going to be able to count on you, Character. Most people don't even notice the Seers anymore, so I am pleasantly surprised that you are interested in figuring out if there is a link here between the Seers and the Ghouls.
Part Three: Just Because You Can...
The implant I dug out of Seer 0293 has four times the number of synaptic accelerator pathways, greatly extending the range of her telepathy, but making it so weak that even another psychic would have trouble picking it up in the same room. I have a theory in the works, but I need you to help me find some evidence to back it up.
Help Steffard prove his theory.
At first I dismissed the design as flawed, but I'm starting to see a very real brilliance behind this device, Character.
The range is extended, that is key. This device attached to a class 11 Seer, like our friend 0293, has a range roughly about that of Imperial City, a stronger Seer could easily cover Praetoria City.
But here's the key that threw me off. The range is increased, but at the expense of power. With this installed, Seer 0293 couldn't read the mind of a fly, nor could she transmit a thought with any clarity beyond a foot. The device simply saps too much strength out of the psychic signal to do anything but travel distance. So why was she so powerful when you found her in that office building?
The answer to that, my friend, I hope you will find in M.I.C.I.R.'s Seer Facility over in Industry Avenue. According to Maxine, they're working on something she claims to be very similar to the device I showed her.
While you do that I'll do some tests with these Ghoul collars. I have a feeling that whoever is putting the Ghouls in these restraints has something to do with these Seer implants as well.
Unnecesary Solicitation
Get access to the database inside that facility and look for anything pertaining to synaptic accelerator pathways. If they're working on what I think they are, that will get you a lot of hits on your query.
Mission Objective(s)
Facilities like these are where the Seers go for psychic downloads and regeneration.
- Search Seer Facility in M.I.C.I.R
- Get synaptic accelerator pathway data
- Find mission exit
You got the data for Dr. Steffard, bring it back to him and figure out if his theory is correct.
Enemies
- Seers
Debriefing
You have the data?
Excellent, let me have a look at it...
...
Just what I thought, Character. They're using these implants to try and turn the Seers into command and control modules for the Ghouls!