Twilight Police Department (Somerset)

From Twilight Heroes Wiki
Jump to: navigation, search
Twilight Police Department
Police2.gif
Location: Somerset Square
Unlocks: until you finish C.H.I.P.S.

The Somerset local precinct of the Twilight Police Department is where you get your Quests until you reach level 6 and finish the C.H.I.P.S. (Casino Heroes Investigate Purported Scandal) quest. It appears after The Arsonist.

This page list the messages you get when visiting the police station. Note that if you do not finish C.H.I.P.S., you will also get further quests in this location. Messages for further quests are details here.

Unless you have an ongoing quest or a quest is to be acquired:

You stop in at the office, but Officer Rand isn't around and nobody else seems to want to take you seriously while you're wearing that costume. Come to think of it, it's kind of hard to blame them.

Trouble in the Galleria

Ending the Quest:

You catch Rand at the office and fill him in on your exploits regarding John Steele and the Galleria shops. He congratulates you on your good work but doesn't seem nearly as excited about the experience as you are. When you ask if he can arrest Steele, Rand just shakes his head. "Fraid not, kid. I'm glad you showed him up, but you don't have anything you can use as legal evidence. I'm sure he was guilty, but in a legal sense you don't have any reliable proof. In fact, if he wanted to, he could probably sue you for assault, and you'd be the bad guy in the case."

"Really?" you ask. "I hadn't even thought about that."

Rand nods. "Yeah, you've got to be careful, or you're going to end up making as many enemies with the law enforcers as with the criminals."

You say, "But at least that neighborhood is safe now, right?"

Rand snorts, and starts to laugh, until he realizes you were being serious. "For a few days, maybe. But Steele's just a small fry. Some guy running extortion in a few blocks of a small neighborhood? He may have been pretty efficient at keeping things quiet, but there isn't a fraction of a chance that he could have held the neighborhood if someone above him hadn't let him keep the territory. There's a crime syndicate that controls most of the city. Steele isn't even a bit player in that organization. He's a flea that lives on a rat that eats the crumbs that the syndicate drops now and then. There's a dozen parasites just like him living on your city block, waiting to take his place."

"Huh. Wow. I hadn't even thought about that. So the whole thing was basically pointless?"

"Aww, don't be too hard on yourself, kid. You did a good thing. A bunch of people are better off than they used to be. That's not a bad start at all."

A Dank and Rusty Mystery

Starting the quest:

Officer Rand is looking over a map at his desk when you come in. "Hey kid," he says. "Glad you stopped by. There's some kind of weirdness going on underneath part of the city near your neighborhood. We're not really sure what it is, but something seems to be spilling over into the sewers from some neighboring tunnels. There's been some vandalism down there, and some thefts where the criminal escaped down a manhole. A few people have gone in to investigate, and either they've come out addled and dazed and unable to remember anything about the tunnels, or they don't come back at all. If you get a chance, could you check it out, and see if you can clear up what's going on?"

After Mind Bender is defeated:

You relay to Rand the story of the dank and rusty maze, and the Mind Bender who was at the center of it all. Rand listens patiently, and at the end shakes his head slowly. He says, "There sure is some strange stuff going on in this town. Powerful villains with strange powers ..." He pauses and looks at you. "No offense, of course. It's what you do, not what you're capable of, that counts. Still, I don't know if a swat team would have stood a chance down there. When an officer can't track down a criminal and do his job, even when he knows where the criminal is, I don't know what this world is coming to. Guess I'm trying to say I'm glad we've got you around for the tricky stuff."

You smile and nod, biting your tongue to keep from blurting out "sticky truff" or some other nonsense.

Protests Aren't for Amateurs

Starting the quest:

Rand greets you with a new assignment. "A riot just broke out on campus at University Heights. Reports say it started out as some kind of dance party, and somehow it got mixed up with a political rally and people started fighting. I know this sounds pretty mundane, but something's very strange there. For one thing, there seem to be a number of instigators who are hanging out there solely to keep the chaos going. Still, we ought to be able to take them out, but we've tried every thing we can think of to get this riot to stop, and it just keeps growing bigger. Even worse, some of the police officers on the scene seem to be losing it and starting to join the riot instead of keeping the peace. Can you check it out for us? Take out the instigators and see if you can get things calmed down."

After Rhythm of the Rage (see Take Rage downtown to Rand):

You turn Rage over to police custody. Rand takes the kid back and talks to him for a while, and then hands him off to some other officers to take care of the details. "Well," he says, "this is a curious one. It's good work on your part, as usual. But there's some strange implications. The kid says he was hired by someone called 'The Mick' to help fuel the riot."

"The Mick? What's that supposed to be--some kind of Irish mafia?"

Rand shrugs. "We're not sure, but that's our best guess. This isn't the first time we've heard of him, and it usually comes up in relation to some of the crime syndicate activities. He might have been connected--remotely--to the John Steele guy you put away. Anyway, the kid that calls himself Rage says he never met The Mick, though. One of The Mick's hirelings actually recruited him. Naturally, the kid can't even tell us much about the guy who did the hiring. We've got balding, middle aged, heavyset, with curly hair on the side of his head that had a tendency to stick up. We don't even have a name, here, either. He just went by his initials: PHB."

You ask, "So where does this leave us?"

Rand leans back in his chair and stares at the ceiling for a moment. "Well, obviously we'll want to keep an eye out for The Mick, or things that he might be involved in. And now this PHB guy, too."

"What about the kid?"

"I think he's going to end up at Shiloh. I hate to send a kid there--that place has some unpleasant characters--but he definitely needs treatment. And while he'll get some credit for cooperating with you, he was involved in criminal activity, so he's probably going to do some time. Shiloh is much better equipped to handle someone with his abilities than a normal jail would be. I do think there's hope for him, though."

You nod and start to get up. Rand's phone rings, so you figure you ought to take the opportunity to go, but before you reach the door Rand gestures at you to wait. He spends another minute on the phone and then hangs up. Rand says, "Looks like there's more trouble back at the university. You'd better come with me to check it out."

C.H.I.P.S. (Casino Heroes Investigate Purported Scandal)

Starting the quest:

"You ready for something a little more serious?" Rand asks.

"Sure, what's going on?"

"We've gotten a couple of anonymous tips that something's going on at the Golden Wooden Nickel casino. Nothing particularly solid, but it sounds like the mafia may have some operations there. Money laundering, something like that. Probably something in the back of the house, where it's discreet. We don't have enough to go on, but if you could sneak back there you might be able to find something."

You nod and say you'll see what you can do.

First time after defeating counsel Harry:

You give Rand a brief overview of your exploits at the casino. He seems impressed with your innovation. Then you remember something. Clearing your throat you mention the money you took from counsel Harry. It's a big enough amount you're not sure if it should be returned.

"Nah, don't worry about it," Rand says.

You look at him for a second, trying to figure out how to read him.

Rand smiles. "No, I'm not encouraging you to steal. You actually earned it. There was a $2000 reward for Harry's capture. We owed you the money anyway."

At that point a middle-aged man walks over to Rand's desk and you decide maybe it's time to leave, but he shouts "You!" and points an accusing finger in your direction. "I'm Michael Ace, owner of the casino you just trashed. You owe me big!"

Second time after defeating counsel Harry:

"Look, mister," you say, "I didn't trash the casino. I barely made a mess of one room, and even that wouldn't have happened if the mafia hadn't been there in the first place. The police did more of the damage than I did."

Michael Ace looks at you, then glances over at Rand, and seems to calm slightly, though his teeth remain clenched. "The casino is my property, and I'm not about to have some vigilante running through its halls, terrorizing my guests. I can accept the police coming in to stop the mafia--I had no idea they'd infiltrated my staff and were using the back room--but I would have cooperated completely if asked. The whole operation could have proceded smoothly and quietly, rather than in public. I can't have near disasters disturbing my guests and tarnishing my image. I lost a lot of business because of you and the mess you caused."

You shrug, unimpressed. "I did what I had to. I'd do it again. My goal is to protect innocent people, and I'm not going to stop and ask if it's okay before I put someone in jail who deserves to be there."

Ace turns red, and for a second you think he's about to hit you. After a moment he growls through clenched teeth, "Consider yourself warned. I will not put up with your antics at the expense of my business. If we meet again I'm going to make sure it's you who ends up in jail."

Then Ace turns and strides off, leaving you staring at his back. You consider shouting something snarky at him as he leaves, but a part of you realizes that Ace is justifiably angry.

Rand says, "Don't mind him, kid. If I had a penny for every person who got angry at me for enforcing the law ..." he trails off. "Anyway, I've got good news. I got promoted! I'll be working at the downtown office from now on. Stop in and say hi when you get a chance."

Further visits, until the place is locked when you reach level 6:

You walk into your local precinct, looking for Rand. Carmichael, one of the officers who never really believed you had any powers, looks up from his newspaper, "What are you doing here? Rand got promoted, remember? Go bother him Downtown, why don't'cha?" You mutter under your breath and leave the station.