SPY GAMES
View: https://www.youtube.com/watch?v=weqK155M_4o
[X] Information Warfare: Crawler and the clones likely know a lot more about the Nine's plans and resources than you currently do. They might even know where they're currently holed up. This intel can turn the tide of the battle, so you should spend some proper time telepathically extracting it from their minds.
"Assuming the information I got is correct, the Slaughterhouse's ranks would currently include - not counting prisoners - three Crawler clones, two Cherish clones plus the original, an Unexpected clone plus the original, a Trickster clone plus the original, and six Siberian clones plus the original. The prisoners caught so far should have significant knowledge of the Nine's resources and plans, but presumably the value of this intel will decrease with every passing minute. I think right now, the best use of my abilities is to perform a rapid set of telepathic interrogations," you telepathically inform Narwhal and Director Piggot.
"Go for it. We've got some reinforcement coming from out of town," Narwhal replies.
And with that, you head toward the captured clones, and shift your power pool - most of it goes into telepathy, while the rest goes into mental superspeed.
The fact that the clones of Unexpected, Trickster, and the Siberian are currently pumped full of tranquilizers means that you encounter significantly reduced mental resistance as you make your way through their memories.
There's a lot here that's very informative, very disturbing… but time is of the essence. You're not looking for their entire life stories. You need to focus on recent weeks, days, hours.
Memories of the heist at the Rig. Cherish securing the Travelers' cooperation long enough to spiderjack everyone but Noelle. The cloning of multiple Slaughterhouse assets.
Cherish joining the Nine a few weeks ago - willingly, not spiderjacked yet. Introducing herself by driving Hatchet Face to suicide-
Hatchet Face is dead?
Bonesaw combining Hatchet Face's remains with a specially-made Nilbog creature, calling the resulting living weapon Hack Job.
Cherish introducing herself as one of Heartbreaker's children (you can see the resemblance). Very long-range emotional control
and detection. Plotting to discreetly condition the Nine emotionally, but getting discovered by Jack Slash early on; Jack had Bonesaw perform brain surgery on the Nine so Cherish's manipulations would fail without her even realizing. However, whatever long-term plans Jack Slash had for Cherish apparently changed when he decided to have the Nine go out with a bang - Cherish had no intention of going down with a sinking ship no matter how grand the show, and had to be spiderjacked.
You transmit the most pertinent of your findings so far to your allies, and resume sifting through memories.
A series of suspicious coincidences putting the Nine on the trail of the Teeth, just in time for Bonesaw to outfit Jack Slash's brain with anti-Butcher reinforcement, and for him to kill
Coil less than a minute after the latter just barely managed to kill the previous Butcher after a deadly game of cat and mouse.
Jack Slash is the new Butcher
and his current Butcher set includes Coil. This is vital information. You transmit it.
"So Jack's the new Butcher. Means we can kill every other of the Nine without worrying about that poison pill, at least," Narwhal replies. While you've been running this telepathic interrogation, the battle on the coastline has been intensifying (out-of-town reinforcement notwithstanding), the Fallen have retreated, and most of the Guild is busy taking out monster cells in the sewers as fast as it can locate them.
Back to memory-diving.
More improbable coincidences allowing the Nine to contact Nilbog and get him out of Ellisburg with the PRT none the wiser - Jack Slash openly speculating about it being a post-mortem Simurgh backup plan to get rid of you.
Nilbog and Bonesaw collaborating, making each other's work more potent.
Running from the Guild's hunt. Capturing Unexpected. Trying and failing to capture others.
The cargo ship. Using the meat cargo to create Nilbog's army.
Reaching Brockton Bay. Teleporting in following Jack Slash's indication, in a way that suggests he used Coil's power to find safe locations via trial-and-error.
Teleporting inside the Undersiders' lair!
Earlier:
"Long time no see, big sis," Regent commented, not getting up from his couch as the rest of the Undersiders (and Uber, and Leet, and Bitch's dogs) twitched on the floor, overcome by crippling apathy and depression. "So, how did you end up working for these guys? Bad luck, or bad taste?"
"Bad judgment, I would say," Jack Slash said. "Poor Cherish believed she could wrap the Nine around her finger with time. Sadly, she was not committed enough for a full-part role."
"That's Chérie for you," Regent shrugged.
"Now, much as I would love to chat, I'm afraid we're really on a schedule," Jack Slash went on. "Bonesaw, do put your strings on this new bevy of puppets. Except for the Thinker. Cherish, be a dear and update Tattletale's emotional state. Completely suppress any emotional reaction to our little troupe, but inflate her desire to get one over the white hats into an overriding obsession."
Now:
The Nine have spiderjacked Grue, Bitch, Regent, Uber and Leet. They've also been holding control over Tattletale since this whole battle started. This means that when she contacted you and told you about the Nine's plan to grab Panacea at the hospital, she was acting on the Nine's behest - keeping you busy while they were abducting the Travelers.
You telepathically transmit this critical information to Director Piggot.
"Fuck. The Undersiders are a pain to fight. And if Tattletale is just guessing all our moves…"
"She may be, Director, but it's best not to tell anyone yet."
"What? Explain."
"The Guild's investigation strongly suggests that Jack Slash has a Thinker power that allows him greater awareness of the actions and intentions of parahumans within a large area. Neither you nor I are parahumans. My mind-reading has shown me every location the Nine were able to secure early in their invasion of Brockton Bay, so this may be a short-lived window of opportunity."
"Understood."
You suppose you ought to cut short your interrogations here, and not bother mind-reading Crawler, who's still exiled to a largely-empty dimension. The memories of the Unexpected, Trickster and Siberian clones have shown you multiple bases the Nine have established in the very short time they've had.
Two different warehouses in the docks, including the one you rescued Noelle from. The Undersiders' lair. Coil's old lair.
This time, no need to search the city. You shift your power pool to wall-passing, telescopic vision and observe the locations.
The warehouse is empty, save for the bleeding remains of a dockworker. The Undersiders' lair looks like it was hastily abandoned, and judging from the workshop in one room you guess Leet has been working there.
Coil's old lair is full of monsters. Also present are a well-hidden Mannequin, and two Siberian projections, each one hiding in a supply closet; further search locates the two Siberian clones in cars a couple blocks away.
Also present are the spiderjacked Travelers.
It's obviously a trap. It dangles before you the opportunity to rescue the Travelers (and incidentally deny the Slaughterhouse use of their powers), but puts you and any other heroes who enter the premise with the risk of a deadly ambush… including the risk of Unexpected or his remaining Clone bringing in reinforcement from wherever
else the Nine are hiding.
So you need to think a step ahead of them.
You think back to some past battles against Global Might, against the Cryosphere's Blizzard Brigade, against Avalon, Shadow, Garzor. About how your teammates were able to outmaneuver them, or were outmaneuvered yourselves.
Then you send out another telepathic message.
"Noelle, this is the Avatar, do you receive me?"
"Avatar! Listen, thank you for getting me out of there, but you've got to rescue the others-"
"I'm on it. But listen. The effects of the emotion Master's power, they fade quickly?"
"Uh… After a few minutes, I guess."
"Thank you, that helps a lot. Rest for now, I'm working on rescuing your friends."
Time for another telepathic message, this time aimed at multiple people.
"Travelers. Travelers, this is the Avatar, on telepathic communication. Can you hear me?"
"Avatar! Listen-"
"Thank God-"
"We're at-"
Trickster, Genesis, Ballistic, Sundancer and Oliver all respond. Their bodies and senses may be spiderjacked, but their thoughts are their own and cooperating with you. After you assure them Noelle is fine, they hurriedly tell you where they are (which you already knew), but also that Bonesaw has sewn some kind of nerve gas bomb inside Oliver's stomach, that Jack Slash has Leet working on something that he considers important, and that Tattletale and a Cherish clone assigned as her minder were told to hide somewhere the PRT wouldn't look and maintain radio contact with Jack Slash; apparently Tattletale expressed confidence that she knew E88's former safehouses far better than the PRT did.
You thank them for their cooperation.
"I will come for you very soon. First, though, I have to remove the Nine's Thinker resources. Thankfully, Tattletale has provided me with a very, very exhaustive list of potential Brockton Bay hiding spots in the past. I can remotely search them one by - ah, there she is. Excuse me, I'll be back as soon as we extract her."
That's a lie, of course. Tattletale has never given you such a list. Why would she have?
But right now, there are five parahumans in the city who
believe you have such a list,
and that you and the Guild are about to assault Tattletale's location to retrieve her.
Jack Slash's Thinker power, according to Tattletale, gives him an intuition of what other parahumans in a wide range are thinking, doing and planning.
It's kind of a long shot, but it costs you nothing but a few seconds as you switch back to wall-passing telescopic vision, and-
Unexpected's remaining clone, along with Tattletale and a Cherish clone, has just teleported into the warehouse. Not the one with the dead dockworker, the one you rescued Noelle from.
Looks like your plan worked - Jack Slash "sensed" that you were about to launch a raid to free Tattletale, so he moved her somewhere else. To a location you've
already emptied of Slaughterhouse presence and were unlikely to return to.
Spoofing his intuition, so to speak.
Of course, this plan ran into the simple issue of Coil's power: What if Jack Slash only evacuated Tattletale in one timeline? You'd get a quick victory of rescuing her, only for him to undo it retroactively.
That's why your plan, if you didn't see Tattletale appearing at any of the locations you thought to observe, was to telepathically tell the Travelers that you were belaying
all rescue plans because you had just found Jack Slash himself.
Truth be told, you
don't like this plan. Too many moving parts, too many ways it could go wrong. But luck is always going to be a factor on the battlefield, and perhaps this time, it has favored you.
You switch your power pool to a combination of invisibility and insubstantiality, allowing you to briefly dip above Mach 3 without causing a sonic boom. You slow down as you penetrate the warehouse again.
"-why did you have me moved-" Tattletale asks on her radio.
Invisible, you take aim at the Unexpected clone.
You only stop being invisible and insubstantial in order to be very, very fast instead.
The first blast destroys his spiderjack and knocks him out. The second does the same to the Cherish clone. Next, you grab the radio from Tattletale's hands.
Super-speed drops, replaced by sensory powers allowing you to rapidly scan all three individuals (and even the radio) for any hidden nastiness.
You ignore Tattletale's sneer - it'll take a few minutes for Cherish's power to fade from her mind - as you quickly coordinate with Director Piggot and Panacea, bringing the two unconscious clones and Tattletale to the Rig's facilities, where Entropisch's Shaker power keeps the spiderjack venom from killing the two clones before Panacea can heal them. The radio you drop with Director Piggot - it's unlikely that Jack Slash will let something useful slip through it, but it's worth a shot.
More things are going on across the city, of course. Vista's using her power to slow down Nilbog's army on the coastline, where a growing number of parahumans are joining the fray (including New Wave sans Panacea). Burnscar and some monsters are attacking a fire department. There's another attack on an Endbringer shelter. And the recent captures likely hold useful information in their heads.
You can't be everywhere at once. But you have a target of opportunity, and a small
window of opportunity before it gets taken away.
Becoming once more invisible and insubstantial, you enter Coil's old lair, navigating it until you can find Oliver. Your senses perceive the gas bomb inside him - full of enough nerve agent to depopulate at least a city block.
You position yourself against the ceiling, at an angle where you won't be seen - by the Travelers, the Nine, or Nilbog's monsters.
You lock your senses firmly on the bomb.
Then you abandon invisibility and insubstantiality, switching instead to disintegration. Aiming carefully, you utterly unmake the bomb inside Oliver's body.
At this point, there's no further use hiding your moves from Jack's intuition - you need backup, and so you telepathically signal a number of allies, giving them the clearest instructions you can manage as you begin teleporting from room to room, carefully aiming to appear behind each Traveler to blow up their spiderjacks.
Each liberated Traveler is picked up by Go-Go, who teleports them to a nearby rooftop, where Strider picks them up for Panacea in time to neutralize the spiderjacks' venom (theoretically Strider could do this alone, but Go-Go is better at quick, short-ranged teleports in dangerous places). Nilbog's monsters keep chasing you, but you keep teleporting to a different room before they can even test if their attacks can harm you. The two Siberian projections and Mannequin haven't joined the fray yet, the former presumably hoping you'll get within range of their ambush while the latter may or may not be trying to sneak out in the confusion…
…but once all the Travelers have been extracted, there's no longer cause to hold back.
Strider teleports Globe inside and then heads out.
Globe, who was the only Case-53 in the Guild before Aura joined, activates his power. Everything in a range of slightly over 30 feet of him, in every direction, is instantly brought to a temperature of 780°C.
It's not quite enough to melt the walls, but just about anything in range that
can burn
does. Including Nilbog creatures.
Doesn't hurt you even a little, though. And so, you hover right next to Globe while switching to omnidirectional senses as you seek to pinpoint the remaining enemies.
Mannequin looks like he's just reached the sewers and is trying to make his getaway. He won't get far.
As heat from Globe's power begins spreading through Coil's lair, both Siberian projections start running through walls in an attempt to find you. They don't get very far as outside, both clones are killed (by Multi-Hit and Optima, respectively), causing the projections to fizzle out.
Go-Go, following your very precise instructions, appears close enough to Mannequin to teleport him aboveground. A couple dozen feet above the ground, in fact. Most of his tech is then
ripped apart by Captain Argentina's telekinesis before he is encased in containment foam.
With Globe's help, you quickly destroy the last Nilbog creatures in the lair.
"Good job, everyone. Regroup at the Rig."
"Gladly. Things are happening way too fast for comfort," says Captain Argentina.
You're applying telepathic interrogation as fast as you can to Mannequin and the clones of Unexpected and Cherish who were with Tattletale, when Tattletale herself (escorted by multiple PRT agents) comes to you. She's not looking good.
"Tattletale. Are you all right?" you ask, even as you dip deeper into recent memories for any tactically useful tidbit.
"Fuck no I'm not all right," she says, clutching her head and looking like she has a horribl headache, "but I'll manage. Listen. Jack Slash wants to go down as the guy who killed hope, so he wants to kill you, the Guild, and Brockton Bay, in that order, and if he can only have one or two of these he'll take what he can get. He's got this small device on him that…" she winces in obvious pain, "...that I'm pretty sure is some kind of tinkertech weapon, and it's
important to his plan."
"Thank you. This is important information," you tell her.
She's clearly suffering from the headaches most parahumans get from overusing their powers. Which is odd, she was fine a few minutes ago when you rescued her-
Ah.
A few minutes ago, when you recovered her from the Nine's grip, she was still operating under Cherish-given emotions, such as an overwhelming desire to get one over the heroes. So, once she was in the PRT's hands, she probably proceeded to deliberately overuse her power to gain non-useful information, in order to spitefully deny your side the use of her powers once Cherish's influence faded.
Inconvenient - both for you and for her - but that's how the dice fall.
Now, between the information you've collected and the developing situation, you need to immediately decide on your next course of action.
On the coastline, even with Vista providing some breathing room, even with more and more heroes joining in - Brazilian heroes, out-of-town Protectorate heroes, New Wave, additional Guild members - the situation is extremely tense, with small groups of monsters getting past the defenders and filtering into the city proper. You could show up and spend a few minutes decimating Nilbog's horde, taking off some of the pressure.
Burnscar's attack is going to destroy the city's biggest fire department if she and the monsters with her are not stopped ASAP. And no-one's moving in to stop her…
…because the heroes who aren't busy fighting on the coastline or hunting down the Nine have their hands full with multiple monster swarms emerging from the sewers and trying to breach Endbringer shelters. This is happening in at least three different locations that you know of.
Lastly, Mannequin's memories showed one more hiding spot the Slaughterhouse had been planning on using - a store that permanently closed last week, whose existence the Nine had discovered online while preparing for their visit to Brockton Bay. Telescopic vision shows it's empty right now, but a discreet visit might yield further clues…
The time pressure being what it is, you'll only have time to do a small number of these things. You'll need to think carefully.
How do you prioritize targets?
[ ] Provide air support on the coastline for a few minutes. As the most powerful Blaster available, you can take some pressure off the defenders and give them room to breath.
-[ ] Spend enough time on the coastline to significantly reduce the threat. This should free some of the defenders - hopefully Eidolon - to help in the city.
[ ] End Burnscar's attack on the fire department. It should be quick enough - go in, take her and the monsters down, go out.
[ ] Help protect the shelters; unless they're stopped, Nilbog's creatures could kill hundreds, maybe thousands.
-[ ] Fully clear the enemies around the shelters, and hunt down any more enemies progressing through the sewers.
[ ] Try to gather information at the store, or at least bug the place.
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