The game begins with the heroes pounding on petty crooks in the street! It seems many of the students have encountered increased crime during their patrols – something must be going on behind the scenes, and Spence is working on puzzling it out. In the meantime, things are getting rocky between Bombshell and Stormcrow. Stormcrow has been moodier than usual, and he’s distant. He won’t even ask Bombshell to the upcoming Winter Masquerade Ball! Stormcrow decides to take off for Iowa, where he grew up, for the weekend, leaving Bombshell behind. In his absence, she makes plans to hang out with Gabe, a.k.a. Seraph, a very attractive Junior.
Red gets into some drama of her own. Hugh Messmann, once known as Captain Psyche, shows up at school, asking if he can speak with Red’s mother. Red admits that her mom told her to avoid him, but she wants to find out what’s going on, so she advises Mr. Messmann to come by their mansion under the ruse of wishing to speak with Red’s grandfather. Mr. Messmann stops by the following weekend, and Red witnesses a very awkward visit. Her mother refuses to meet Mr. Messmann’s eye, and she barely says a word the entire time. Red’s grandfather, upon learning of Mr. Messmann’s current career as a psychic psychologist, suggests that Mr. Messmann provide a session or two for his daughter. Mr. Messmann reluctantly agrees before departing.
Spence racks up some cool points at school by showing up Amp at lunch. While asking Red if she’d like to go to the dance with Ironlung, Spence is harassed by Amp in typical fashion. Barely breaking from his conversation, Spence uses his Freeze Ray and Portal Gun with staggering efficiency to break Amp’s attitude and make him back down. Also, Spence has secured Juke as his own date, though they’re just going as friends.
Spence requests the patrol reports from Mrs. Knight, the Actioneering teacher. With the reports, Spence discovers a pattern – the encounters form a chess rook on the map, though one dot is missing at the top. After a bit of research, Spence concludes that this must be a message sent by Black Castle, a mysterious mastermind, and that the last job will be at the missing dot on the map. It points directly at the Paradigm Museum.
The heroes stake out the museum, and Gomer, flying above in eagle form, spots a gang of crooks cross onto the museum’s roof and enter through skylights. On his signal, the heroes bust in and find themselves facing Professor Glitch, a technopath, The Trickster, a chaotic man with pumpkin bombs, and their many minions. The heroes smack around Professor Glitch and The Trickster, and then the super-powered teens that attacked the heroes last issue enter the fray! It seems that they’re commanding Glitch and Trickster. The heroes fight with everything they have, taking down the boy with silver eyes and the girl with deadly limbs. The only enemy remaining is Meltdown, the crazed girl with radioactive powers. Knowing she is bested, she unleashes a miniature nuclear blast, leveling the museum. The heroes emerge from the rubble, but their foes have escaped. What are these mysterious teens after? Was the entire crime spree a trap to lure the heroes into a confrontation? Who is going to ask Bombshell to the dance? Check in next time to find out – at Paradigm High!