Underground Neutropolis: Difference between revisions
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== Exploration Badges == | == Exploration Badges == | ||
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== Historical Plaques == | == Historical Plaques == | ||
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== Day Jobs == | == Day Jobs == | ||
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== Stores == | == Stores == |
Latest revision as of 13:46, 26 May 2022
- Trainers:
- Belladonna Vetrano
- Trial / TF Contacts:
- Events:
- Exploration Badges:
- Binge Eater, Cluttered, Drink Enriche!, Grade F, Keeping the Lights On, Ready for Anything, Nailbiter, The New Boss
- Plaque Badges:
- Headjuiced
- Day Jobs:
- Caregiver / Pain Specialist, Banker
- Enemies:
- Praetorian Police
Department, Praetorian Clockwork, Neuron's Clockwork, Anti-Matter's Clockwork, Resistance Clockwork, Resistance, Seers, Ghouls - Connecting Zones:
- Neutropolis, Underground Nova, Underground Imperial
- Transits:
- Underground Transit
Overview
Official Background
(Copied from the City of Heroes Going Rogue official web site)
The Underground is a network of tunnels that traverse the soft underbelly of Praetoria. It was created to keep the appearance of the aboveground portion of the city unspoiled and uncluttered while the day-to-day maintenance and transportation tasks were carried out away from public view. Using the Lethe as its main artery, the tunnels follow a winding path through Nova Praetoria to Neutropolis and beyond. Because the Underground is situated away from the prying eyes of the local citizenry, it is an ideal meeting place, hangout, or headquarters for groups that prefer to do their business covertly. It is more difficult for beings to perceive threats while in the Underground due to a well-known perception filter anomaly of the area, making the underground environment excellent terrain in which to hold secret deals and an environment full of prime opportunities for surprise attacks.
Despite the Underground's primary function, which can range from the mundane (transport of products and commuter passengers or elimination of waste materials) to volatile (transport of highly confidential personnel or material), it is surprisingly clean. In fact, the water conduits and large metal tubes located along the walls and housed away in storage rooms push clean, filtered water through the miles of pristine pipes. Make no mistake, however, though the dark passages are clean, they provide no rest for the lost or weak. The tunnels are a dangerous place. This maze of winding halls and rooms is home to a strange breed of zombielike creatures called the Ghoul. Ghouls prefer the dark spaces and freedom these tunnels provide, and they take flight from any scientific personnel who have attempted to study them.
The Underground is littered with gangs looking to keep their treasonous scheming away from Emperor Cole's network of spies. The Resistance, in particular, has set up several hubs across the Underground by hacking into some maintenance rooms and resetting the door codes to a series of specific Resistance-only logins, which are updated hourly. In fact, given the frustrating login changes to these hubs and a few access doors, Cole's city maintenance staff has reprogrammed the logins of many doors leading to the surface with loyalist codes of its own. The illegal activity in the Underground, from smuggling to shakedowns to purely animalistic rampages from the Ghouls, is frowned upon by the Cole administration, so Cole has sent in several task forces of Praetoria police officers to investigate and monitor any and all gang activity, real or imagined.
There is little camaraderie in the tunnels. The rules of human decency, etiquette, and restraint shown under the light of day or cover of aboveground night are absent in the Underground. In this vast vista of poor visibility and unending miles of concrete and tracks, behavior has eroded to the point where "ally," "enemy," and "meal ticket" have become nearly synonymous. While the Resistance, the Ghouls, and even the Destroyers may stick up for their own kind on the whole, every dark corridor provides an opportunity for bloodshed. Once the swinging starts, the only rule that matters is that the last one standing wins.
Contacts
Task Force Contact
Trainers
Regular Contacts
Resistance
Crusader Arc
Notable NPCs
Neighborhoods
- Sector A (Green – Level 15-17) (Music)
- Sector B (Yellow – Level 17-19) (Music)
- Sector C (Red – Level 19-20) (Music)
Exploration Badges
This hospital sub-basement used to be a primary morgue, but was phased out due to the sheer number of Ghoul attacks it drew. As the Resistance say, nothing a chomper likes more than a well-stocked buffet.
Praetor Berry's dizzying research speed accomplishes much, but tends to leave unfinished projects and prototypes in its wake. Some of those half-baked notions end up here. Occasionally, a few get up and walk away.
Careful study of the bowels of the Water Treatment Facility reveals two output pipes. One flows directly into the Praetorian water system. The other pipe ends at the Enriche Bottling Plant in Neutropolis. Curious...
For some reason, you can usually find Failed Experiments in this area. Rumor has it that previously this room was used as part of their indoctrination and training phase. Maybe they still remember it in what's left of their broken minds.
While the Keyes Reactors themselves require little fuel to keep humming, the entire island is devoted to power transmission, safety, and security; the latter especially due to near-constant Resistance sabotage attempts. All of these functions require maintenance Clockwork and deliveries which come through this bay.
This training room under Lambda Sector serves as a harsh urban combat 'shoothouse' for the Imperial Defense Force and PPD TEST. Live fire exercises are also known as 'Resistance assaults.'
This PPD interrogation and holding area is littered with the signs of harsh treatment. Dried bodily fluids, ripped off fingernails, and a few human teeth mark this area as a place you don't want to wind up in.
Clockwork captured or appropriated by the Resistance are reprogrammed here, using taps into the Neutropolis wide area networks to speed the process. Some become soldiers, others servants; a few become bombs, designed to go back to scrubbing off graffiti and tending flowers until the right trigger is sent. Then... 'kaboom.' The Clockwork so reprogrammed are not given a choice in the matter.
Historical Plaques
You followed all the fruity crumbs and peeped the 20 lessons brought to you by the letter 'Resistance.' Whether or not you chomp-a-chomp on this tasty knowing is up to you, but now you know it's time for the other half of the battle.
Day Jobs
You have spent a great deal of time working in the hospitals of Paragon City during your free time earning the Caregiver Day Job. Logging out in a Hospital will earn you a Regeneration Bonus, when you log back in, for a short time.
Your expertise in surgery and understanding pain has earned you the Pain Specialist Day Job. Logging out in a Hospital will earn you a Regeneration Bonus, when you log back in, for a short time.
Your time spent working with the financial institutions of Paragon City during your free time has earned you the Banker Day Job. Logging out in a Vault will earn you an Influence Bonus, when you log back, in each time you complete a mission for a short time.
Your time spent staging heists on the various financial institutions of the Rogue Isles has earned you the Thief Day Job. Logging out in a Vault will earn you an Infamy Bonus, when you log back, in each time you complete a mission for a short time.
Stores
- Vendor 583-43 (Training)
- Vendor 782-63 (Training)
Transfer Points
- There are three universal exits, one Loyalist exit, and one Resistance exit to Neutropolis
- The Underground Transit line will take you to Underground Nova and Underground Imperial
Villain Groups
Notes
- This zone was added to the game for all characters in Issue 18.