Brickstown: Difference between revisions
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{{Zone | {{Zone | ||
|Zone Name=Brickstown | |Zone Name=Brickstown | ||
|Splash Image=Splash_Brickstown.jpg | |Splash Image=Splash_Brickstown.jpg | ||
Line 10: | Line 9: | ||
|Event=[[Prison Break]] | |Event=[[Prison Break]] | ||
|Exploration Badges={{BadgeLink|Mystic}}, {{BadgeLink|Inmate}}, {{BadgeLink|Flying Shark}}, {{BadgeLink|Fugitive}}, {{BadgeLink|Forward Thinker}}, {{BadgeLink|Secret Path}}, {{BadgeLink|Sixth Passenger}}, {{BadgeLink|Unsubtle}}, {{BadgeLink|Thrill Seeker}} | |Exploration Badges={{BadgeLink|Mystic}}, {{BadgeLink|Inmate}}, {{BadgeLink|Flying Shark}}, {{BadgeLink|Fugitive}}, {{BadgeLink|Forward Thinker}}, {{BadgeLink|Secret Path}}, {{BadgeLink|Sixth Passenger}}, {{BadgeLink|Unsubtle}}, {{BadgeLink|Thrill Seeker}} | ||
|Plaques=[[Scholastic Badge#Monument 2|Scholastic | |Plaques=[[Scholastic Badge#Monument 2|Scholastic II]], [[Scholastic Badge#Monument 3|III]], [[Park Stroller Badge#Monument 1|Park Stroller I-III]] | ||
|Day Jobs={{BadgeLink|Architect}}, {{BadgeLink|Law Enforcer}}, {{BadgeLink|Commuter}}, {{BadgeLink|Caregiver}}, {{BadgeLink|Monitor Duty}} | |Day Jobs={{BadgeLink|Architect}}, {{BadgeLink|Law Enforcer}}, {{BadgeLink|Commuter}}, {{BadgeLink|Caregiver}}, {{BadgeLink|Monitor Duty}} | ||
|Enemies=[[5th Column]], [[Crey]], [[Council]], [[Prisoners]], [[Freakshow]] | |Enemies=[[5th Column]], [[Crey]], [[Council]], [[Prisoners]], [[Freakshow]] | ||
|Connecting Zones=[[Independence | |Connecting Zones=[[Independence Port]], [[Crey's Folly]] | ||
|Lines=[[Paragon City Monorail]] | |Lines=[[Paragon City Monorail]] | ||
|VidiotMap=Brickstown | |VidiotMap=Brickstown | ||
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=== Task Force Contacts === | === Task Force Contacts === | ||
'''Level 30-35''' | |||
* [[Manticore]] | * [[Manticore]] | ||
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=== Police Band Contacts === | === Police Band Contacts === | ||
'''Level 30-40''' | |||
* [[Detective Fish]] | * [[Detective Fish]] | ||
* [[Detective Miller]] | * [[Detective Miller]] | ||
=== Regular Contacts === | === Regular Contacts === | ||
'''Level 30-34''' | |||
* [[Allison King]] | * [[Allison King]] | ||
* [[Lou Pasterelli]] | * [[Lou Pasterelli]] | ||
* [[Merisel Valenzuela]] | * [[Merisel Valenzuela]] | ||
* [[Neal Kendrick]] | * [[Neal Kendrick]] | ||
* [[Dr. Stribbling]] - [[Vigilante (Alignment)|Vigilante Alignment]] only. | |||
'''Level 35-39''' | |||
* [[Colleen Nelson]] | * [[Colleen Nelson]] | ||
* [[Gordon Stacy]] | * [[Gordon Stacy]] | ||
* [[Steven Sheridan]] | * [[Steven Sheridan]] | ||
'''Level 30-40''' | |||
* [[Dakota Berg]] - [[Who Will Die]] Episode 4 | * [[Dakota Berg]] - [[Who Will Die]] Episode 4 | ||
* [[The Major]] - [[Vigilante (Alignment)|Vigilante Alignment]] only. | * [[The Major]] - [[Vigilante (Alignment)|Vigilante Alignment]] only. | ||
'''Level 30-50''' | |||
* [[Provost Marchand (Primal Earth)|Provost Marchand]] | * [[Provost Marchand (Primal Earth)|Provost Marchand]] | ||
=== Stores === | === Stores === | ||
'''Level 30-40''' | |||
* [[Holsten Armitage]] (science store contact) | * [[Holsten Armitage]] (science store contact) | ||
* [[Serafina]] (magic store contact) | * [[Serafina]] (magic store contact) | ||
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== Exploration Badges == | == Exploration Badges == | ||
{{ | {{Badges in zone}} | ||
== Historical Plaques == | == Historical Plaques == | ||
{{BadgeBox|Scholastic|monument=* [[Scholastic Badge#Monument 2|Monument 2]] {{coords|-229|8|-370}} | |||
* [[Scholastic Badge#Monument 3|Monument 3]] {{coords|-3463|4|2062}}}} | |||
{{BadgeBox|Park Stroller|monument=* [[Park Stroller Badge#Monument 1|Monument 1]] {{coords|768|0|-1532}} | |||
* [[Park Stroller Badge#Monument 2|Monument 2]] {{coords|-2368|-7|-479}} | |||
* [[Park Stroller Badge#Monument 3|Monument 3]] {{coords|-3|0|1344}}}} | |||
== Day Jobs == | == Day Jobs == | ||
{{Day job locations | |||
{{ | | Architect | ||
| Law Enforcer | |||
| Commuter | |||
| Caregiver | |||
| Monitor Duty | |||
}} | |||
== Transfer Points == | == Transfer Points == | ||
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* The [[Brickstown Beacon]] location is {{coords|228.5|0|1551.5}}, outside of the Brickstown Infirmary. | * The [[Brickstown Beacon]] location is {{coords|228.5|0|1551.5}}, outside of the Brickstown Infirmary. | ||
== | == Ally Groups == | ||
* {{Enemy Paragon Police}} | |||
== Neutral Groups == | |||
* {{Enemy Crey}} | |||
== Enemy Groups == | |||
* {{Enemy 5th Column}} | * {{Enemy 5th Column}} | ||
* {{Enemy Crey}} | * {{Enemy Crey}} |
Latest revision as of 02:34, 5 June 2023
- Trainers:
- Swan
- Trial / TF Contacts:
- Manticore
- Events:
- Prison Break
- Exploration Badges:
- Mystic, Inmate, Flying Shark, Fugitive, Forward Thinker, Secret Path, Sixth Passenger, Unsubtle, Thrill Seeker
- Plaque Badges:
- Scholastic II, III, Park Stroller I-III
- Day Jobs:
- Architect, Law Enforcer, Commuter, Caregiver, Monitor Duty
- Enemies:
- 5th Column, Crey, Council, Prisoners, Freakshow
- Connecting Zones:
- Independence Port, Crey's Folly
- Transits:
- Paragon City Monorail
Overview
The signature landmark of Brickstown is Zigursky Prison. This mammoth structure is most often called "The Ziggurat," and was constructed to hold prisoners with powers that would allow them to easily escape from normal jails. Unfortunately, it's not very effective, with the rampaging criminals all over the city always wanting to spring their buddies. The lack of available police and security means that the prisoners don't have too difficult a time getting out of jail. Other nicknames for the prison, used most often by those within its walls, include "The Brick House" and "The Big Zig."
In addition to the prisoner problems, Brickstown has Crey agents running around, as the Countess tries to expand her power. The private security forces of Crey Industries frown upon outside interference, because they see this as their personal problem.
Zigursky Prison and Brickstown both lie above a series of natural caverns, and could theoretically be destroyed if those caverns were collapsed. The Freakshow are aware of this weakness and have already made several failed attempts to do just that in order to free their brethren held within. Due to this structure, Brickstown is also one of the most topographically complex areas of the game, rivaling and possibly surpassing Skyway City. Its surface streets and structures reveal only part of the zone's navigable areas, the rest being tucked underneath in the form of underpasses, canals, and service doors. This makes crow's-flight navigation to missions in this zone difficult at times.
Contacts
Task Force Contacts
Level 30-35
Trainers
Police Band Contacts
Level 30-40
Regular Contacts
Level 30-34
- Allison King
- Lou Pasterelli
- Merisel Valenzuela
- Neal Kendrick
- Dr. Stribbling - Vigilante Alignment only.
Level 35-39
Level 30-40
- Dakota Berg - Who Will Die Episode 4
- The Major - Vigilante Alignment only.
Level 30-50
Stores
Level 30-40
- Holsten Armitage (science store contact)
- Serafina (magic store contact)
Zone Events
- Prison Break: Prisoners are staging a breakout from the Zigursky Correctional Facility! This event can be found in the Ziggurat neighborhood at the entrance to the Zig. Participation in this event will award the Probation Denied Badge and a choice of three temporary powers.
Neighborhoods
- The Abyss Towers (Red - Level 30-35) (Music)
- Brickstown Infirmary (Green) (Music)
- The Chasm (Red - Level 30-35) (Music)
- The Crescent (Orange - Level 30-32) (Music)
- Dark Waters (Red - Level 33-35) (Music)
- The Mashu Bridge (Yellow - Level 30-32) (Music)
- Prison Power Station (Orange - Level 30-35) (Music)
- Seven Gates (Orange - Level 30-38) (Music)
- The Ziggurat (Red - Level 33-38) (Music)
Exploration Badges
You're always looking for new forms of entertainment, and it's said that the Mission Architect technology is entertainment in its purest form.
The roof of the Zig is the site of the first breakout by Arachnos. Captain Mako had been captured by some heroes, only to escape, tearing a path of destruction through the Zig. It ended up on the roof, where he commandeered a Longbow Skiff to fly himself out. Mako was seen leaping from skiff to skiff during the aerial battle with Longbow until he dove into the waters of Talos to swim back to the Isles.
When a fugitive escapes from the Zig, this area is the first place that the PPD patrol. The Freakshow frequently make deals with inmates - they'll hold off the PPD if the escapees join the Freakshow. This either leads to the Freakshow increasing their ranks or hunting down the fugitives who break their end of the bargain.
The Mashu bridge was built in Brickstown long before construction on the Zig began. Traffic was heavy in Brickstown, causing a need for this bridge to be constructed. It was only shortly afterward that plans for the Zig were created, driving the majority of business owners out from Brickstown and into Steel Canyon, rendering Mashu bridge nothing but an odd landmark.
Tub Ci used this secret path beneath the basketball courts of Brickstown to make a clean escape from the Zig. Officers were unable to find this well hidden location until it was too late. The PPD now keep secret agents around the courts - specifically as basketball players - to prevent such a slip up from happening again.
Sebastian Frost hid in the trunk of this old car for three days after he was broken out from the Zig. It was after the third day, under the cover of night, that his goons in the Family were able to come rescue him. Frost has been extra careful ever since then to never get caught again.
Clamor of the Freakshow used this warehouse as a hideout after escaping from the Zig - sort of. She lasted barely an hour in hiding before bursting out of the warehouse to attack PPD searching for her. This spilled out into an all-out brawl with nearby Council and 5th Column, allowing Bile to swoop in and pull Clamor out from the chaos.
This nexus is the intersection of two very minor Ley Lines, almost imperceptible to those without Second Sight.
Zigursky Penitentiary is where all criminals both mundane and super-powered end up.
Historical Plaques
You have learned the history of Dr. Webb smashing the Dimensional Barrier.
- Monument 2 (-229, 8, -370)
- Monument 3 (-3463, 4, 2062)
You have visited all of Brickstown's parks!
- Monument 1 (768, 0, -1532)
- Monument 2 (-2368, -7, -479)
- Monument 3 (-3, 0, 1344)
Day Jobs
Your study of the Mission Architect system has earned you the Architect Day Job. Logging out in the Mission Architect will earn you 2 bonus Mission Architect Tickets, when you log back in, each time you complete a mission for a short time.
You have worked closely with the Paragon Police Department during your free time earning the Law Enforcer Day Job. Logging out in a Police Station will earn you an Experience Bonus, when you log back in, each time you complete a mission for a short time.
The Paragon Police Department has severed its ties with you now that you're a villain.
You have traveled all over Paragon City for various day jobs during your free time earning the Commuter Day Job. Logging out in a Train Station will earn you a speed boost, when you log back in, for a short time.
You miss the monorails of Paragon City, but in the Rogue Isles it would just be too impractical.
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 protecting your Supergroup's base has earned you the Monitor Duty Day Job. Logging out in your Supergroup base will earn you charges for your Base Teleporter power.
Transfer Points
- The Paragon City Monorail has a station here.
- There are gates along the walls of the zone that lead to Independence Port, and Crey's Folly.
- The Brickstown Beacon location is (228.5, 0, 1551.5), outside of the Brickstown Infirmary.