Reconnaissance Officer: Difference between revisions
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== Overview == | == Overview == | ||
Reconnaissance Officers are NPCs stationed near the guarded entrances of [[Hazard Zones]] in [[Paragon City]]. They offer information to Heroes regarding the history and hostile [[spawn]]s of the zones, and suggests safe squad size for [[Street Sweeping|street sweeping]]. | Reconnaissance Officers are NPCs stationed near the guarded entrances of [[Hazard Zones]] in [[Paragon City]] and the [[Rogue Isles]]. They offer information to Heroes and Villains regarding the history and hostile [[spawn]]s of the zones, and suggests safe [[team|squad]] size for [[Street Sweeping|street sweeping]]. | ||
{{clr}} | {{clr}} | ||
== Paragon City Locations == | == Paragon City Locations == | ||
Revision as of 07:54, 30 November 2008
Date noted: No date specified. (Use date={{subst:Today}} to specify today, or date=YYYY-MM-DD to specify an arbitrary date.)
Contents
Overview
Reconnaissance Officers are NPCs stationed near the guarded entrances of Hazard Zones in Paragon City and the Rogue Isles. They offer information to Heroes and Villains regarding the history and hostile spawns of the zones, and suggests safe squad size for street sweeping.
Paragon City Locations
Reconnnaissance Officers are found the following locations:
The Sewer Network (Steel Canyon Entrance)
Hold your nose, my friend, because you just entered the Sewers. I hope you didn't come alone because you're going to need some serious firepower down here. On the flip side, this is a great place to earn some street cred with your hero buddies. But, again, if you're not careful you could end up face-down in a stream of green sludge.
Seriously, it happened to a friend of mine. It wasn't pretty. One last thing, mind the door over there, too, it leads to the Abandoned Sewers and they're not for the weak.
See my report for more information. It should give you an idea what to expect:
RECONNAISSANCE REPORT
*** Approved Use Only ***
History: This underground labyrinth connects to the major cities throughout Paragon. Since it's under the city, it has become a popular place for Villains, especially those of the tentacle variety, to conglomerate.
Hostiles Strength: Levels 2 through 10 (Abandoned Sewers Levels 35 through 40)
Suggested Squad Parameters: 5 to 8-person teams
Highlights:
- Underworld
- This is the hub of the sewers
- Speak to Mairenn MacGregor outside the Atlas Park Sewer entrance for more information about joining a Task Force to battle this high-level threat
Identified Hostiles:
Amenities:
- None
Bug! In-game text doesn't reflect that Hydra are only in the Abandoned Sewer Network.
Bug! In-game text doesn't reflect that the Vahzilok are in the Sewer Network
The Hollows
You have arrived in The Hollows, which is considered a Hazard zone as you can tell by the big SWAT entrance behind you. However, under the constant supervision of the PPD, only certain regions tend to be more dangerous. Don't let that lull you into a false sense of security; you can bet that if you should stray from the pack, that'll be the perfect time for an ambush. Keep alert and come back here if you get in over your head.
See my report for more information. It should give you an idea what to expect:
RECONNAISSANCE REPORT
*** Approved Use Only ***
History: Years ago, the Trolls wanted to carve out more territory but were having problems above-ground so they took their business underground and found the residential community of Eastgate as their location. Armed with explosives, they began their work, not realizing that there was already extensive cave warrens beneath this area of Paragon City. The initial blasts destabilized a large area and collapsed a section of the zone into itself - this event became known as The Hollowing. Soon after, the Outcasts and Circle of Thorns moved in. Over recent years, additional Villain Groups (even some from the Rogue Isles) have made their way into The Hollows.
Hostiles Strength: Levels 5 through 15
Suggested Squad Parameters: 1 to 5-person teams
Highlights:
- "Rock Men"
- It is believed that these cave guardians are connected to the Devouring Earth in some way.
- Talshak the Mystic provides a Task Force to rescue David Wincott's child, who has been taken to the deadly caverns.
- "Grendel's Gulch"
Identified Hostiles:
Amenities:
- Mobile Hospital
- Trainer (Foreshadow)
- Stores (Skyway City and Atlas Park entrances)
Perez Park
This is Perez Park as evidenced by the conspicuous SWAT entrances you used to arrive here. The gangs you encounter here will be much larger, this is no place to be a lone wolf. Unless you enjoy taking trips to the hospital, get some friends because this ain't no walk in the park.
See my report for more information. It should give you an idea what to expect:
RECONNAISSANCE REPORT
*** Approved Use Only ***
History: Perez Park was once an idyllic retreat from hectic city life and home to many areas where families would picnic or simply relax in the sun. The tranquility was shattered when Perez Park became infested by various villain groups, all with unique agendas. The Hellions and the Skulls have been involved in a gang war for years.
Hostiles Strength: Levels 7 through 14
Suggested Squad Parameters: 3 to 5-person teams
Highlights:
- The Maze
- A huge cluster of trees and twisted roots, heavily populated by villains.
Identified Hostiles:
Amenities:
- None
Boomtown
You are now in what is affectionately called 'Boomtown.' If you haven't noticed, this is a Hazard area, not just because the place is falling down around us, but because the hostiles that have moved in here have gathered in packs. Their numbers have increased, so yours should as well. Mind your step, there are plenty of demolished buildings and debris littering the area.
See my report for more information. It should give you an idea what to expect:
RECONNAISSANCE REPORT
*** Approved Use Only ***
History: Long ago, this area was a bustling urban center called Baumton, full of skyscrapers and massive office complexes. That all changed when the Rikti invaded in the First Rikti War against humanity. On Day 1 of the Rikti War this bustling community was hardest hit and turned into a wasteland. With the economy and housing industry crushed, the residents of Baumton moved to other parts of Paragon City, the area was sealed off to the general populace, and the bad guys moved in.
Hostiles Strength: Levels 11 through 19
Suggested Squad Parameters: 3 to 5-person teams
Highlights:
- Rubble
- And lots of it.
Identified Hostiles:
- Babbage (a wandering mostrosity created by the Clockwork)
- Clockwork
- Council
- The Lost
- Outcasts
- Trolls
- Vahzilok
Amenities:
- None
Terra Volta
You have entered the area known as Terra Volta. This is an extremely treacherous location for Heroes to patrol so you should have back up. We have been unable to establish a foothold here, so you only have what you bring in. See my report for information on the Task Forces assigned to protecting the Reactor Core.
See my report for more information. It should give you an idea what to expect:
RECONNAISSANCE REPORT
*** Approved Use Only ***
History: When Oswald Price began construction on the first electrical power plant in Paragon City in 1955, he chose this location. Local legends marked this small rocky outcrop as the intial landing point of the doomed Novus Cartago expedition of 1602. There have been constant rumors that this location is cursed. Since initial construction, Terra Volta has been plagued by problems and constant Villain aggression.
Hostiles Strength: Levels 23 through 29
Suggested Squad Parameters: 5 to 8-person teams
Highlights:
- Levels 20 - 29
- See Jane Hallaway in Independence Port regarding forming a Task Force to keep Sky Raiders from stealing the fuel to sell on the Black Market or using it for more sinister purpose.
- Levels 30 - 39
- See Captain James Harlan in Founders Falls regarding forming a Task Force to keep Freakshow from destroying the power plant.
- Levels 40 - 50
- Speak to Major Richard Flagg in Peregrine Island about locating the cipher for the new Rikti code.
Identified Hostiles:
Amenities:
- None
Striga Isle
You have arrived in Striga Isle, six miles off the coast Northeast of Eastgate Bay in international waters. This is the chosen location of The Council and something big they have brewing under the volcano. This area is a hazard zone, but your security level seems to check out.
See my report for more information. It should give you an idea what to expect:
RECONNAISSANCE REPORT
*** Approved Use Only ***
History: Striga Isle is the location of the infamous Port Noble, a haven for assorted cutthroats and grey market traders.
Hostiles Strength: Levels 20 through 29
Suggested Squad Parameters: 1 to 5-person teams
Highlights:
- Wolf's Throat
- A tunnel that spans Mount Richardson to The Maw.
- The Council Base
- Located on Mount Richardson, a huge heavily manned military structure.
- The Volcano
- See Ernesto Hess about joining a Task Force to find out what's inside and how to stop it.
- Kheldian War
- See Moonfire about joining a Task Force to find out more.
Identified Hostiles:
Amenities:
- Trainer (Ravenstorm)
- Stores (located in Port Noble and Mount Richardson)
Dark Astoria
This Hazard zone is what is known as 'Dark Astoria'. Though you cannot see far due to the dense fog in the area, you are in a sort of modern age ghost town. The citizens have perished, but this place is by no means vacant. For the unwary Hero, it's also a death sentence. If you hope to maintain that heartbeat in your chest, you should find some friends or colleagues to help you. Otherwise, one of the spectral wanderers may, sooner rather than later, be you.
See my report for more information. It should give you an idea what to expect:
RECONNAISSANCE REPORT
*** Approved Use Only ***
History: Formerly known as Astoria, this is a place where crumbling magics hold a horrible dark god from the ancient world barely in check. As Mot's bonds loosen, his influence spreads, raising the dead and causing havoc and horror.
Hostiles Strength: Levels 21 through 29
Suggested Squad Parameters: 3-person to 5-person teams
Highlights:
- Dense Fog
- The entire landscape is covered in such a heavy fog that it appears nearly twilight even during the day.
- Ghostly Citizens
- Several citizens perished and their ghosts remain, walking the streets of Dark Astoria. Get too close and they disappear.
Identified Hostiles:
Amenities:
- St. Elegius Hospital
Crey's Folly
You have arrived in 'Crey's Folly.' If you haven't noticed, this is considered a Hazard area. Part of the reason is the liquid toxins seeping into the ground and the other part is due to the large groups of hostiles in the area. You may be able to survive in some parts of this location on your own, but for your security, you're better off with some team-mates to help you.
See my report for more information. It should give you an idea what to expect:
RECONNAISSANCE REPORT
*** Approved Use Only ***
History: 'Venice', as this area used to be called, became active during the early 1900s due to a growth in intense industrialization, which was not only damaging to the environment, but on the workers as well. As the 1950s heralded in a new, more environmentally friendly attitude, the area no longer carried the connotation of dismal working conditions and proved that, towards the 1970s, profit could go hand-in-hand with environmental responsibility.
All that changed with the First Rikti War. The Crey facility was targeted and the resulting explosion not only devasted the Crey labs, but created a strange element that poisoned the area. As citizens and workers moved out, Villains moved in.
Hostiles Strength: Levels 30 through 38
Suggested Squad Parameters: 3 to 5-person teams
Highlights:
- Carnival Town
- A Freakshow controlled stronghold utilizing debris and materials from the zone.
- Epicenter
- The center of the attack on the Crey labs, a huge dark scar in the ground.
- Closed SWAT entrance
- This SWAT entrance was closed down when the Rikti invaded for the second time. All access is controlled via DPO centers manned by The Vanguard.
Identified Hostiles:
Amenities:
- None
Eden
You are now in 'Eden', an incredibly ironic moniker considering this place is anything but. It's not for lack of effort on the part of the Devouring Earth, however. This is a face plant waiting to happen if you're not well prepared and surrounded by trusted Heroes. The enemies that you face here are far more difficult and group in much larger packs than you've probably experienced before. It's pretty ironic, since there is nearly nothing idyllic about it..
See my report for more information. It should give you an idea what to expect:
RECONNAISSANCE REPORT
*** Approved Use Only ***
History: This area, formerly known as Woodvale, was once a quiet and prosperous community. When Crey Industries moved in, the Devouring Earth soon followed and the city became a battleground as the Devouring Earth struggled to recreate its own version of Eden.
Hostiles Strength: Levels 31 through 40
Suggested Squad Parameters: 5 to 8-person teams
Highlights:
- Captured Heroes
- See Woodsman about a Task Force to rescue the 'Prisoners of Eden'.
- Hive Entrance
Identified Hostiles:
Amenities:
- None
Rikti War Zone
You have arrived in the Rikti War Zone, which is the first area to be considered a 'war zone'. It is aptly titled due to the ongoing hostilities between the Rikti and, well, pretty much everyone else. Vanguard has stepped in and has called upon Heroes and even Villains to fight against this ongoing threat. There's some crazy stuff going on here so if you're faint-hearted, best not leave this compound.
See my report for more information. It should give you an idea what to expect:
RECONNAISSANCE REPORT
*** Approved Use Only ***
History: Formerly known as White Plains, this was once an urban financial and commerce center, but the area was decimated by the downing of a mammoth Rikti space craft. During the protracted battle to destroy the ship, a fort and personnel facilities were constructed. Over the last few years, the Vanguard have moved in, established their underground base, and continue the fight against the Rikti. The Rikti have erected pylons across the zone, which serve as a communication and security device.
Hostiles Strength: Levels 35 through 54
Suggested Squad Parameters: 3 to 8-person teams
Highlights:
- The Rikti Threat
- Seek out Lady Grey to form a Task Force in an effort to keep the Rikti threat contained.
- Downed Ship
- The ship has a shield that protects it via signals from the Pylons.
Identified Hostiles:
Amenities:
- Medical Bay
- Trainer (Vanguard)
- Stores (Vanguard Quartermasters)
- Tailor (Hero and Villain)
- Vanguard Crafting Tables
- Invention Tables
- Notoriety Contacts (Hero and Villain)
Firebase Zulu
You have just entered the Shadow Shard, a series of islands broken down into four main sections. This is, in association with Portal Corps, a miliary-controlled and supervised restricted access location. If you don't have one already, see a vendor about a Flight Pack. Oh, and make some friends because this place is deadly.
See my report for more information. It should give you an idea what to expect:
RECONNAISSANCE REPORT
*** Approved Use Only ***
History: The Portal Corps has provided access to this dimension in an attempt to keep Rularuu from swallowing up another world. He's weaker on his home turf.
Hostiles Strength: Levels 40 through 47
Suggested Squad Parameters: 5 to 8-person teams
Highlights:
- The main military installation and access point from Earth
- A series of islands that run more vertical rather than horizontal, home to the rare Kora Fruit
- One of the stranger pockets within the Shadow Shard, the domain of another part of Rularuu's consciousness that he found too troublesome to deal with: his conscience
- Home to Rularuu the Crazed, an expression of the real Rularuu's frustrations at his imprisonment
Identified Hostiles:
- Brutes (absent from Zulu)
- Circle of Thorns (Cascade Archipelago}
- Crey (Firebase Zulu)
- Natterlings (Zulu and Cascade Archipelago)
- Nemesis (Zulu and Cascade Archipelago)
- Reflections (absent from Storm Palace)
- Sentries
- Storm Elementals (Storm Palace)
- Wisps (Cascade Archipelago and Storm Palace)
Amenities:
- Military Hospital on Firebase Zulu
- Gravity Geysers to aid in transportation between islands
- Hortha Vines for transportation between the shards
The Hive
You are now in The Hive. This area is beyond anything you've ever experienced. What lies down there will not only wipe out you and your party, but a few other parties as well, if you're not careful. You are going to need massive reinforcements working together in order to survive here.
See my report for more information. It should give you an idea what to expect:
RECONNAISSANCE REPORT
*** Approved Use Only ***
History: Classified.
Hostiles Strength: Levels 45 through 50
Suggested Squad Parameters: 40 to 50-person teams
Highlights:
- Hamidon
- The giant gellatinous monster at the center of the Hive.
Identified Hostiles:
Amenities:
- None
Rogue Isles Locations
The Abyss
This is the Abyss. If you take a look around, you'll be able to see why. Not much is going on here at the dock, but just wait until you head in further.
This area is what we in the Recon profession like to call a 'trial zone.' What this means is that, for you, it's gonna be a trial. I guarantee it.
If you have friends, or even accomplices, you may want to give them a call. In fact, call some thugs down the street while you're at it because The Abyss is no place to wander alone.
See my report for more information. It should give you an idea what to expect:
RECONNAISSANCE REPORT
*** Approved Use Only ***
History: The Abyss archipelago is a series of islands which comprise the abandoned site of failed genetic and biological experiments. These 'experiments' have been contaminated by the waste, debris, and chemicals associated with human mismanagement of the past. When human presence terminated in this area, the Devouring Earth immigrated here, making these islands their own.
Hostiles Strength: Levels 45 through 50
Suggested Squad Parameters: 5-person to 8-person teams
Highlights:
- Landing Area
- A safe area, probably the only one.
- Abandoned Compounds
- Wire fencing, once electrified, is now broken and inoperable. Inhabited by various Devouring Earth.
- Abandoned Bio Lab
- Formerly the 'nerve center' of the Archipelago, this area is nothing more than a crumbling structure of vacant buildings and unused equipment.
- Staging Rocks
- A popular location to strategize before entering the sinkhole.
- Sinkhole
- The sinkhole is where the monster known as 'Hamidon' appears.
Identified Hostiles:
Amenities:
- None