Neutropolis
- Trainers:
- Battle Maiden
- Trial / TF Contacts:
- none
- Events:
- The Great Escape
- Exploration Badges:
- Airlift, Don't Drink It, Eyes to the Future, Longshoreman, Moar Power, Stockpiling, Stuff of Life, Urban Renewal, River Rat, Rail Rider
- Plaque Badges:
- Headjuiced
- Day Jobs:
- Banker / Thief, Caregiver / Pain Specialist, Monitor Duty
- Enemies:
- Praetorian Police
Department, Praetorian Clockwork, Neuron's Clockwork, Anti-Matter's Clockwork, Resistance Clockwork, Resistance, Seers, Syndicate, Ghouls - Connecting Zones:
- Imperial City, Nova Praetoria, Underground
Neutropolis - Transits:
- Cole Transport
Authority
Overview
Official Background
(Copied from the City of Heroes Going Rogue official web site)
Years before the founding of First Ward and the establishment of Praetoria, years even before the Hamidon Wars that heralded Marcus Cole's rise to power, the area now called Neutropolis was a sprawling industrial complex built alongside the Lethe River and the location of Dr. Raymond Keyes' revolutionary antimatter reactor. Built in the years leading up to the Hamidon Wars and designed to meet the energy needs of the entire eastern seaboard of the United States, this pivotal energy production site emerged as a flashpoint in that devastating conflict, one that could have decided the fate of humanity.
As chronicled by the researchers at the Cultural Direction and Education Center, the Devouring Earth targeted the antimatter reactor with a massive assault, the success of which would have severely crippled a broad swathe of the eastern U.S. It was only the peerless leadership and undeniable power of Marcus Cole that prevented the destruction of the reactor. Because much had been lost at that time, Marcus Cole was determined to keep this vital resource from falling to the Devouring Earth. In later years, Marcus Cole openly admitted that securing the Keyes Island Reactor was one of the first, and most important, steps he had to take to ensure the creation of the utopian city-state of Praetoria. Without power, there is no growth, and the Keyes Island Reactor has power in abundance.
Without the power generated by the three antimatter reactors (or in Dr. Keyes's own parlance, the "neutral polarity synchronizing reactors") and the subsequent creation of the first generation of Clockwork Androids, Praetoria would have remained merely a dream. Backed by the near limitless power generated by the reactors and their tireless robotic tenders, First Ward was built in a handful of months, and the complex around Keyes Island expanded to include a growing industrial infrastructure. Nothing seemed impossible in those first heady years of Praetoria's life. First Ward and Keyes Island continued to grow as eager refugees flocked to the burgeoning city to seek safety and a future free of war and privation. But the Devouring Earth still lurked in the unclaimed wilds, plotting Praetoria's demise.
Neutropolis was already a growing district when the Devouring Earth launched a second major assault upon humanity, an assault that saw the near complete destruction of First Ward. In the aftermath of that second attack, Marcus Cole redoubled his efforts to expand Praetoria, starting with Neutropolis. Thousands of survivors from First Ward were relocated to temporary housing there while Praetor Berry relocated his corporate HQ on the newly founded eastern portion of the district, providing much needed employment to the many who had seen their work torn down in a single day.
As Praetoria evolved, so did Neutropolis--and not entirely for the better. Once Imperial City and Nova Praetoria were founded, many of the businesses and services of Neutropolis moved into the brand new corporate complexes being erected there. New opportunities for employment in Imperial City and Nova Praetoria incited a mass exodus of people as well, draining entire neighborhoods over the course of weeks and months. Those without the connections or skills needed in the bustling new districts found themselves stranded in a Neutropolis that grew dingier and dirtier with each passing year.
As residential neighborhoods were emptied, the bulldozers moved in to clear the way for warehouses, business parks, and industrial foundries. What had once been a promising commercial and residential district became one of industrial fumes, clanking Clockwork laborers, desolate warehouses, and the three antimatter reactors that spew plumes of exotic particles into the air. Hemmed in among all this industrial noise are the last of First Ward's refugees, forgotten in Praetoria's rapid expansion.
Neutropolis has only gotten worse in the years since. While high-profile business parks have sprung up along the district's eastern shore, they cater almost exclusively to upscale workers from Imperial City and Nova Praetoria. Lambda Sector, the training facility for Praetoria's military, sits like a slumbering beast more apt to bite the head off any who stray too close rather than to protect the citizens of Neutropolis from the dangers that prowl its streets at night. And a new evil lurks now from the alleys and manholes across Neutropolis, preying upon the civilians that call this district home. Dubbed "Ghouls" because of their unsavory eating habits, cadaverous predators strike suddenly and violently from the shadows, resulting in an epidemic of missing persons that the city government seems strangely uninterested in solving.
Contacts
Trainers
Regular Contacts
Resistance
Warden Arc
Loyalist
Power Arc
Responsibility Arc
Notable NPCs
Neighborhoods
- Keyes Island (Red – Level 19-20) (Music)
- Lambda Sector (Yellow – Level 18-19) (Music)
- Neuron's Reach (Green – Level 16-17) (Music)
Exploration Badges
Airplanes are the only way to reach some areas with necessary supplies and materiel. Most jets here are much faster than they look, and must fly far out over the ocean to avoid shattering every window in the Magisterium when they accelerate past mach.
Praetoria's water is heavily filtered and sanitized here at the Water Treatment Plant, removing the contaminants of the outside world. Resistance propaganda says Cole adds something back at the same time. Most people just shrug and purchase copious amounts of Enriche to be on the safe side, not believing the Resistance claim that it is the same exact thing as the tap water.
From here, one can see further than even Emperor Cole. Do you see death? Darkness? Perhaps you see the coming doom of being smashed by a Tyrant or devoured by the Earth?
Praetoria is perhaps the only exporter of high tech goods still standing since the rise of the Hamidon. From these docks thousands of tons of weapons, heavy equipment, and humanitarian supplies leave daily. The Imperial Defense Force provides escort security for the ships once they've left the safety of Neutropolis.
Praetor Keyes's anti-matter reactors are a boundless source of energy, once supplying all the power for the entire Eastern United States. It was their presence which led Emperor Cole to declare Praetoria City as the capital of the new world. Even at peak demand, barely one-third of the reactors' full power is needed.
Lambda Sector is the core of the Imperial Defense Force's armaments and heavy machinery stockpile, fed daily by the anti-matter powered factories of Neutropolis. What is not immediately needed elsewhere is kept here for a 'rainy day.'
Praetor Berry's choice of decorations always hearken back to his reason d'etre - unlocking the secrets of the flesh held in sinew, cell, and DNA.
Older sections of the city like this pre-date much of Emperor Cole's reign, and as such have not been renovated to match the rest of the city. Constant distractions and sabotage by the Resistance and others have delayed such work indefinitely.
An invigorating swim in the rich, clear waters of Praetoria always perks you up.
It is every Praetorian citizen's duty to preserve the environment by utilizing public transit as much as possible. Praetor Berry thanks you for your patronage.
Additional badge:
An invigorating swim in the rich, clear waters of Praetoria always perks you up.
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.
- Lesson 11 (1217, -56, -959)
- Lesson 12 (4049, -72, -855)
- Lesson 13 (3261, -60, 513)
- Lesson 14 (6326, -72, 1073)
- Lesson 15 (5811, -39, 3048)
The following additional plaques are currently not associated with any known history badges:
- The Future is Today plaque
- The Lambda Sector Headquarters plaque
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.
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.
Stores
- Vendor 36-287 (Training)
- Vendor 48-273 (Training)
- Vendor 73-223 (Training)
Transfer Points
- A Praetorian can travel to Imperial City by leaving the zone along the east border.
- The train will take you to Nova Praetoria or Imperial City.
- Underground Neutropolis can be accessed through any standard access manholes, or through the exclusive Resistance or Loyalist access points.
Villain Groups
Notes
- This zone was added to the game for all characters in Issue 18.