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Difference between revisions of "Mercy Island"

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== Overview ==
 
== Overview ==
Mercy Island is the first place a villain goes after escaping from the [[Breakout]] tutorial zone, excluding [[Soldiers of Arachnos]] (VEATs), who do not go through [[Breakout]].  As a beginner-level zone, most of the enemies are levels 1-6.
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'''Mercy Island''' is the first place a villain goes after escaping from the [[Breakout]] tutorial zone, excluding [[Soldiers of Arachnos]] (VEATs), who do not go through [[Breakout]].  As a beginner-level zone, most of the enemies are levels 1-6.
  
 
Here, villains will meet their first contact ([[Kalinda]] or [[Matthew Burke]]) and begin to make their presence known to the powers that be.  They begin in an area called ''Fort Darwin'', which also plays home to their first trainer: [[Arbiter Diaz]].  They'll likely spend their first five to six levels running missions out of here before picking up a new contact to the southwest.  They tangle with large numbers of snakes, breaking the back of that group (at least on Mercy Island).  Later missions take them to the area to the south called ''Fort Cerberus''.
 
Here, villains will meet their first contact ([[Kalinda]] or [[Matthew Burke]]) and begin to make their presence known to the powers that be.  They begin in an area called ''Fort Darwin'', which also plays home to their first trainer: [[Arbiter Diaz]].  They'll likely spend their first five to six levels running missions out of here before picking up a new contact to the southwest.  They tangle with large numbers of snakes, breaking the back of that group (at least on Mercy Island).  Later missions take them to the area to the south called ''Fort Cerberus''.

Revision as of 13:53, 29 December 2008

Mercy Island
Map MercyIsland.jpg

Villain City Zone (1-8)

Trainers: Arbiter Diaz, Arbiter Richard
TF Contacts: none
Events: none
Exploration Badges: Cesspool, Chum, Fortified, Snake Charmer, The Next Big Thing, Widower
Plaques: Lorekeeper I
Day Jobs: {{{Day Jobs}}}
Enemies: Arachnos, Hellions, Infected, Longbow, Rogue Island Police, Skulls, Snakes
Connecting Zones: Cap Au Diable, Port Oakes
Transits: none


Overview

Mercy Island is the first place a villain goes after escaping from the Breakout tutorial zone, excluding Soldiers of Arachnos (VEATs), who do not go through Breakout. As a beginner-level zone, most of the enemies are levels 1-6.

Here, villains will meet their first contact (Kalinda or Matthew Burke) and begin to make their presence known to the powers that be. They begin in an area called Fort Darwin, which also plays home to their first trainer: Arbiter Diaz. They'll likely spend their first five to six levels running missions out of here before picking up a new contact to the southwest. They tangle with large numbers of snakes, breaking the back of that group (at least on Mercy Island). Later missions take them to the area to the south called Fort Cerberus.

NOTE: VEATs must do a single mission from Alan Desslock before choosing Kalinda or Matthew Burke.

Contacts

Level 1-4
Level 5-9
Level 15-19

Special Contacts

Important Locations

Neighborhoods

  • Darwin's Landing, the large neighborhood that forms most of the northern part of the zone; contains Doctor Creed and Mongoose. The Fortunata Fateweaver who adjusts a villain's notoriety in this zone is located under the clocktower at the Darwin's Landing marker.
  • Fort Cerberus, the small Arachnos fort in the southeastern part of the zone. Ghost Widow's tower is located in this zone; Seer Marino is also located here, in addition to the Black Helicopter Line to Cap Au Diable.
  • Fort Darwin, the northern fort where a villain starts their career in the Rogue Isles; it contains Kalinda, Arbiter Diaz, Matthew Burke and Alan Desslock. The Mercy Island Hospital is located here.
  • Mercy, the neighborhood south of the wall that, along with Darwin's Landing, forms most of the neighborhood; it contains Arbiter Richard. The Mercy Island Arachnos Headquarters is located in the building behind Arbiter Richard. A Black Market truck is located between the doors to the Port Oakes Ferry and the doors to Fort Cerberus.

Exploration Badges

File:V badge TourismBadge.png Cesspool

Many would-be Villains have drunk their fill from the cesspool in hopes it might grant super power. Mostly they go insane.

File:V badge TourismBadge.png Chum

Just when you thought it was safe...

File:V badge TourismBadge.png Fortified

Arachnos built the wall around Mercy to keep it safe.

File:V badge TourismBadge.png Snake Charmer

This is the main entrance to the Snakes' underground lair. You really don't want to go down there.

File:V badge TourismBadge.png The Next Big Thing

This is the good life. The higher up you get, the bigger you are.

File:V badge TourismBadge.png Widower

They say that lonely tower is the home of Ghost Widow, Lord Recluse's phantom servant.

Plaques

File:V badge HistoryBadge.png Lorekeeper

You have learned much that is hidden from the eyes of mortal men.

  • V badge HistoryBadge.png Lorekeeper I - This monument is right up against the wall that splits the zone between Darwin's Landing and Mercy. It is 90 yards west of Mongoose. Coordinates (-907, 97, -377)

Stores

  • The level 1-5 contacts sell level 1 and 5 Training Enhancements and Inspirations.
  • The level 5-10 contacts sell level 1, 5, and 10 Training Enhancements and Inspirations.
  • Seer Marino sells level 10 and 15 Training Enhancements, level 20 Mutant/Magic Dual Origin Enhancements, and Inspirations.
  • The Quartermasters in Fort Darwin and Mercy near Arbiter Richard sell level 5, 10, and 15 Training Enhancements.

Transfer Points

  • There is a ferry south of the Mercy neighborhood that takes a villain to the Port Oakes zone.
  • The Black Helicopter Line, located in the Fort Cerberus neighborhood, takes villains to Cap Au Diable.
  • There is also a helicopter in the Fort Darwin zone close to Kalinda that will allow a villain to move between Mercy Island instances, if there is more than one.

Villain Groups

Notes