Difference between revisions of "Brickstown"
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+ | {{Zone | ||
+ | |{{Hero City Zone}} | ||
+ | |Zone Name=Brickstown | ||
+ | |Splash Image=Splash_Brickstown.jpg | ||
+ | |Zone Map=Map_Brickstown.jpg | ||
+ | |Type of Zone=Hero City Zone | ||
+ | |Level Range=30-38 | ||
+ | |Trainer=[[Swan]] | ||
+ | |Task Force Contact=[[Manticore]] | ||
+ | |Event=''none'' | ||
+ | |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 II]], [[Scholastic Badge#Monument 3|III]] | ||
+ | |Day Jobs={{BadgeLink|Architect}}, {{BadgeLink|Law Enforcer}}, {{BadgeLink|Commuter}}, {{BadgeLink|Caregiver}}, {{BadgeLink|Monitor Duty}} | ||
+ | |Enemies=[[5th Column]], [[Crey]], [[Council]], [[Prisoners]], [[Freakshow]] | ||
+ | |Connecting Zones=[[Independence Port|Independence Port]], [[Crey's Folly|Crey's Folly]] | ||
+ | |Lines=[[Paragon City Monorail]] | ||
+ | |VidiotMap=Brickstown | ||
+ | }} | ||
+ | __toc__ | ||
== Overview == | == Overview == | ||
− | + | ||
+ | The signature landmark of '''Brickstown''' is [[Zigursky Penitentiary|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 Crey|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 == | == Contacts == | ||
Line 11: | Line 35: | ||
* [[Swan]] | * [[Swan]] | ||
+ | |||
+ | === Police Band Contacts === | ||
+ | |||
+ | * [[Detective Fish]] | ||
+ | * [[Detective Miller]] | ||
=== Regular Contacts === | === Regular Contacts === | ||
Line 21: | Line 50: | ||
* [[Neal Kendrick]] | * [[Neal Kendrick]] | ||
* [[Steven Sheridan]] | * [[Steven Sheridan]] | ||
+ | |||
+ | === Stores === | ||
+ | |||
+ | * [[Holsten Armitage]] (science store contact) | ||
+ | * [[Serafina]] (magic store contact) | ||
== Neighborhoods == | == Neighborhoods == | ||
− | + | * The Abyss Towers (Red - Level 30-35) ([[Media:Brickstown_TheAbyssTowers.ogg|Music]]) | |
− | + | * Brickstown Infirmary (Green) ([[Media:Brickstown_BrickstownInfirmary.ogg|Music]]) | |
− | + | * The Chasm (Red - Level 30-35) ([[Media:Brickstown_TheChasm.ogg|Music]]) | |
− | + | * The Crescent (Orange - Level 30-32) ([[Media:Brickstown_TheCrescent.ogg|Music]]) | |
− | * The Abyss Towers | + | * Dark Waters (Red - Level 33-35) ([[Media:Brickstown_DarkWaters.ogg|Music]]) |
− | * The Chasm | + | * The Mashu Bridge (Yellow - Level 30-32) ([[Media:Brickstown_TheMashuBridge.ogg|Music]]) |
− | * The Crescent | + | * Prison Power Station (Orange - Level 30-35) ([[Media:Brickstown_PrisonPowerStation.ogg|Music]]) |
− | * The Mashu Bridge | + | * Seven Gates (Orange - Level 30-38) ([[Media:Brickstown_SevenGates.ogg|Music]]) |
− | * The Ziggurat | + | * The Ziggurat (Red - Level 33-38) ([[Media:Brickstown_TheZiggurat.ogg|Music]]) |
− | == Exploration Badges == | + | == Exploration Badges == |
− | {{BadgeBox | + | |
− | {{BadgeBox| | + | {{BadgeBox|Mystic}} |
+ | {{BadgeBox|Inmate}} | ||
+ | {{BadgeBox|Flying Shark}} | ||
+ | {{BadgeBox|Fugitive}} | ||
+ | {{BadgeBox|Forward Thinker}} | ||
+ | {{BadgeBox|Secret Path}} | ||
+ | {{BadgeBox|Sixth Passenger}} | ||
+ | {{BadgeBox|Unsubtle}} | ||
+ | {{BadgeBox|Thrill Seeker}} | ||
== Historical Plaques == | == Historical Plaques == | ||
Line 42: | Line 84: | ||
Two [[Scholastic Badge]] monuments. | Two [[Scholastic Badge]] monuments. | ||
− | == | + | == Day Jobs == |
− | + | ;Common | |
− | + | {{BadgeBox|Architect}} | |
+ | {{BadgeBox|Monitor Duty}} | ||
+ | |||
+ | ;Hero-Specific | ||
+ | {{BadgeBox|Law Enforcer}} | ||
+ | {{BadgeBox|Commuter}} | ||
+ | {{BadgeBox|Caregiver}} | ||
+ | |||
+ | ;Villain-Specific | ||
+ | {{BadgeBox|Dirty Cop}} | ||
+ | {{BadgeBox|Fare Jumper}} | ||
+ | {{BadgeBox|Pain Specialist}} | ||
== Transfer Points == | == Transfer Points == | ||
− | * The [[ | + | * 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]]. | * There are gates along the walls of the zone that lead to [[Independence Port]], and [[Crey's Folly]]. | ||
+ | * The [[Brickstown Beacon]] location is {{coords|228.5|0|1551.5}}, outside of the Brickstown Infirmary. | ||
== Villain Groups == | == Villain Groups == | ||
+ | * {{Enemy 5th Column}} | ||
+ | * {{Enemy Crey}} | ||
+ | * {{Enemy Council}} | ||
+ | * {{Enemy Freakshow}} | ||
+ | * {{Enemy Prisoners}} | ||
+ | |||
+ | == Notes == | ||
+ | * This zone has been in the game for [[Hero|Heroes]] since [[Issue 0]]. | ||
+ | |||
+ | == Images == | ||
+ | |||
+ | <center> | ||
+ | <gallery> | ||
+ | Image:Theabysstowers.jpg|The Abyss Towers | ||
+ | Image:Brickstowninfirmary.jpg|Brickstown Infirmary | ||
+ | Image:Thechasm.jpg|The Chasm | ||
+ | Image:Thecrescent.jpg|The Crescent | ||
+ | Image:Darkwaters.jpg|Dark Waters | ||
+ | Image:Themashubridge.jpg|The Mashu Bridge | ||
+ | Image:Prisonpowerstation.jpg|Prison Power Station | ||
+ | Image:Sevengates.jpg|Seven Gates | ||
+ | Image:Theziggurat.jpg|The Ziggurat | ||
+ | Image:Thezigguratwest.jpg|The Ziggurat (West) | ||
+ | </gallery> | ||
+ | </center> | ||
− | + | <!-- == External Links == | |
− | + | {{BadgeHunter Map|map=brickstown}} --> | |
− | + | ||
− | + | ||
− | [[Category: | + | [[Category:Hero City Zones]] |
+ | [[Category:Hero Zones]] |
Latest revision as of 02:02, 14 November 2019
Hero City Zone (30-38) | |
Trainers: | Swan |
---|---|
TF Contacts: | Manticore |
Events: | none |
Exploration Badges: | Mystic, Inmate, Flying Shark, Fugitive, Forward Thinker, Secret Path, Sixth Passenger, Unsubtle, Thrill Seeker |
Plaques: | Scholastic II, 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 |
Brickstown VidiotMap |
Contents
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
Trainers
Police Band Contacts
Regular Contacts
- Allison King
- Colleen Nelson
- Gordon Stacy
- Lou Pasterelli
- Merisel Valenzuela
- Neal Kendrick
- Steven Sheridan
Stores
- Holsten Armitage (science store contact)
- Serafina (magic store contact)
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
Mystic This nexus is the intersection of two very minor Ley Lines, almost imperceptible to those without Second Sight. |
Inmate Zigursky Penitentiary is where all criminals both mundane and super-powered end up. |
Flying Shark 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. |
Fugitive 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. |
Forward Thinker 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. |
Secret Path 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. |
Sixth Passenger 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. |
Unsubtle 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. |
Thrill Seeker You're always looking for new forms of entertainment, and it's said that the Mission Architect technology is entertainment in its purest form. |
Historical Plaques
Two Scholastic Badge monuments.
Day Jobs
- Common
Architect 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. |
Monitor Duty 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 a Prestige bonus, when you log back in, each time you complete a mission for a short time. |
- Hero-Specific
Law Enforcer 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.
|
Commuter 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.
|
Caregiver 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.
|
- Villain-Specific
Dirty Cop The Paragon Police Department has severed its ties with you now that you're a villain. |
Fare Jumper You miss the monorails of Paragon City, but in the Rogue Isles it would just be too impractical. |
Pain Specialist 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. |
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.