Difference between revisions of "Underground Nova"
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|Connecting Zones=[[Underground Imperial]], [[Nova Praetoria]] | |Connecting Zones=[[Underground Imperial]], [[Nova Praetoria]] | ||
|Lines=[[Underground Transit]] | |Lines=[[Underground Transit]] | ||
− | | | + | |VidiotMap=Underground Nova |
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__toc__ | __toc__ | ||
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{{Enemy Praetorian Clockwork}} | {{Enemy Praetorian Clockwork}} | ||
{{Enemy Resistance}} | {{Enemy Resistance}} | ||
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+ | == Notes == | ||
+ | * This zone was added to the game for all characters in [[Issue 18]]. | ||
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Latest revision as of 02:20, 14 November 2019
Praetorian City Zone (1-10) | |
Trainers: | Vanessa DeVore |
---|---|
TF Contacts: | |
Events: | |
Exploration Badges: | Clockwork Mechanic, Disappeared, Ferryman of the Damned, Morbid, Secret Prisoner, Trainspotter, Urban Spelunker, Warrior at the Gate |
Plaques: | Headjuiced |
Day Jobs: | Caregiver / Pain Specialist, Banker |
Enemies: | Destroyers,Praetorian Police Department,Resistance,Praetorian Clockwork,Ghouls |
Connecting Zones: | Underground Imperial, Nova Praetoria |
Transits: | Underground Transit |
Underground Nova VidiotMap |
Contents
Overview
Official Background
(Copied from the City of Heroes Going Rogue official web site)
The Underground is a network of tunnels that traverse the soft underbelly of Praetoria. It was created to keep the appearance of the aboveground portion of the city unspoiled and uncluttered while the day-to-day maintenance and transportation tasks were carried out away from public view. Using the Lethe as its main artery, the tunnels follow a winding path through Nova Praetoria to Neutropolis and beyond. Because the Underground is situated away from the prying eyes of the local citizenry, it is an ideal meeting place, hangout, or headquarters for groups that prefer to do their business covertly. It is more difficult for beings to perceive threats while in the Underground due to a well-known perception filter anomaly of the area, making the underground environment excellent terrain in which to hold secret deals and an environment full of prime opportunities for surprise attacks.
Despite the Underground's primary function, which can range from the mundane (transport of products and commuter passengers or elimination of waste materials) to volatile (transport of highly confidential personnel or material), it is surprisingly clean. In fact, the water conduits and large metal tubes located along the walls and housed away in storage rooms push clean, filtered water through the miles of pristine pipes. Make no mistake, however, though the dark passages are clean, they provide no rest for the lost or weak. The tunnels are a dangerous place. This maze of winding halls and rooms is home to a strange breed of zombielike creatures called the Ghoul. Ghouls prefer the dark spaces and freedom these tunnels provide, and they take flight from any scientific personnel who have attempted to study them.
The Underground is littered with gangs looking to keep their treasonous scheming away from Emperor Cole's network of spies. The Resistance, in particular, has set up several hubs across the Underground by hacking into some maintenance rooms and resetting the door codes to a series of specific Resistance-only logins, which are updated hourly. In fact, given the frustrating login changes to these hubs and a few access doors, Cole's city maintenance staff has reprogrammed the logins of many doors leading to the surface with loyalist codes of its own. The illegal activity in the Underground, from smuggling to shakedowns to purely animalistic rampages from the Ghouls, is frowned upon by the Cole administration, so Cole has sent in several task forces of Praetoria police officers to investigate and monitor any and all gang activity, real or imagined.
There is little camaraderie in the tunnels. The rules of human decency, etiquette, and restraint shown under the light of day or cover of aboveground night are absent in the Underground. In this vast vista of poor visibility and unending miles of concrete and tracks, behavior has eroded to the point where "ally," "enemy," and "meal ticket" have become nearly synonymous. While the Resistance, the Ghouls, and even the Destroyers may stick up for their own kind on the whole, every dark corridor provides an opportunity for bloodshed. Once the swinging starts, the only rule that matters is that the last one standing wins.
Contacts
Trainers
Regular Contacts
Resistance
Crusader Arc
Notable NPCs
None
Neighborhoods
- Sector A (Green – Level 4-5) (Music)
- Sector B (Yellow – Level 5-6) (Music)
- Sector C (Red – Level 6-8) (Music)
Exploration Badges
Clockwork Mechanic Beneath the City Maintenance Facility lies the Maintenance & Treatment Chamber, where malfunctioning Clockwork are stored to prevent their errant code from infecting others of their kind. |
Disappeared This is where enemies of the State vanish forever. These lost souls have been brought here from the PPD Headquarters for summary execution without review or recourse. |
Ferryman of the Damned Beneath Praetoria lies the Lethe, a subterranean river that predates the founding of Emperor Cole's city. It has become the secret highway on which the State transports the truly condemned: Failed Experiments, convicted traitors, and those who have simply fallen from favor. |
Morbid You have discovered the nearly forgotten sub-sub-basement of the hospital morgue, long since abandoned due to an infestation of Ghouls. Perhaps here you can learn something of lividity, morbidity, and the proclivities of the near dead. |
Secret Prisoner You have found one of the most forbidden of places in Praetoria: the secret interrogation chamber beneath the PPD Precinct where the officers take the most recalcitrant prisoners for enhanced interrogations. |
Trainspotter In this subterranean maintenance bay the Clockwork maintain and repair Praetoria's monorail cars. Here you may find some of the older cars that have since gone out of service: a trainspotter's dream. |
Urban Spelunker It takes courage and an adventurous spirit to brave the miles of corridors, tunnels, and maintenance chambers beneath Praetoria. You risk arrest by the PPD, conscription by the Resistance, or a messy end at the hands of Neuron's mistakes. |
Warrior at the Gate Here lies the impregnable door that leads to one of the strongholds of the Resistance. For a member of the Resistance this barrier is a comforting symbol of their defiance of State power. For the Loyalists it is an affront and a target of repeated attacks. |
Historical Plaques
Headjuiced 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 16 (-3161, 512, 60)
Day Jobs
- Hero or Resistance-Specific
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.
|
Banker 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.
|
- Villain or Loyalist-Specific
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. |
Stores
- Vendor 878-84 (Training)
Transfer Points
- There are three universal exits, one Loyalist exit, and one Resistance exit to Nova Praetoria
- The Underground Transit line will take you to Underground Imperial and Underground Neutropolis
Villain Groups
Destroyers
Ghouls
Praetorian Police Department
Praetorian Clockwork
Resistance
Notes
- This zone was added to the game for all characters in Issue 18.