Zones in City of Heroes and City of Villains

In both City of Heroes and City of Villains, there are various zones within Paragon City and the Rogue Islands. Within each zone there are various villain groups that attack/harass the citizens of each, more so City of Heroes.

Zone Types

The zones can be classified as follows:

  • City Zone: Where civilians live and work. They may suffer from crime in the streets but, with the Help of the city's Heroes, most people manage to maintain their day-to-day existence. You can pass freely between city zones. (different than the CoV city zone, aside from the free passage between the zones). In Paragon City (CoH), there May Be police or Longbow patrolling certain parts of the streets-- these NPCs will fight any villains that get near. In the Rogue Isles (CoV), the police tend to be hostile to anything and everything.
  • Cooperative Zone: The opposite of the PvP zones, these are areas where player controlled heroes and villains can mingle and meet together, and even team up together to fight common foes.
  • Hazard Zone: Off limits to civilians. They have been closed off and totally given over to the criminal element. Only Heroes of the appropriate Security Level can enter, to attempt to keep some kind of check on criminal activity. While it is allowable for solo play, most groups of 'monsters' are large enough that it is highly advisable to have assistance when dealing on an even level.
  • Trial Zone: So dangerous that only the most powerful Heroes can enter, and then only in groups.
  • Player vs. Player Zone (PvP): Where you'll compete against other player controlled characters be they other villains or even heroes themselves.

Paragon City (City of Heroes only)

Note that many zones are known by nicknames given to them after disasters befell the zones. These zones are listed by their nicknames, as these are the names by which the zones are known within the game. The original pre-disaster zone names are given in parentheses afterwards.

Atlas Park

City Zone (enemy levels 1 to 6)

One of two beginner zones. Dominated by the gigantic statue of the hero Atlas, who fell to the Nazis during (the in-game fictional version of) World War 2. A (relatively) safe neighbourhood, the streets are populated by Hellions and Clockwork, but also protected sporadically by Paragon Police and Longbow. Heroes can be trained (level up) with Ms. Liberty. Considered as the "heart" of the city and a social meeting point for many players. Paragon's City Hall can be located in Atlas Park.

"Boomtown" (Baumton)

Hazard Zone (enemy levels 10-19)

Urban area that was one of the core combat zones during the Rikti War. Now it is mostly a smoldering RUiN, inhabited by scavenging Clockwork, Council soldiers on maneuvers and lurking gangs of many other villain groups. The huge Clockwork monster Babbage has been spotted stalking the far reaches of this zone. This zone's 'real' name is Baumton within the game's fictional history, but the timeline of the game states that after the end of the Rikti War, it became almost universally known by its nickname of Boomtown.

Brickstown

City Zone (enemy levels 30-38)

A mostly industrial zone dominated by the Zig, a huge prison in the center of the zone. Escaped prisoners in their orange overalls can often be spotted on the streets around the Zig, and agents of Crey Industries perform questionable scientific experiments in quiet corners. This zone is also another favorite haunt of the Freakshow, who can often be seen brazenly selling stolen goods or laying very basic traps for unwary heroes. In addition, many Council agents can be found attempting to "swell" their ranks or holding petty territory in alley-ways, streets and corners, and subterranean areas.

The Zig is also the place where the first 'mission' in the City of Villains game, the tutorial stage called "Breakout" starts, as the player characters make their escape from the Zig and off to Mercy Island.

The Zig is mentioned on the City of Heroes website, in an in-continuity 'newspaper' article from the fictional Paragon Times paper, dated September 20, 2007, where the fictional warden Warden McGoohan claims that nobody has ever escaped the Zig and nobody ever will. This article appears to be a direct reference to the actual breakout tutorial seen in City of Villains, as the description in the article directly mirrors the situation into which the player character first finds themself at the game's opening. However this article is dated at twenty three months after The Release of the City of Villains game, and may or may not refer to another attempt at such a breakout of other villains. However, as this article has appeared at a time in which the latest expansion is being released, it is also possibly a reference to an upcoming part of the game's continuing storyline, the latest part of which includes the capability of going back through time in the history of Paragon City and the Rogue Isles.

Cascade Archipelago

Hazard Zone (minimum level for entry - 40. Enemy levels 40 - 45)

Second zone of the Shadow Shard alternate dimension. Looks like a series of islands floating in the air of a gas giant.

The Chantry

Hazard Zone (Enemy levels 44 - 47)

Third zone of the Shadow Shard alternate dimension. Looks like a series of islands floating in the air of a gas giant.

Crey’s Folly ("Venice")

Hazard Zone (minimum level for entry - 30. Enemy levels 31-39)

Industrial zone showing heavy effects of industrial pollution. Heavy presence of Crey, Rikti, Freakshow and Nemesis villains.

Croatoa ("Salamanca")

City Zone (enemy levels 25-34)

Mystical zone added with issue 5. A zone hanging on the edge of the faerie realm. Where creatures of myth and fable walk, and where the spirits of the dead are restless each night. The zone features four unique enemy groups. Three are drawn from Irish folklore: the Tuatha De Danann and Fir Bolg were once ferocious warriors, but they - and Croatoa itself - have been horrifically twisted by the Red Caps, malicious leprechaun-like creatures. The fourth group are the Cabal, a coven of witches local to Croatoa, who have sided with the Fir Bolg in order to defeat the Red Caps. Players should be wary lest they find themselves caught up in the wars between the four groups, which can result in massive spawns of enemies travelling through the zone without warning.

Three Giant Monsters are also to be found here: the hideous giant Jack in Irons, employed by the Red Caps, whose throne is found in the East: the Fir Bolg king Eochai, often found attacking farms in the West: and Sally, a relatively innocuous and gentle Loch Ness monster-type creature who lives in the lake.

"Dark" Astoria

Hazard Zone (minimum level for entry - 21. Enemy levels 21-29)

A zone where the boundary with the spirit world has been severely weakened. The spirits of the dead can be seen walking the eternally fog enshrouded streets. The zone is dominated by the Banished Pantheon with some minor presence of the Circle of Thorns and the Tsoo. The Banished Pantheon's leader, Adamastor, can be found in the Moth Cemetery zone of this place.

Eden ("Woodvale")

Trial Zone (minimum level for entry - 33. Enemy levels 33 - 41)

Zone mostly overrun by the Devoured Earth, though Crey agents and Nemesis soldiers are to be found. Most of the zone is reverting to a "natural" state of forests.

Faultline ("Overbrook")

City Zone (Enemy levels 15 - 19, hazard zone 20-25)

City area hit hard a few years back by a massive earthquake, caused by the villain 'Faultline'. In Issue 8, the entire zone was refurbished. The Devs removed the Circle of Thorns and completely changed around spawns. The Vahzilok and clockwork are still there, but The Lost, Arachnos, The Sky Raiders, and Freakshow have been added.

There is also a hero trainer (Mirror Spirit, from the Korean version of the game) and Enhancement stores here now, as well as more badges to find. The Overbrook Dam (previously inaccessible) is now a hazard zone, home to a three-way war between Arachnos, the Sky Raiders and Longbow.

To cap it all, an epic storyline behind the creation of the zone has been introduced from levels 15-25, featuring multiple unique Archvillains and even some easter eggs.

Firebase Zulu

Hazard Zone (minimum level for entry - 40. Enemy levels 40 - 44)

First zone of the Shadow Shard alternate dimension. Looks like a series of islands floating in the air of a gas giant.

Founders’ Falls

City Zone (Enemy levels 31 - 40)

Upper class city zone with impressive architecture. Although it appears well maintained and clean, villain groups such as the Rikti, the Circle of Thorns, the Council and Crey roam the streets, while the Devouring Earth inhabit the local park. There is a high level story arc which sometimes causes the Kronos Class Titan to appear here.

Galaxy City

City Zone (Enemy levels 1 - 6)

One of two beginner zones. Galaxy City is populated heavily by low level Hellions, and a few Vazhilok, and some Eidolons (Vazhilok Bosses) appear on the streets. Officially named after a resident fallen hero, Galaxy Girl, who fell during the Rikti Invasion.

The Hive ("Portal Corp Facility")

Trial Zone (minimum level for entry - 45. Enemy levels 48 - 50) The Hive is the location of "Hamidon" a large apparently single celled organism that provides a special type of power "enhancement" that can affect up to three different aspects of a power. The Hamidon is surrounded by around 36 Mitochondria which protect it. Over 120 or so heroes are needed to run a successful "Hamidon Raid", and there are many strategies to do so. The Hive is also populated by hundreds of Giant Monster class Devouring Earth beasts as well as Devouring Swarm insects that make traveling in the zone quite hazardous. The Hamidon encounter was revised in issue 9, now requiring a different strategy to defeat him and also limiting the number of heroes per zone to no more than fifty.

The Hollows ("Eastgate")

Hazard Zone (minimum level for entry - 5. Enemy levels 5-15)

Added with issue two.

Originally named Eastgate, this zone was badly damaged by an event now known as the Hollowing, where the Trolls street gang attempted to clear out a portion of the sewers with explosives, but caused much of it to collapse into a giant sinkhole due to a series of tunnels that were not known to exist. Trolls and their rival gang the Outcasts now patrol much of the zone. The central part, where the Hollowing occurred, is also home to the mysterious Igneous. The southern parts of the zone have been mostly overrun by the Circle of Thorns.

Independence Port

City Zone (Enemy levels 22 - 29)

The port area of Paragon City. A large zone, long to the north and south, but much narrower east-west. The center of the zone is mostly water, with the areas of interest to player set mostly around the edges. In the southern part of the zone the hazard area Terra Volta is entirely contained within Independence Port. The Giant Octopus known as Lusca is this area's giant monster, though a ghost ship will infrequently sail through leaving stranded souls behind. The most prevalent villain groups are The New Jersey-styled Mafiosi known as The Family, superpowered Triad members the Tsoo, and the ever present militaristic Council.

Kings Row

City Zone (Enemy levels 5 - 10)

The seedier part of town, with factories belching black smoke and brick tenement buildings - but also the headquarters of the Paragon Police Department. This zone is the home of the Skulls, and is also populated with Circle of Thorns, Clockwork, Vazhilok and the occasional stray Hellion (usually found being beaten up by Skulls, attacked by Vazhilok or being sacrificed by Thorns. It's not a good side of town for them). Trolls have also been spotted brokering deals with higher-level groups.

Outbreak

City Zone (Enemy level 1)

Tutorial zone. The west side of the zone is dominated by thugs driven to madness by contaminated drugs.

Peregrine Island

City Zone (Enemy levels 41 - 50)

High level city zone. Home to the main campus of Portal Corporation, a company that deals in inter-dimensional travel. This zone was originally released with Issue 1 "Through the Looking Glass" as a combination Hazard / City Zone.

Perez Park

Hazard Zone (minimum level for entry - 7. Enemy levels 7-14)

A low level hazard zone. The periphery of the zone is city area, but the bulk of the zone is made up of the park itself. Much of the park is a maze of pathways that wind beneath the canopy of trees. The more urban parts of the zone are home to the Skulls and hellions street gangs, while the interior is dominated by the Circle of Thorns, Lost, Clockwork, and Vazilok. The Hydra wander the large lake in the southwest part of the park.

Skyway City

City Zone (Enemy levels 10-19)

Zone dominated by elevated highways crisscrossing the zone. The main villain groups in this zone are the Trolls, the Lost, and the Clockwork. This is also the location of a "Zone Event" known as the "Troll Rave" which produces "Supatrolls" that can be hunted for a badge in the game.

Steel Canyon

City Zone (Enemy levels 10 - 19)

"Downtown" style city zone. Dominated by large skyscrapers. Steel Canyon is also the location of a "Zone Event" known simply as "Fires" that are set by Hellions. When a building is set on fire, a Fire Chief appears and will hand out a temporary power "Fire Extinguisher" that can be used to put out the fires. Currently, a character may earn three levels of Fire Fighting badges by putting out fires or defeating the Hellions who are trying to set them.

The Storm Palace

Trial Zone (Enemy levels 48 - 52)

Fourth and final zone of the Shadow Shard alternate dimension. Looks like a series of islands floating in the air of a gas giant. The Storm Palace itself, which bears a passing resemblance to the Death Star, is the home of the demigod Faathim the Kind.

Striga Island

Hazard Zone (minimum level for entry - 20. Enemy levels 20-29)

Added with issue three.

A volcanic island off the coast of Paragon City. The industrial dock areas are dominated by the Family and the Warriors, while the interior of the island is dominated by the Banished Pantheon, with members of the Council and Sky Raiders fighting skirmishes all around the isle. In true comic book fashion, the island's volcano houses a major Council base.

Talos Island

City Zone (Enemy levels 20-27)

The main part of this zone is made up of Talos Island, named for the hero Talos who died fighting in the area. The zone also has the edges of the mainland around much of the southern zone and several smaller islands to the north. These smaller islands, while officially uninhabited, are havens for many villainous types.

Terra Volta

Trial Zone (Enemy levels 23 - 29)

The Southern end of this zone is a huge nuclear power reactor which gives the zone its name. Characters may earn a "Character Respecification" by completing a trial that involves entering and saving the Terra Volta Reactor from various villain groups.

Rogue Isles (City of Villains only)

Cap au Diable

City Zone (Enemy levels 8 - 20)

A well populated island, with many different villain groups in it. The city earned its name from a rock formation which looks like a demon's horns. A unique power plant, called the Power Transfer System, provides almost all of the power to the civilized portions of the island. Cap Au Diable is inhabited by a wide variety of villain groups, including Circle of Thorns, Clockwork, Cap Au Diable Demons (unique group), Arachnos, Luddites, and others. The Giant Monster "DeathSurge" occasionally appears in the northern section.

The most notably numerous group here are the Gold Brickers, who, next to Arachnos, exhibit the most control over the city's lesser gangs.

Grandville

City Zone (Enemy levels 40 - 50)

Grandville is the "home zone" to Lord Recluse's Arachnos organization. Within Grandville is the organization's capital, Spider City, which is, although unofficial in world standings, also the capital of the Rogue Isles. Grandville is - surprisingly - a near-crime-free zone due to Arachnos' very strong presence and robust "policing" methods.

The most citylike section of Grandville, Spider City, is fittingly populated almost entirelly by Arachnos. As Grandville is sectioned off vertically rather than horizontally, Spider City would be positioned at the center.

Beneath Spider City is the Gutter, a rather appropriately named and large section of slums. There one might find the vicious mutated Arachnoids being hunted by Crey and Arachnos soldiers, as well as the elite assassins of the Knives of Artemis conducting training exercises.

Above Spider City is the Tangle, which is a series of towers, mysterious webs of wiring, and other structures which give the look of a gigantic spiderweb coming down from the central tower that Lord Recluse resides in. Exactly what fiendish purpose this serves is revealed in Statesman's Task Force. The tower itself is also the location of all of Lord Recluse's highest minions-- Ghost Widow, Black Scorpion, Captain Mako, and Scirocco.

Outside the city itself, the Circle of Thorns, Knives of Artemis, Crey, Arachnos, and Longbow make their own presences known, either trying to infiltrate the city or dig up buried materials. On an island to the north of the complex, villains can find the Fab - a massive underground Crey facility. Villains with no fear of ambush or claustrophobia can travel here via a secret underground tunnel.

Mercy Island

City Zone (Enemy levels 1 - 8)

The starting zone for all villains, Mercy Island is essentially split in half. Darwin's Landing, where villains make their first missions, is a heap of mostly abandoned or destroyed buildings, rubble, and shanty-towns. Mercy City is a (slightly) more respectable place, and surrounded by massive steel walls. The entire island is populated primarily by Hellions, Skulls, and Snakes, with a good portion of Arachnos minions inside the city proper. Signature villain Ghost Widow makes her home in a tower on the northwestern corner of the map.

Nerva Archipelago

City Zone (Enemy levels 30 - 45)

Nerva Archipelago is a series of islands that is the home of the Longbow presence in the Rogue Isles. The southern islands are heavily populated and metropolitan in style-- for the most part covered in clean, crisp buildings and roads, with large bridges between them. These islands are populated by a mixture of Crey, Family, and other villain groups, and one can look on the streets to see Crey public relations officers posing for tourists and reporters. To the north (in the center of the zone) is the Longbow base, an island fortress constantly under attack by the various villain groups. It is styled very heavily after military bases, and is naturally rigorously patrolled by Longbow. To the north of that, is the largest island, which is a constant battlefield between Arachnos, Longbow, Crey, the Circle of Thorns, and the Devouring Earth. It holds many ruins of ancient civilizations, and all of these groups want to uncover the secrets for their own use. finally, to the east of this largest and northernmost island is Thorn Isle, a distinctly magical place that is filled to the brim with high level Circle of Thorns, and is the home of the Thorn Tree where villains obtain (rather, steal) the power to respec.

Port Oakes

City Zone (Enemy levels 7 - 12)

A bustling port city, with primarily four sections: Slums, industrial, downtown, and a fort which spawns spectral enemies. Villains receive their first paper mission contacts here. The city is populated by a wide variety of villain groups, amongst them the Coralax, the Lost, the Family, Mooks, the Snakes from Mercy Island, and the Council, as well as a modest usual Arachnos presence. The Council, Coralax and Arachnos have the largest presence in what is known as the Oil Spill, which is a large industrial port on the western part of the city. The family have presences everywhere in the city, but most noticeably Marconeville-- which is appropriate, as the town is named after the Marcones which rule the Family. The slums often give a glimpse of the battles that take place between the various villain groups, and are where one might find the most of the Lost or Snakes-- patrolling their territory or duking it out amongst each other.

Sharkhead Isle

City Zone (Enemy levels 20 - 30)

Sharkhead Isle is a gloomy mining colony, controlled mostly by the guards of the Cage Consortium, who use slaves to mine for rare minerals under the watchful eye of Arachnos, who have a base in Port Recluse. Some of the miners have banded together against Cage, calling themselves the Scrapyarders, after the Hero Scrapyard, who was killed by signature villain Captain Mako. In the Island's main cemetery, Potter's Field, the Circle of Thorns and Banished Pantheon conduct strange rituals and unearth corpses. The Council monitors Cage's operations, and maintains their largest base in the Rogue Isles here, close to the Sky Raider's offshore base. And, finally, The Family controls much of Port Recluse and Villa Requin.

St. Martial

City Zone (Enemy levels 30 - 40)

Home of a major gambling resort (known as Babylon), with many smaller casinos and slums nearby. A relatively high level zone which houses the second arena (inside Babylon) on the villain side. The city's western side houses a major port and distribution center, as well as warehouses and factories populated by disgruntled and dangerous docks workers, while the southern part has a safe zone around Babylon, a southeastern island which is utterly devastated by demons. The rest of the city is slums, businesses, and has a general downtown feel, with skyscrapers and a slightly less dirty feel than some of the other villain areas. The player arrives in St. Martial in a well-fortified Arachnos base in the southwest, which also holds the transport to Warburg. St. Martial is inhabited by a such groups as the Devouring Earth, Freakshow, The Family, Wailer Demons (unique group), Arachnos, and Tsoo.

Monster Island

A submarine in Grandville will take villains to some isolated islands with very large Devouring Earth Monsters, thus the reason why it is named "Monster Island." It also has large group of creatures called Rikti monkeys that are scattered around the island.

Zigursky Penitentiary ("Breakout")

Hazard Zone (Enemy level 1) Tutorial zone. Basically the interior of the Zig (see Brickstown) and the immediate area around it. The characaters are broken out of prison by Arachnos, and make their way through groups of prisoners from various low level villain groups (Trolls, Hellions, Skulls, etc) whom are rather hostile to everything around them. Behind an impassable fence, a large battle between Longbow and Arachnos can be seen.

In Between Zones

Bloody Bay

This is a Player Vs. Player zone where Heroes and Villains may fight against each other. A special side-mission can be acquired, where the heroes or villains gather fragments of the various meteorites that crashed into Bloody Bay at one point in its history. They must then take these fragments to a "firebase" which is easily identified as it has turrets around the buildings. When finished, the reward is a temporary power that allows the player to summon an "Elite Boss" Shivan minion to accompany them for a limited time. Players can defeat opposing players to acquire the fragments that they carry.

Pocket D

Replacement for Paragon Dance Party from Issue 7. A dance club in a pocket dimension, run by mysterious hedonist DJ Zero and open to both heroes and villains. Combat and teleportation powers are disabled in this zone, so that both sides can mingle together and have fun.

One of two Cooperative Zones in the game, heroes and villains can even team together within the club, but mainly for the purpose of sharing a private Team chat channel or joining one of the special event missions, which Heroes and Villains tackle together.

Arena kiosks can now be found in Pocket D as of Issue 8, as well as the Monkey Fight Club originally found in Sharkhead Isle of the Rogue Isles. Here, heroes and villains can fight each other, and decide who truly reigns supreme.

As Pocket D can be easily accessed from four zones on the Hero side and three on the Villain side, it's frequently used as a shortcut between zones. Heroes can enter from King's Row, Talos Island, Faultline and Founder's Falls. Villains enter from Port Oakes, Sharkhead Island or St. Martial. Players who purchased the Good Vs Evil edition can teleport directly to Pocket D from anywhere in the City or Isles, and enjoy their own special VIP Tiki Lounge. However, heroes cannot exit into villain zones and vice versa.

Recluse's Victory ("Atlas Park")

This is a Player Vs. Player zone where Heroes and Villains may fight against each other. Recluse's Victory appears as an alternate version of Atlas Park which is one of two starting zones for new characters in City of Heroes. There are "pillboxes" located around the zone and as control of these pillboxes shifts between Villains and Heroes, the appearance of the zone changes to reflect the faction currently in charge.

As one side gets closer and closer to taking all of the pillboxes, the signature villains or heroes of the opposing (losing) side will appear and try and turn the tide. Badges can be earned for defeating each villain or hero, with an additional badge for a complete set.

Players can also employ giant robots to help them fight in this zone. Six launchpads (three hero, three villain) are scattered around the zone where the "Heavies" can be released from. They then follow the player as normal. They are relatively intelligent and can be given simple commands like Mastermind pets. However, the launch pads make ideal ambush points, and stealthier players may find having a large robot trailing around after them like a lost puppy something of a giveaway.

As with other PvP zones, players do not suffer debt if they are defeated by other players, but will incur full debt if defeated by NPCs.

Rikti War Zone (Rikti Crash Site ("White Plains")

Cooperative Zone (Enemy levels 35 - 50)

Originally known as the Rikti Crash Site, this was a City of Heroes-only City zone containing a Rikti mothership that crashed during the first war, as well as featuring a military stronghold guarding against the Rikti presence. In Issue 10, however, it was revamped to become the Rikti War Zone, a Cooperative Zone for both player heroes and villains. Rikti pylons appear to guard the crashed ship and The Vanguard assumed the role originally taken by the military. Pitched battles between Vanguard troops & Rikti rage throughout the zone. Various NPC enemy groups can also be found roaming the area and there is a small Paragon Police Department presence. Players can attack the pylons to bring down the shields and raid the mothership to provoke the Rikti Master at Arms to appear.

Both Heroes and Villains can enter this zone via the Vanguard Base and previous entries have been sealed off. It also contains the Lady Grey Task Force, for Heroes and Villains of level 45-50.

Siren’s Call

This is a Player Vs. Player zone where Heroes and Villains may fight against each other. The zone centers around hot-spots, where large scale battles break out between the hero players and villain players. Players can assist the faction to which they are allied. Siren’s Call is all about taking the fight to your opponent. If someone playing a villain, they'll succeed by [...] Longbow and player heroes wherever you can find them. If they are heroes, they must stop the infiltration of Arachnos and hordes of player villains looking to exploit the hole in the War Walls.

Stores: If someone's side is winning, they'll find stores where they can purchase special powers that can dramatically improve their chances of defeating your opponents.

Contacts: The teams will be assigned to kill other members of the opposing team.

Fleeing enemies: If their target leaves the zone, they need to visit contact to get a new one. Their enemy won’t know he or she (player heroes or villains) has been targeted, and they won’t know if someone has a contract with their name on it either.

MiniMap targets: The assigned target will show up on their mini-map, but it only updates periodically. They can use it to search up on the target, but they’ll need to look around once they get there. If they think they’re being hunted, they should make sure they don’t stay in the same place for long.

As with other PvP zones, players do not suffer experience debt if they are defeated by other players, but will incur full debt if defeated by NPCs.

Warburg

This is a Player Vs. Player "free for all" zone. In Warburg, a hero or villain and their companions can not only strike a blow against their enemies by defeating them in personal combat, but also secure a particularly useful asset - a Warburg Rocket strike. To launch the rocket, a team must first find the Scientists trapped in the underground lab and escort them to special bunkers on the surface.

Of course, it isn't quite that easy. Below ground, terrible creatures created by Arachnos’ research gone horribly wrong wandering the cramped tunnels in search of prey, the WEB's defence systems have gone haywire and attack anyone within range.

Even worse, above ground, some of Recluse's finest troops have gone into full-scale revolt and pose a threat to both heroes and villains. As if that wasn't enough, they've employed hired help from the Malta Group, with several extremely dangerous Zeus Titans to be found on patrol.

If you can successfully bring a scientist from the lab to one of the bunkers above ground, he’ll give the team a Security Key. Once the team has three Security Keys, they must return to the lab, find one of three arming rooms and arming a Warburg Rocket.

Warheads: The effect of the rocket depends on which warhead the team armed it with:

  1. Nuclear: The nuclear warhead is an EMP strike that causes significant endurance loss, and has an increased effect on robots.
  2. Biological: The biological warhead is laced with an airborne protoplasm that increases regeneration and damage caused for all allies within its area of effect.
  3. Chemical: The chemical warhead delivers a fine mist that debuffs the accuracy and damage resistance of all enemies within its burst radius.

As with other PvP zones, players do not suffer debt if they are defeated by other players, but will incur full debt if defeated by NPCs.

Sources