Difference between revisions of "Eureka"
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− | + | [[File:Eureka Map 1.1.png|300px|thumb|left|Map of Eureka (click to enlarge)]] | |
− | + | An independent city located across the bay from Fairhaven. Eureka began its existence as a military camp cut-off from its chain of command during the Chinese invasion. Since then, its focus has shifted from military to civil matters as survivors began to settle a small city around the original emplacement. Although the former military still exerts significant influence, Eureka has established itself as an independent civil presence with its own factions and goals. | |
− | [[category:Locations]] | + | The city attracts mutants (and even some ferals) due to its unique culture, promise of safety, and separation from the influence of the "Big Three," [[Zephyr]], [[RSX]], and the [[Prometheans]]. Players can find jobs here in the form of "Social Actions," which can be called up by the <code>social</code> command. In addition, a few unique locations and mutations are waiting to be found outside Eureka's gates. Talk to the Pilot to Outlying Cities, located in the Zephyr Lobby beside his coworker, Mike, for access. |
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+ | == Surrounding Areas == | ||
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+ | Eureka's main gate leads into the [[Creepy Forest]] to the southeast. The city's northwest border ends in a ruined bridge, across which travel is strictly forbidden. | ||
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+ | == Social Actions == | ||
+ | |||
+ | See [[Eureka Jobs]] for a list of social actions found there. | ||
+ | [[category:Locations]] [[category:Eureka]] |
Latest revision as of 21:32, 29 May 2023
An independent city located across the bay from Fairhaven. Eureka began its existence as a military camp cut-off from its chain of command during the Chinese invasion. Since then, its focus has shifted from military to civil matters as survivors began to settle a small city around the original emplacement. Although the former military still exerts significant influence, Eureka has established itself as an independent civil presence with its own factions and goals.
The city attracts mutants (and even some ferals) due to its unique culture, promise of safety, and separation from the influence of the "Big Three," Zephyr, RSX, and the Prometheans. Players can find jobs here in the form of "Social Actions," which can be called up by the social
command. In addition, a few unique locations and mutations are waiting to be found outside Eureka's gates. Talk to the Pilot to Outlying Cities, located in the Zephyr Lobby beside his coworker, Mike, for access.
Surrounding Areas
Eureka's main gate leads into the Creepy Forest to the southeast. The city's northwest border ends in a ruined bridge, across which travel is strictly forbidden.
Social Actions
See Eureka Jobs for a list of social actions found there.