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Metropolis is one of the largest and most well-known cities in the United States, owing largely to the fact that it is the adopted home town of Metropolis' favorite son, Superman.
The history of Metropolis stretches back to the year 1542 when Italian navigator Vincenzo Gnanatti discovered the region while in the employ of the Dutch. Prior to European colonization, the region was occupied by the Algonquin Native American tribe. It wasn't until 1634 however that the first settlement was established by Dutchman Paul De Vries. The settlement was named De Vries Village and occupies the neighborhood now known as "Old City" in the Eastern section of Queensland Park. Throughout the 17th and 18th centuries, De Vries Village prospered as a thriving seaport and it became an integral strategic location for General George Washington's army during the Revolutionary War. In 1775, it established itself as a host to many book and newspaper publishing houses, the most successful of which would eventually become known as the Daily Planet. [2] In 1783, P. Randall Jeffries opened the First Metropolitan Bank, which still exists today, though the corporate headquarters has since moved to the Central Business District in New Troy. [3] In 1847, the borough known as Hob's Bay became a bustling merchant center, as well as a hotbed for bigotry and intolerance, particularly against the rising influx of Irish immigrants. Mission worker Edna Luthor became a strong voice among the struggling workers, and she publicly preached a message of tolerance and love. Like many in the Luthor bloodline, Edna was a visionary whose convictions and strong sense of morality would help pave the way for Metropolis' future. These values were passed along to her grandson, Wallace Luthor who operated the Luthor Steel Works during the turn of the century. [4]
News, television and radio
The following is a list of super-heroes known to have either lived and/or operated out of Metropolis at some point in their lives. This list includes characters who are germain to both Pre-Crisis and Post-Crisis versions of Metropolis.
The following is a list of super-villains known to have either lived and/or operated out of Metropolis at some point in their lives. This list includes characters who are germain to both Pre-Crisis and Post-Crisis versions of Metropolis.
The following is a list of civilians known to have either lived and/or operated out of Metropolis at some point in their lives. This list includes characters who are germain to both Pre-Crisis and Post-Crisis versions of Metropolis.
The exact location of Metropolis in the United States has never been canonically established. In the Golden Age era, Superman was first based out of Cleveland, Ohio and worked for a Cleveland newspaper. In subsequent appearances, this locale was retroactively established as Metropolis. During the Silver Age era, Metropolis was firmly established as a coastal city on the Eastern seaboard, but it was never established which U.S. State it was located in. On January 21, 1972 DC Comics declared Metropolis, Illinois as the "Hometown of Superman". The Illinois State Legislature passed Resolution 572 declaring Metropolis as the Hometown of Superman on June 9th, but this was cited as an honorarium and was not intended to reflect Metropolis' location within DC continuity. In the Atlas of the DC Universe, writer Paul Kupperberg established that Metropolis was located in the state of Delaware, but as the DC Atlas is a reference book for Mayfair Games' role playing supplements, it can be argued that Delaware is not a canonical locale for the city of Metropolis. Countdown to Infinite Crisis has firmly established that Metopolis is in New York State.
Several comic sources over the years have also likened Metropolis to New York City, but they are actually two distinctive cities within the greater DC Universe. The Metropolis-New York connection became particularly prevalent in the Superman film franchise, notably due to the presence of the Statue of Liberty as seen in Superman IV: The Quest for Peace. The Superman films however, are not considered canon doctrine.
In the WB/CW television series Smallville, Metropolis is located in or near the state of Kansas, within driving distance of Smallville. This was likely established so that characters from the show could travel back and forth between the two cities in a timely manner and with little difficulty.
Superman co-creator Joe Shuster modeled the look of Metropolis after his home town of Toronto, Ontario, Canada (though Metropolis was never depicted as a Canadian city).
| Prev: | Outskirts |
| Next: | The Arbiter |
| Game: | Halo 2 |
| Metropolis | |
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| Player: | John-117 |
| Date: | October 20, 2552 |
| Place: | New Mombasa, Kenya, on planet Earth |
| Objective: |
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| Enemies: | |
| Halopedia has a walkthrough guide to this level, Metropolis (Level). See Metropolis (Level)/Walkthrough. | |
| [Source] | |
| Take the bridge, break the Covenant's grip on the city-center. |
Metropolis is the 5th level in Halo 2. It is the first level where you are able to drive the Scorpion Tank and the first level with Wraiths and Banshees. Metropolis is one of two levels where you can acquire the Gauss Warthog (the other being Quarantine Zone). It takes place in New Mombasa, and starts as soon as the player emerges from the highway tunnel that was the last part of Outskirts.
In this stage, the Master Chief and two Marines must battle across a long bridge guarded by Covenant forces and another but shorter tunnel than the one at the end of Outskirts. After that, there is a small park, where another Marine-controlled Warthog lurks, and an open urban area with Wraiths, before going onto catwalks attached to buildings in order to attempt to board the Scarab and take out the Covenant piloting it.
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(A Marine sitting on the ground, breathing erratically, watches as the Master Chief approaches. The Chief steps over him to a standing female Marine)
Female Marine: It blew right through us. (they watch as the Scarab ramps over the bridge, out of view) 50-cal, rockets, didn't do a thing.
(A Pelican drops a tank. Sergeant Major Avery J. Johnson gets out, the Master Chief and Marines walk over.)
Sergeant Johnson: Where's the rest of your platoon?
Female Marine: Wasted, Sarge.
Marine 1: And we will be, too, sir, if we don't get the hell outta here!
Sergeant Johnson: (Puts a hand on Marine's shoulder) You hit, Marine?
Marine 1: N-no,Sir.
Sergeant Johnson : Then, listen up!
(the following dialogue varies according to difficulty)
(Easy) You had your chance to be afraid before you joined my beloved Corps. But to guide you back to the true path, I brought this motivational device. Our big green style cannot be defeated!
(Normal) The Chief is gonna jump in this tank, roll across the bridge, and blow up any inhuman-son-of-a-bitch dumb enough to get between him and the Prophet of Regret! Pull yourself together, because you're going with him!
(Heroic) When I joined the Corps, we didn't have any fancy-shmancy tanks. We had sticks! Two sticks, and a rock for the whole platoon - and we had to share the rock! Buck up, boy, you're one very lucky Marine!
(Legendary) Usually the good Lord works in mysterious ways. But not today! This here is sixty-six tons of straight up, H-E-spewing dee-vine intervention! If God is love, then you can call me Cupid!
Female Marine: What about that Scarab?
Sergeant Johnson: We've all run the simulations, they're tough, but they ain't invincible. Stay with the Master Chief, he'll know what to do.
Female Marine: Yes, sir, Sergeant!
Cortana (O.S.): Thanks for the tank. He never gets me anything.
{Sergeant Johnson climbs back on the Pelican, cocks a machine gun}
Sergeant Johnson: (Smirk) Oh, I know what the ladies like.
{Gameplay}
(Note: On Heroic, part 02 will be called "Ladies like Grinding Treads". On Legendary, it will be called "Ladies like Superior Firepower").
(You start out next to the tank, holding a Battle Rifle, and an SMG as a sidearm, although you can trade out weapons with the Marines: there is also a Warthog to your right. Take the Warthog if you want speed, or the Scorpion if you like heavy artillery, or better yet both, if you're playing co-op. The bridge stretches out in front of you. The burning skyline with the Covenant Assault Carrier hovering over it is visible in the distance. The bridge is strewn with the wreckage of cars, trucks and buses. A multitude of Ghosts patrol the bridge, as well as a Covenant Wraith tank. It's best to try to keep some distance between you and the vehicles if playing on a high difficulty like Heroic and Legendary. The Ghosts will come in fast. Although the cannon will normally take them out with one shot, it's best to rain on them with fire from your machine gun. It is also recommended to not use the Warthog on Heroic or Legendary.
About halfway across, Banshees swoop in for an attack from either side, and three Phantoms fly by, deploying troops and another Wraith tank. A lone Marine (or two, if one of the two accompanying you was killed) stationed on the bridge joins you and the other two Marines (if you took the Scorpion). At the other end of the bridge, a group of Banshees flies in over the rooftops.)
(As you approach the second speed tunnel)
Cortana: That's quite a welcome party.
(A pack of Ghosts skitter into view and open fire on you. They are soon joined by a pair of Wraith tanks which come in from the nearby highway tunnel, as well as another pair of Banshees.)
You enter the highway tunnel meeting little resistance until a barrier supposedly prevents you from taking your vehicle any further. A Warthog pulls up and joins your cause, while a trio of Jackals stationed on the barrier fires down at you.)
Female Marine: Secure the area!
(A different female Marine walks up to you and offers you a Shotgun.)
Female Marine 2: It's tight quarters on the other side, sir. Use this.
(You enter a dark wreckage and Covenant strewn section of the highway tunnel. A pair of Elites and a large group of Grunts attack, while a pair of Jackal Snipers fire on you from a distance with their Beam Rifles. At the end of the tunnel, more Grunts and Elites attack, as well as another trio of Jackals. You enter a series of sewage tunnels that open out into a massive courtyard.) As you enter Part Three, a Jackal Sniper is seen trying to snipe the Marines. Assassinate him to easily get a Beam Rifle.
(The Scarab can be seen in the distance, although it leaves quickly. A Gauss Warthog pulls up to you.)
Gunnery Sergeant Stacker: Could use you on the gun, Chief!
NOTE: It may be preferred to get Stacker on the gun and you drive, because he will not leave the area until you kill all enemies.
(Sergeant Stacker drives you into another courtyard, where a few Ghosts, a pair of Jackal Snipers, a veteran Elite, and a Wraith tank guard the tunnel at the far end. Another pair of Ghosts enters the fray, and once they're dead, Stacker drives you into a large room with a waterfall, and then out into the streets of New Mombasa.
You come upon a Marine outpost that is under siege by a trio of Wraith tanks and Jackal Snipers, while a fellow group of Marines on a Warthog valiantly defends. A Phantom delivers a pair of Ghosts, but they are neutralized easily by the combined support fire from the two Warthogs.
Cortana: There are Marines trapped inside that building, Chief. Concentrate on the Wraiths, they're the biggest threat.
Cortana: There is a Marine Command Post in that building. We'll need to help them deal with that Scarab.
A Pelican delivers a squad of Marines.
Another Pelican delivers a Scorpion Tank as you walk into the base. You are greeted by a Marine at the entrance.
Corporal Perez: Sir! Corporal Perez, A-Company! CP's this way! The Lieutenant got hit as soon as we dropped in.
Cortana (O.S.): Who's in charge now, Corporal?
Corporal Perez: Uh, Sergeant Banks, ma'am. He's pinned down up top. Come on, I'll show you.
(Corporal Perez leads you up the heavily guarded stairs to a balcony overlooking the streets where you fought the Wraith tanks. A huge plasma beam can be seen firing at something in the distance, and the Scarab lumbers into view.)
Sergeant Banks: When I asked for reinforcements, I didn’t think they’d send a Spartan. We got trouble!
(The Scorpion fires its main cannon twice at the Scarab, to little effect. The walker aims its beam and demolishes the tank, then starts walking toward the base.)
Marine Two: See this look?! It's terror! (Dialog Placeholder) Alright, this is the shit.
Sergeant Banks: Marine, did I give you permission to bitch?!
(They fire at the Scarab, but it shows no signs of slowing down.)
Sergeant Banks: I don't think it's stopping; get your heads down!
(The Scarab walks right over your position. Careful:It will knock over an antenna causing it to fall on your position)
Sergeant Banks: That thing is really starting to (yells) PISS ME OFF! Marines, time to kill us a Scarab!
Corporal Perez (Over radio): It's over here, sir!
(You enter a large warehouse in pursuit of the Scarab. You end up on a series of walkways above a large water-filled canal, and the Scarab is walking below you, while Covenant troops fire at you from the deck.)
(Eventually, the Scarab reaches the end of the canal, and can go no further.)
Cortana: It can't go any further this way. We have it trapped.
(If you don't board the Scarab)
Cortana: Chief, we're going to have to board that Scarab."
(If you still don't board it)
Cortana: We can't do anything to the Scarab from here, we need to get inside it."
(Groups of Pelicans fly by in front of the Scarab. Occasionally, one will turn and unleash a barrage of missiles to the Scarab, to no avail.)
(You enter the Scarab, to find a couple of Ultra Grunts and an Ultra Elite, with a couple of Major Elites piloting the beast.)
Cortana: Careful Chief, that Elite is an Ultra, and those pilots are no pushovers either.
( After you clear the hostiles out, the Scarab falls apart and the Master Chief walks out <note he holds his primary weapon, even if it's a Magnum acquired from the previous level, unless it's out of ammo>.)
Sergeant Johnson (O.S.): (In the Pelican cockpit) That's right you mothers! Run!
Commander Keyes: Not if we can help it, Sergeant.
(Cut to bridge of the In Amber Clad)
Commander Keyes: Extract the Chief and return to In Amber Clad.
Sergeant Johnson (O.S.): Roger that!
Lord Hood (On display screen on In Amber Clad): Status?
Commander Keyes: Sir, the Prophet is bugging out! Request permission to engage!
Lord Hood: Negative, Commander. I'll vector two heavies for starside intercept.
(The Covenant ship begins to accelerate.)
Nav Officer: Ma'am, Slipspace rupture off the target's bow! It's going to jump, inside the city!
Commander Keyes: There's no time, sir!
Lord Hood: (hesitates) Green light! Green light to engage!
(Cut to underside of the In Amber Clad. Johnson's Pelican docks via a hatch under the ship.)
Commander Keyes: Punch it! Get us close!
(Cut Back to bridge of In Amber Clad)
Nav Officer: Ma'am, without a destination solution—
Commander Keyes: We are not losing that ship!
(The Assault Carrier enters Slipspace, In Amber Clad next to it, the Assault Carrier dwarfing Commander Keyes' ship, causing a massive white explosion that engulfs the whole of New Mombasa.)
(fade to white)
The Scarab Gun can be found in this level: to obtain it start at the bridge part of Metropolis where Sergeant Johnson gives you a tank, and kill all of the Marines. Get to the end of the bridge via tank. Then destroy everything apart for one Banshee. Go down the tunnel and it should follow, so shoot off its wings but do not destroy it. Kill any Marines in the tunnel on foot or in the Warthog or they may destroy your banshee. Get to the very end with it still following you, and then you encounter the tricky part. when you are going to the exit make sure it follows you to the left/forward tunnel; if it goes to the right one it will get stuck in a vent. Go a little further and before it says "LOADING...DONE" you must hijack it before "DONE" appears on the screen or the Banshee will disappear. Get in and out of the tunnel in the Banshee and fly up, up, up, to the bridge. Go on top, save your Banshee to get down. On top of the bridge there it is, the Scarab Gun above a traffic cone.
![]() Regret escapes New Mombasa via Slipspace. |
![]() Traveling over the bridge with a Ghost. |
| Preceded by Outskirts |
Halo 2 Campaign Missions Metropolis |
Succeeded by The Arbiter |
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