Midtown is a large section of Walled City 99 located on the Upper Level above the Slums. It features bright neon-covered buildings with many businesses and entertainment venues.
Midtown is a police state, and the large Companion populace is kept under tyrannical control by the Sentinels and Peacemakers (both unique to this part of the Walled City). According to in-game dialogue, the Peacemakers are brutal and will arrest for tiny things. Offenders are thrown in prison for apparently hundreds of years, where there may be tortured, dismembered or brainwashed into perfect citizens by rebooting (see Alterisateur). Due to the harsh conditions and lifestyle in Midtown, it isn't uncommon for Companions to turn on others to the Sentinels for profit and likely safety.
The Neco corporation has its Factory in Midtown, which dumps trash to the lower level of the Walled City.
The residents of Midtown historically belonged to the upper class and the city is in a better condition than the Slums. After the extinction of Humans, the Companions continued to divide themselves into social classes, and residents of the Lower Level still dream of moving to the Upper one.
Locations in Midtown[]
Midtown is connected to the lower level by an elevator (broken) and a metro line (disabled but likely working). The Cat enters Midtown through the abandoned Midtown metro station accessed from the Antvillage. The metro station exits out onto a small street/walkway overlooking the Slums, leading to the perpendicular main street and the main square with the Midtown Hologram in its center.
Several more streets lead to the Apartment Complex, the entrance to the Jail, the entrance to the Neco Factory, and the heavily guarded and inaccessible Midtown Elevator. Midtown does indeed have a direct elevator connection with the Outside, but which has been sealed.
Trivia[]
- Midtown in designed by Nicolas Millot (Nightclub, Burger shop and the street behind the club) and Alexandre Brodu (Mission Design and Narration). On the Street, Alexandre Brodu did Layout and Navigation, Concept, Set dressing and Lighting.