Guide for Midnighter Club and Cimerora-Spoilers


American_Valor

 

Posted

There some teeny, tiny spoilers in here, but nothing really major in my view. But they are spoilers none the less.








Here's the scoop so far on the new zones. The Midnighter Club and Cimerora.

Midnighter Club and Cimerora are coop zones. You need to be level 10+ (depends on faction) to being a member of the Midnight Club, and you get the password to enter the zone. You can talk to the appropriate contact, do their arc, and you'll get the password to the Midnight Club.

Villains talk to Ashley McKnight who's standing outside the Villains' Midnight Club Entrance. She's standing by a set of stairs outside of the University in Cap Au Diable. It's the west end of the building that's in the NE corner of the University plaza area. You need to be level 20+ to be able to do the "Midnight's Hand" arc.

Heroes talk to Montague Castanella at the Steel Canyon University. He's inside the main building, He's in the Library section to your right as you enter the University building. He's immediately to your left as you enter the Library section. You need to be at lease level 10 to be able to do the "Lost and Found" arc. You can do it all the way up to level 50.

The intro story arcs for both Heroes and Villains are different and very fun to do. Hero's get a really, really cool temp power for awhile. (Note: Heroes don't craft the Temp power until Montie directs you too. It's time limited.) Villains you get a bonus story arc from a new contact Darrin Ward. Darrin is located in Sharkhead just outside of the hospital in the zone. His story arc is for levels 25+. You might get introduced to him from the Broker, or you can walk up to him and introduce yourself. Villains in that last mission, you'll really need to watch for those.... Well, I think I'll keep that little tidbit to myself as surprise. And pay attention to what Darin tells you after the last mission. It's what Hero 1 alludes to in his interview. It seems we'll be seeing more Darrin in the near future.

After the intro arc mission you'll be given the password to enter the Club. Remember it (seriously), for you'll need it to gain access to the zone. You'll be directed to the contact outside of the Steel Canyon or Cap Au Diable University.

Once you are inside the Midnight Club, you'll be in the lobby for your zone's University entrance. That means 3 lobby's for the hero side which lead to an entry hall with 3 entrances. And only 1 lobby for the Villain side which leads to an entry hall with 1 entrance. The Entry Halls are tinted to help tell them apart: red for villains and blue for heroes.

Your last mission objective is to talk to a Midnighter representative in a lobby. He's in the Steel Canyon lobby on the Hero side. For you villains, it's the leftmost door as you enter the hero's entry hall. And after you've talked to the Midnight Club representative click on the skull sitting on the counter there in front. (Trust me More on that later.)

Towards the back of the Lobbies and up the stairs, there is a set of double doors. They lead to the common area of the Midnighter Club. The common area may seem like a maze, but it's not. It's based on the Circle of Thorn's Oranbega map blocks. There are 5 rooms along a central corridor. 2 on either side of the corridor leading to a circular meeting room at the end.

As you exit the entry way from the Lobbies, there is Pillar of Ice and Flame to your left or right. It's in an alcove between the Hero and Villan entry ways. As you leave the entry ways you'll see a Midnighter against the wall to your right or left. Beyond him, you'll see a column embedded 1/2 into the wall. On the other side of that column is a small alcove. In that alcove, you'll see the Pillar of Ice and Flame. That is your entry way into Cimerora.

To further orient you, turn around you'll see the main corridor and the meeting room at the far end. Your entry hall is one of the rooms in the common area. The room across the corridor is your counterparts' entry hall which heads to their zone lobby(s). Up the corridor aways are two storage rooms with books, books and various trinkets. And as I've mentioned, at the end of the corridor is a big circular meeting mall with a big circular table and chairs.

In the Midnighter Club there are a couple of badges to be earned. One is to find all of the clues. You did click on the Skull on the Desk in the lobby? You get riddles which can lead you to other clues. Get all 13 clues (they are clickable items) and you get a badge (Midnighter Club Archivist). Or you might do it the hard/easy way by trying to click on everything in the zone. (Hint: all Zone Lobbies are identical) The clues have a lot of flavor text in them. If you are a story addict, you'll be thoroughly please. There is also an exploration badge. Not to hard to find, but I'll won't spoil the fun. Go look around, you'll get it.

There is also a store in the Midnighter Club. She in the big circular meeting room. She's seated in one of the chairs around the large circular (round?) table. At present, the store only sells all Single Origin Enhancers level 35 and up. The store will buy any excess Recipes, Enhancers and Salvage you want to sell there as well.

Now on to Cimerora. First of all it's a coop-zone for level 35+ characters. And Let me say what's there is Wonderful. I went WOW when I set foot into town. War Witch and crew did a bang up job. You feel like you are really there in Ancient Rome. (OK just a provincial town) The sights, sounds and ambiance are perfect.

You will zone into a Cavern where the Midnighter Club has setup operations. The Cavern has been refurbished the latest start of the art (for the time period) magical rezz rings for when you defeated in Cimerora. (And trust me you will be defeated at some point.) Talk to the Midnighter standing in the Cavern before heading out for the first time. He'll explain some of the "upgrades" that's been done to, er, for you as you traversed using the Pillar of Ice and Flame.

As you leave the Cavern, you'll want to follow the Yellow Brick Road... and well it's not make of bricks, it made of stones. And they aren't really yellow but white.... So Follow the White Stone road...out of the Cavern.

You'll first head into Cimerora proper. At the edge of town, look for a flowing banner on the side of a building to your left. That marks the location Senator Decimus. He'll mostly likely be flanked by a couple of soldier bodyguards. Go up and talk to him. He'll give you and introductory story arc that will introduce the story of Cimerora. A nice and simple met and greet to various NPCs around town.

After you finish the Senators into arc, His next mission will be an introduction to Marcus. Head towards to town center. Standing next to the town fountain, you'll see Marcus. He is Marcus Valerius, Ex-Captain of the Guard (of the Infinite Missions). He's like Borea in the RWZ. Various types of timed missions around the island. You'll also get an exploration badge as well.

In your wondering around town, you'll probably find States...er Imperious. He's the deposed leader of the land Cimerora who's holed up in the fort you are in. He's standing on a platform overlooking the town. Look towards the roman architecture built into the cliff-side. When you see lines of soldier standing, you'll know you are near. You'll also most likely be given a mission that will introduce you to Imperious after you have completed the Midnighter Club arc if you are level 35+.

Imperious the TF/SF contact for the zone. It's for 6 or more players level 35 up to 50. DO THIS TF! This is the the best TF/SF in the game by far. It's 4 missions doable in the 1.5 - 2 (possibly 3) hour range. This is a TF you'll want to do over an over again. Its EPIC!! Completing this TF will net you the typical TF completion rewards, a nifty new badge AND unlock the entire Roman Armor Set costume parts.

The Roman Armor is a complete costume set under the revamped Costume Creator. It's called 'Roman' (duh!). It's towards the bottom of the list. Here is a quick summary of the pieces. The Roman Helmet is under 'Hats'. Base helmet has 1 style, 1 style of forehead cover, 2 face plate styles, And 5 diferent crest styles: 4 feather crests, and a spikey, headguard type crest. There are 2 styles of chest sections, a segmented 'Legionarii,' style or a chest plate 'Centurion' style. There is a set of Roman type Shoulder Pauldrons. There is a set of forearm Vambraces in two styles with and without gloves. There is the classic armored 'kilt', 1 style. And a set of leg Greaves in two styles with and without boots. Sexy Jay has done another outstanding job (Jay is Sexy).

And that's about it in the zone for now. Be careful when exploring the rest of the zone. You'll see a a couple intriguing area outside the boundaries of the zone. An island that has a temple on it's mount and a ship in cave. And towards the north you'll see a very imposing fortress with lines and lines or Lengionaires lining it's walls. Don't worry, you'll get to explore them in person during the TF/SF.

There are hostiles you'll learn about from Senator's arc and comments around the town. There can be upwards or level 50+ hostiles in certain areas. And the Roman's have got a few suprises up their, er, um, tunics. I'll let you enjoy the surprise. They are a lot tougher then they look. There is also a badge for defeating 100 or their number - Centurion. Very apropos don't you think? And Hero 1 has hinted there is a letter to your character like those in the Ouroboros arcs. It's in the TF. Keep a look out for it. It raises a lot more questions than it answers. (DANG IT!) Stay tuned, and see you Cimerora.


Edit: Updated for the May 2 build.


 

Posted

Very nice guide but I'm not really seeing any spoilers in there.


But it's MY sadistic mechanical monster and I'm here to make sure it knows it. - Girl Genius

List of Invention Guides

 

Posted

Nice guide!! Very well written. Thanks for the heads up.


But it's MY sadistic mechanical monster and I'm here to make sure it knows it. - Girl Genius

List of Invention Guides

 

Posted

No, they are all inside the Lobby or in the inner alcoves. None in Cimerora.


 

Posted

[ QUOTE ]
No, they are all inside the Lobby or in the inner alcoves. None in Cimerora.

[/ QUOTE ]

There are 13 clues in total, with 5 of them being in the lobby, 1 being in the center "round table" alcove, and the other 7 split between the side alcoves (can't remember the exact split, sorry).


Positron: "There are no bugs [in City of Heroes], just varying degrees of features."

 

Posted

I'm still not gonna tell you where they are. But I will shamelessly (ok maybe a little) "borrow" Leandro's post from the Closed Beta boards. Be sure to thank Leandro for all this work in transcribing this stuff.

------------- Midnight Club Clues---------------------
--------------- by Leandro -------------------------





New build, new text.

================================================== ==========

The Skull of Tommy Arcanus

Once a member of the Midnight Squad... always a member of the Midnight Squad.

Tommy Arcanus delved so deeply into the metaphysical arts that his very being was affected. Not only was his daughter born with magical powers, but even in death Tommy's spirit is unable to pass on. Now, all that remains of him is this skull and the spirit that haunts it.

As midnight draws near, a mystery unfolds. Throughout these halls are hidden secrets regarding the Midnighters, each with a clue leading to the next. If you seek answers, continue on.

Next mystery: Behind its protective reflection, mysteries lie.

================================================== ==========

Forbidden Relics

The objects concealed behind the glass have all been taken from the Circle of Thorns. Each description reads more bizarre than the last:

Hordling Jawbone
found in an ancient cave

Crystal Shard
stolen from Seraphina by Archus

Sword Hilt
broken off from a Behemoth's weapon

Immortal Severed Hand
the right hand of Akarist

Spectral Leather
taken from a Caleb demon during the original battle of Oranbega

Flesh of a Death Mage
note the unique rune pattern along the collar bone

Lilitu's Corset
inappropriately acquired by Alistair McKnight

Next mystery: These are like wooden soldiers, shoulder to shoulder, in a line with spines ramrod straight.

================================================== ==========

Rularuu Library

A small bronze plaque at the top of this book shelf has a single word etched into it: Rularuu. You glance over some of the book titles. They include:

Crafting the Dagger of Jocas
- by Pontice Doub

The many faces of Rularuu
- by Wylie Galloway

Shadow Life and Other Oddities
- by Montague Castanella

A Discourse in Realities
- by Faathim the Kind

How I Beat the Devil with a Dream and Other Adventures
- by The Dream Doctor

The Rulu-shin
The Zealot Followers of Rularuu

- by Darrin Wade

Next mystery: A dusty tome sadly forgot, read by lamplight as often as not.

================================================== ==========

Why I left and why you must stay
by the Dream Doctor

Hopefully, when you read this my name is not forgotten. I don't know why that's so important to me. I guess after all I've seen, a part of me is still human. I wonder if the same can be said for my counterpart, Rularuu.

As I used the blade I shaved off a piece of myself. I am not the same man anymore. I still work among you - looking for answers. But I've also begun searching in the dreamspace for a way to protect you and the rest of the world from a fate that grows closer with every passing day. Something is coming and I must find out what it is before it's too late.

I have never been afraid to ask for help. If you remember anything about me, please remember that. But this...this is something I must do on my own. I'm going to try and save the world' again. But by all means, don't let that stop you from trying save it first.


- The Dream Doctor


Next mystery: Cosmopolitan it is not, but it has its charms like in the pages of a magazine.

================================================== ==========

The Death and Rebirth of Numina
by Tommy & Tammy Arcanus

The commie was standing at the center of the earth ready to blow us all to pieces. The Red Threat got it in that loony mind of his that if he could explode so should everything else. Me, Tammy, the Monolith and some of the other Midnighters were there to stop him. If it wasn't for the protective spells I cast, we'd have died days ago. As it was, things were hotter than a new car in Jersey.

The Threat was mad from the Crimson Dust those so-called doctors fed him back in Siberia. I could see it in his eyes. Tammy must have saw it too, because she was on him before I could even think my first spell. That girl is twice as fast as me and ten times fiercer than her mother. She hit him with a possession spell and wasted no time flipping that guy's light switch to a permanent off. The only problem was his body was like one big chemical reaction. It didn't need no brain to continue along its course. He was still going to blow.

My first thought was that we was all gonna die. But my second thought was just a little bit worse: only I was going to die. I knew of a deflection spell that would allow me to absorb most of the explosion, saving the earth, but undoubtedly killing yours truly in the process. Spells aren't normally designed to kill their casters, but the Threat's explosions are so strong that there's no other way it would play out for me. As I said, this was my second thought. But, it was Tammy's first.

She told me she loved me and cast the spell just as Boris blew. That's the last thing I remember. When I woke up, we were all back on the surface' well almost all. The Red Threat was there, but there was no Tammy. Her body was gone. The Threat was still a vegetable, but I noticed something about his eyes, they'd changed. They were violent; the same color as Tammy's.

The Monolith said it first, but I already knew it to be true. Tammy was in the Russian's body, even if she couldn't say or do anything to let us know. She was there. I will find a way to get her out of there. They tell me they're going to move her to a new prison they're building in Brickstown. They're going to keep her there until I can bring her out of that body.

I'm not worried. I know I can think of something and if I can think of it, well, Tammy will think of it twice as fast.


Next mystery: The smell of salty air fills your nostrils, even on a grey day, the shipping industry awaits.

================================================== ==========

Arcane items Lot# 49

The crate label on this box appears to contain a handful of magical objects. The contents are listed as follows:

Mental Monocle: Looking at someone while wearing this object will grant you the ability to read the uppermost thoughts of someone's mind. Recently modified by Sister Psyche to draw out the thoughts of one Vanessa DeVore as well as drawing out the psychic essence of Giovanna Scaldi.
Note: Does not work on Trolls.

Sicilian Stone: Wearing this stone close to your chest will cause your soul to be sucked into the stone. This can only be reversed through using a psychic cleaver potion.

Bands of Shu: Allows the wearer to be transported to the psychic plane. Carvings of a figure seated upon a throne. Her hands are lifted above her head; draped over them is the star-studded body of the goddess Nut, who represents the sky.

Pan Pipes: If played properly, grants the musician the ability to transmit his deepest desire into the minds of those who hear his music. Effects last for 24 hours. If played improperly, causes hysteria, paranoia and suicidal tendencies to those within earshot (includes musician).

Cloth of Phoebas: Worn by the sibyls of Phoebas. Said to grant a pure maiden who wears it the ability to heal themselves and others as well as long life and beauty.

Talos' Ring: Grants the wear the ability to pass through solid objects, leaving all material objects behind, including clothing and Talos' Ring. Used only once by the crafter who promptly perished within a wall. Only his clothes, this ring and his index finger remained.

Next mystery: Answers hidden within this box are the key to the tragedy of its necessity.

================================================== ==========

The Remains of Tielekku

This strange black box claims to hold the remains of Tielekku, a goddess. The note accompanying it states the following:

These are the remains of one Tielekku, goddess of knowledge and wisdom. Tielekku was best known for banishing the Banished Pantheon, thus their name. She is also credited as either teaching magic to humanity or learning magic from them, the translation is unclear. These effects were discovered in an underground city deep beneath the Sahara Desert. They were collected, cleaned and cataloged by yours truly.

- Pontice Doub
PS: Do not open.


Next mystery: The white-tailed Eagle soars high above, a perspective that lends itself to knowledge.

================================================== ==========

Authentic Cimeroran Urn

There's a small tag attached to this urn. It reads:

Authentic Cimeroran Urn. Recently gifted to Montague Castanella who donated it to the Midnighter Club.

The urn has a pictogram carved around it. The image depicts five men bowing before a tree with the sun shining down upon them.

Next mystery: It is so old that moss has covered its landscape.

================================================== ==========

Midnighter Club Register

This old green book appears to be a register cataloguing the date when every Midnighter joined the club and when they either resigned or died. It dates all the way back to the 1920s and includes such names as:

Pontice Doub
The Dream Doctor
Ross Coldwell
Wylie Galloway
John Knox
Bentley Berkeley
Tommy Arcanus
The Monolith
Alistair McKnight
Hinkley Rasmussen
Edgar Torvald
Tammy Arcanus
Montague Castanella
Nathan Crane
Percy Winkley
Kadabra Kill
Sigil
Ashley McKnight

As you read towards the end of the log, a number of the deceased dates correspond with the day the Rikti's first invasion. The number of deaths is astounding. However, on the last page you see the numbers of new members has gone up substantially. The final name at the bottom is yours.

Next mystery: To be truly aware of its value, you must first compare it with the words in the book.

================================================== ==========

The Memoirs of Pontice Doub

The book in the upper left hand corner glows softly. As you move closer to it, without even touching it, words begin to unfold in your mind.

You learn of the life of the Midnight Club's founder Pontice Doub. This book is his personal memoir. His tone and words begin elegantly enough, but as they progress they inexorably devolve into fingernail scratched pages of blood and spittle. The last legible entry, December 1944, reads:

My dearest Midnight,
Soon I fear I shall take her carriage. The carriage just for you and I.

The things I have lost, the things I have given up or traded away have left me hollow, nothing more than a husk on the current.

The others do not see the darkness as I do. I pray that I have done enough to make sure they never have to.

- Pontice


Next mystery: One of the worst things a poker player can be.

================================================== ==========

A working history of the Path of Dark

This book appears to be a collection of clippings and hand-written notes detailing a group or a process called the Path of Dark.

The account laid down here belonged to an un-named Roman imperial guardsman who had been assigned to guard the last Emperor of the Roman Empire, Romulus Augustus. One section details the deposed Emperor's attempt to contact a supernatural power:

I asked my Emperor, now that we have the power of Cimerora and we have beaten back Imperious, what he would have of us. We had done so much in so little time - the giant colossi alone...

...but Emperor Romulus raised his hand to silence me. Me! I felt the rage within me rise. If not for Dorjan stepping forward with a hand raised in peace, I do not know what I would have done. Dorjan explained that his family had arrived to aid this new empire and that the Emperor had bid him to take us to these new friends. We were to meet with them and our future would be made clear.

Dorjan did as the Emperor bid him, and led us down to meet these friends in darkness. We followed Dorjan deep underground through dark caverns until we found worked stone and great halls. Then there were movements in the shadows, and we all felt surrounded by spirits. A man came forth and welcomed Dorjan as a brother. He welcomed the Emperor to the halls of the Path of the Dark, and bid us enter. Then I saw that this man was not a man, nor were any of those who watched from the shadowed halls. I looked to Dorjan for guidance, as we had fought together and stood side by side. But now I saw that Dorjan was shifting form into a shape that was not his own.

I saw things moving in towards us. The Emperor exhorted them. Fear overcame me.

Through the darkness, I ran.


Next mystery: Some of the best stories come in threes.

================================================== ==========

Tomes on the Sicilian Stone

These heavy volumes chronicle the history of the Sicilian Stone, its uses, and its dangers. The first book seems to detail the crafting of the stone and the setting in which it was placed. It's a large ruby pendant with an unusual setting shaped like a long-fingered golden hand. The fingertips are said to 'caress' the deep crimson of the stone, in a gesture that is at once haunting and evocative.

The second book details the lineage of the stone: who owned it, how they acquired it, what if anything significant they did with the stone, and, finally, how it killed them. This is the largest of the three tomes. The most notable is a woman by the name of Madeleine Casey who is surprising still alive today.

The last book looks much more recent and is entitled, The Afterlife of Nathan Crane

Next mystery: The eyes have it, the moon wants it, the fabric keeps it.

================================================== ==========

Midnight Squad Banner

This banner is much the same as the others, but for whatever reason, this one moves softly and is almost hard to touch, it eludes the grasp.

The answers you seek are a breath away.

Next mystery: The words from a mouth without a face are useless to a wise man.


 

Posted

The Midnight Squad Banner has new text in the May 2 build:

Midnight Squad Banner

This banner is much the same as the others, but for whatever reason, this one moves softly and is almost hard to touch, it eludes the grasp.

We gather in moonlight
when the clock strikes midnight,

With intellect our torch
and humanity our compass.

Quill or sword in hand,
we move through the mysteries of the night,

Despite what horrors we face
or dark lore we uncover.

We shall press on.

For this is the oath
and the burden of the Midnighter.


Next mystery: The words from a mouth without a face are useless to a wise man.


www.SaveCOH.com: Calls to Action and Events Calendar
This is what 3700 heroes in a single zone looks like.
Thanks to @EnsonsDeath for the GVE code that made me VIP again!

 

Posted

Just an FYI:

<ul type="square">[*]Quando Omni Flunkus Moritati.

When all failure be dead. (When all else fails, play dead). It's pseudo Latin; student humor; flunkus is not a Latin word.
[*]Sic vas pacem, para bellum.

If you want peace, prepare for war.
[*]Alea jacta est.

The die is cast.[/list]





Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides

 

Posted

[ QUOTE ]
Just an FYI:

<ul type="square">[*]Quando Omni Flunkus Moritati.

When all failure be dead. (When all else fails, play dead). It's pseudo Latin; student humor; flunkus is not a Latin word.[/list]
[/ QUOTE ]

I suspect it's also an homage to Red Green.


http://derekl1963.livejournal.com/

 

Posted

If anyone is having issues with the Midnighter Mysteries, feel free to click the link in my sig. Just as a warning, you should have NO trouble finding them after following the link. Don't go there if you're still really trying to decipher the clues.


 

Posted

[ QUOTE ]
Is there a story arc contact beyond the Senator, or is that the only one?

[/ QUOTE ]

So far, that arc to talk to the citizens of hte island is all he has right now. After that he'll send you to Marcus.
More arcs will most like be introduced in the near future.


 

Posted

[ QUOTE ]
Next mystery: The words from a mouth without a face are useless to a wise man.

[/ QUOTE ]

Is it just me, or does this seem to loosely reference the Ouroburos letter writer?


 

Posted

[ QUOTE ]
[ QUOTE ]
Next mystery: The words from a mouth without a face are useless to a wise man.

[/ QUOTE ]

Is it just me, or does this seem to loosely reference the Ouroburos letter writer?

[/ QUOTE ]
The clues are circular -- this one refers back to the Skull of Tommy Arcana.


 

Posted

[ QUOTE ]
[ QUOTE ]
Just an FYI:

<ul type="square">[*]Quando Omni Flunkus Moritati.

When all failure be dead. (When all else fails, play dead). It's pseudo Latin; student humor; flunkus is not a Latin word.[/list]
[/ QUOTE ]

I suspect it's also an homage to Red Green.

[/ QUOTE ]

I'd say so, since that's the motto of Possum Lodge on the Red Green Show.


"Home is where, when you have to go there, they have to let you in."

 

Posted

[ QUOTE ]

The intro story arcs for both Heroes and Villains are different and very fun to do. Hero's get a really, really cool temp power for awhile. (Note: Heroes don't craft the Temp power until Montie directs you too. It's time limited.) Villains you get a bonus story arc from a new contact Darrin Ward. Darrin is located in Sharkhead just outside of the hospital in the zone. His story arc is for levels 25+. You might get introduced to him from the Broker, or you can walk up to him and introduce yourself. Villains in that last mission, you'll really need to watch for those.... Well, I think I'll keep that little tidbit to myself as surprise. And pay attention to what Darin tells you after the last mission. It's what Hero 1 alludes to in his interview. It seems we'll be seeing more Darrin in the near future.



[/ QUOTE ]
At level 20 you can walk up to him and get missions, no need to go through the broker for an introduction.


@Blood Beret(2)Twitter
I am a bad speeler, use poorer grammar, and am a frequent typoist.
MA ArcID: 1197
You have enemies? Good. That means you've stood up for something, sometime in your life. Winston Churchill

 

Posted

Very nice guide. Thanks for writing it!


I'm Tealeaf, and I approve of this message.


See [URL="http://boards.cityofheroes.com/showthread.php?p=2134817#post2134817"]Useful Tagging for the good of the Forum[/URL], my guide to tags.

 

Posted

this tf rocks!!!!!! deff best ever!


 

Posted

[ QUOTE ]

Next mystery: Cosmopolitan it is not, but it has its charms like in the pages of a magazine.


[/ QUOTE ]

Ok, I like a good mystery so I'm trying to follow the clues in order and what not but I am completly stumped as to what this clue could be referring.

Hmmm, maybe charms is the key word. Something with charms perhaps?? I don't recall seeing anything in the lobby like that. I'll have to go back and look.

If someone could give me a nudge in the right direction, that would be great


 

Posted

Is there an error in the guide?

[ QUOTE ]
Villains talk to Ashley McKnight who's standing outside the Villains' Midnight Club Entrance. She's standing by a set of stairs outside of the University in Cap Au Diable. It's the west end of the building that's in the NE corner of the University plaza area. You need to be level 20+ to be able to do the "Midnight's Hand" arc.

[/ QUOTE ]

Well, I'm 28, and speaking to her nets "I have something, but i don't think you can handle it. It's pretty far out there on the insanity scale. Come back when you are level 30."

Typo in the guide, Fuzun?


 

Posted

Mostly likely crossed wires or might be a bug for you. Got conflicting information during beta, and I could not test every combo. the guide is due for an update, there are still some Fuzunisms in there. I'll get the proper level ranged nailed down and updated.


 

Posted

Well last night a VG took their new Epic with me into my arc to gain Midnight Club access as they hadn't seen that arc yet due to not being available for open beta. Turns out they got the badge and access to the club, but the Ouro Crystal states you have to be 35+ to timewarp to Rome.