The Midnight Squad: the super-secret organization that has been around since the Golden Era of Heroes. While most hero groups are concerned about making sure the newspaper gets their names right or which group is “top ranked”, the Midnight Squad is concerned about the threats that aren’t made public. They deal with the enemies that are quite literally the things that nightmares come from! Most of the time, members of the Midnight Squad observe. They take notes. They collect information and then they covertly pass that information on to certain groups. They’re superb intelligence-collectors, especially when it comes to the arcane arts. In the early days of the First Rikti Invasion of 2002, the Midnight Squad found out that the Rikti were vulnerable to magic. That knowledge cost them dearly as their headquarters became ground zero for a fusion bomb that obliterated much of Baumton. The Midnight Squad headquarters itself was completely destroyed, killing almost every member of that organization. In 2008, Professor Montague Castanella began to quietly recruit certain heroes with a security level of 10 or higher. Simultaneously, Ashley McKnight would reach out to villains in the Rogue Isles with a threat level of 14 or higher. Both groups would begin recruiting for the Midnight Squad again. The induction process is different between heroes and villains, so this file will only focus on the hero-side of joining the Midnight Squad. There are several reasons why you would want to ally yourself with the Midnighters, with the best reason being it gives you access to ancient Rome. Bear in mind that this tactical file is designed for a single-person completion. You can also involve a team in the operation, but understand that some of what you do involves single-player activity. On the plus side, completion as a team will mean that the whole team will become Midnighters. So make sure that the team members stay through to the very end. For heroes, you get an automatic summons from Professor Castanella when you reach security level 10. (Don’t ask how he knows these things. That just shows you how good the Midnight Squad is!) You will meet him in the library of the Steel Canyon University and will give you several challenges. First up, you have to rescue Percy Winkley. Percy is a curious young man who always manages to find himself in trouble. At least, though, he helps. That’s an improvement over the stereotypical cub reporter with bright red hair. You’ll end up taking a trip down to a portion of Oranbega, and you will have to deal with both the Lost and the Circle of Thorns. The Lost are there for the same reason that Percy is, and they’re looking for the same thing that the Circle have in their possession. Your results will vary, but be thorough in your search. He could be right around the corner, or he could be all the way at the other end of Oranbega. Once you find him and rescue him from the Circle, he’ll give you something important. Returning to the university, Castanella will give you your second mission. Don’t worry; once you complete this mission you won’t have to go back to the campus every time. The next mission will be a little reconnaissance and intelligence-gathering. I’m sure you’ve noticed that the Lost somehow manage to get their hands on Rikti weapons, and some of the more “mutated” members don’t look that human. You’ll find out more about their connection by visiting an abandoned office that somehow has an underground passage to a Rikti stronghold. There you’ll encounter Ci’dion, the Rikti Chief that bombed Baumton. Feel free to go all-Praetorain on him. If you’re working alone, concentrate on hitting Ci’dion, then work on his Lost buddies. Not far from his location you’ll find four Rikti consoles. Get the storage crystals from those four consoles and your mission will be complete. If you’re working as a team, concentrate on clearing the area of Lost and Ci’dion before you go for the consoles. Those data streams are good places for the Lost to hide behind and attack. The information you collect next will be helpful. Now that you’ve kicked some Rikti butt, it’s time to rescue a Rikti defector. I know the concept is strange, but there are some Rikti that don’t subscribe to the war-mindset and want to defect. The Rikti’s name is Argot’BurWot, and the folks at Vanguard consider him to be a valuable asset in the war. “Ours is not to wonder why…” etcetera, etcetera, and so on.
It means another trip down into another abandoned office building atop another Rikti stronghold guarded by the Lost. They really keep the same design, so the path you took previously to find the stronghold will take you there this time as well. You’ll also get a rematch with Ci’dion, only this time it’s one-on-one. Remind him who kicked his butt the first time around. Argot will be guarded by a few Lost minions, but once you rescue him he’ll be pretty grateful for you being there. Once that’s done, it’s time to worry about the Circle again. This time you’ll be sent in to help out Lady Jane, the leader of Europe’s premiere supergroup, the Dawn Patrol. She’s been on a quest for something so secretive and so important that she can’t trust anyone in her own group to do it, and it has something to do with Hero 1. Yes, this is a cave mission, but don’t panic too much. This will be one of those “good” cave missions. And before you go in there, make sure you’re stocked up with plenty of health and stamina inspirations. You’ll find that Lady Jane has been captured by a Madness Mage and some of his Circle cronies. If you’re doing this by yourself, then concentrate on the Madness Mage and hit him with everything you have to keep him disoriented and knocked down, or else he will disable you quickly. Once you rescue Lady Jane, she’ll follow your lead. She’s got two guns and plenty of bullets so she won’t be a wallflower, but she’s also not expendable. You have to protect her or else this mission is a bust. She’ll point you to where you need to go, but don’t take your time getting there, because once you rescue her, the Circle will send in waves of reinforcements to stop you. You have to let her reach the target. Once she’s there, she’ll give you an important item for the rest of your quest. This next part is geared more towards a single operative than for a team. The Vanguard are calling you and it seems Argot’BurWot has something vital to share with you. He’s at the Atlas Park branch of Vanguard, directly south of Atlas Plaza and City Hall. From where Ms. Liberty faces, it’s the building to the immediate left. You won’t miss it when you see the Vanguard sentry by the door. Walking inside, stay along the left and go through the two double-doors and you’ll see the Rikti ally to your right. Your next stop will be City Hall to relay your information to Azuria. If you’re new to Paragon City then you probably haven’t visited the FBSA offices yet, so go inside City Hall and take a right. Down the stairs will be the FBSA offices. Azuria will be in the one marked MAGI or “Mystical Arcane Guild of Investigation”. She’ll know what to do with Argot’s information and she’ll give you another important item. Normally at this point you should go back to the University, check-in with the Professor, and then use the invention tables to come up with the next vital item. However, you can check-in with him remotely and he’ll send you the final pieces for your invention, so all you need to do is get an invention table. If you’re in a supergroup and you have one in your base, you can use that. But if you don’t have access to a supergroup base, you can use the tables at Vanguard Headquarters. Go back to the Vanguard office in Atlas Park and take the portal to the Rikti War Zone. There you’ll be in the Vanguard HQ. Down the stairs and turn right and you’ll find your invention tables. I won’t leave you in suspense here; the item you’re crafting is a prototype cure for the Lost. Once you have it, give Castanella a call. He’ll have you try it out next. There are several places in Paragon City to try out the cure on the Lost. I’m sure Kings Row will quickly come to mind, as will Skyway City, Faultline, and Perez Park. But the best place to try it out has to be the Hollows. Exit out to Atlas Park, then from the Vanguard building, head east to the Hollows zone. Once in the Hollows, head to the far left hill past the police barricade. You’ll find that hilltop teaming with Lost minions. Hit them with the Cure and watch them turn back to humans. You’ll have to cure at least twenty of them for the mission to be a success. Fair warning: DO NOT try to use the cure on anyone other than the Lost! You have a limited number of charges and you do not want to waste them on stupid things. Once that’s done, you’re almost finished. The final step requires you to head back to the university in Steel Canyon. There’s a college student that you’ll be asked to speak with and give him the right Latin phrase. Castinella will give you the right phrase, so you just have to relay it to the student. Do it right and you’ll be granted access to the Midnight Club! Once in, talk to the guy at the front desk, and then call up the professor so he can formally welcome you to the Midnight Squad! Be sure to take a look around the Midnight Club while you’re there. You’ll find a special shop, a few hidden secrets, short-cuts to Croatoa and Founders Falls, and a very special Pillar of Ice and Flame. Where that Pillar takes you, though, is the subject of another tactical file. |