2012 Halloween Event

TSW Guide for 2012 Halloween Event

Patch 1.3.2

Offical Patch Notes!

Focused on the Gaelic Harvest Festival of Samhain, the upcoming 2012 Halloween Event adds all new quests, costumes, and achievements.  The event will run for a two week period, from the latter half of October through he first week of November.

Irusan, The King of the Cats

I’m pretty sure this isn’t what Dr. Seuss had in mind.

Tanya Short’s Halloween Preview Blog

Seasonal Achievements: Samhain 0/5

  • Hop-tu-naa, Trol-la-laa – Complete all Samhain Achievements
  • Harvester of Horror – Fill out all lore entries in the Samhain Section
  • Tails from the Crypt – Complete the seasonal mission The Cat God
  • Head Start – Find a Head-O-Lantern (see below for info)
  • Dead Ahead – Find a Bloody Pumpkinhead (see below for info)
The Head-O-Lantern is dropped from the Creature “Incognito” found at multipule locations in the world. Some of these include: 305, 36 (Kingsmouth),  260, 656 (Kingsmouth) and in Whispwood (during the Testlive play time).  Additionally, Ariensky Crowley provided this map of his known locations (unconfirmed by TSWGuides).   The Bloody Pumpkinhead is dropped from the “Trick-or-Treat bags” a random drop from creatures during the event, as well as quest rewards.

 Lore Objects (5 Total)
1 – London – House of Chalk (128,156) | 2 – Blue Mountain Crypt – Step4 of Meowling | 3 – Stonehenge – Dungeon | 4 – Kingsmouth Graveyard (298,504) | 5 –  Kingsmouth Rowboat (704,420)


Three new Halloween missions are available. A phone call from Madame Rogêt will get you started.  (The call will come in at 16:00 GMT / noon EDT / 9am PDT on 10/18/12)


Baron Samedi outfit

The Baron Samedi outfit is the reward for completing the Halloween 2012 event. Cowboy hat, rocket launcher and sword not included.

There are  a number of new outfits for Halloween.  This will be updated later with more information.

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Patch 1.3 – Issue #3: The Cat God

TSW Guide to the Cat God

Patch 1.3

Update #3 hits the Secret World

The Cat God T-shirt

Finish the 1.3 content and get this t-shirt

You can view the patch notes for the Cat God here.

Featured Content

The Binding – More information about Ptahmose and his seven sentinel, children.  This is an investigation quest that Funcom calls a “truly epic investigation mission… definitely one of the most challenging and extensive.”  Bring a protractor.

Dogs of War – The werewolf Traian needs your help.  Work with him to sew discord between the werewolf and vampire coalition threatening Romania.

Lair Quests- A new batch of lair quests, lairs are becoming more and more group friendly.  See our guides for Picking up the Pieces, Nobel Calling, Blood Garments, the Trinket Trail, the Mortal Coil and other lair quests on our lair page.

The Halloween Event

It’s not active yet, but the halloween event is tied to the Cat God and apparently patched in with the 1.3 update.  Keep your eyes peeled for cats, quests and swag all month!



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Unto the Beach

Unto the Beach

Kingsmouth Lair Quest

Content Patch 1.1

Unto the Beach is the Lair quest for Kingsmouth.  The quest can be found at 880, 859 on a mound of red seaweed.  The quest tasks you to kill:

  • 10 Keelhauled
  • 3 Hellrisen Seidkona
  • 5 Hellrisen Hird
  • 3 Hellrisen Volva
  • 5 Hellrisen Leidangr

Completing this quest gives you a choice of a pattern from a single lair boss from the zone. Everyone in the party will get the same list of pattern choices, making it easier to finish off a pattern.

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Patch 1.2 – Issue #2: Digging Deeper

TSW Guide to Digging Deeper

Update 1.2

Update #2 hits the Secret World

September 12, 2012

You can view the patch notes for Patch 1.2  (coming soon!)

Funcom The Secret World Issue 2 Digging Deeper

Nip and Tuck, anyone?

Featured Content

  • Digging Deeper – Henry Hawthorne in the Kingsmouth church starts this continuation of the Kingsmouth Code. (Note:  Player must first have completed Kingsmouth Code Quest line)
  • Death and Axes – Everyone’s favorite inn-keeper Sophie has started to get some very bad feelings that something in afoot in Besieged Farmlands.  Follow this quest line to learn the truth!
  • Strangers from a Strange Land – This investigation mission starts to tie together the main story-line of Solomon Island with the lore of both Darkness Wars and Polaris!  In this quest, Red has information about Solomon Island’s Viking past!
  • Singing Stones:  Iele in the Shadowy Forest needs help reviving singing stones.  Learn the secrets of the songs of the Forest.

Character Customization Options

Ockham’s Razor – Located just outside the Agartha entrance in London, Ochham’s Razor is a barber shop that allows players to change the look and color of their hair, as well as makeup options. The cost for Ochham’s Razor services are currently set at 200,000 pax.
The Modern Prometheus – Located in a questionable looking warehouse in New York, the Modern Prometheus allows players to change the appearance of their facial features. The cost of this plastic surgery is currently set at 1,000,000 pax.

A New Auxiliary Weapon

Starting at your faction base, once you hit ‘acceptable’ faction levels — Rank 6, or higher, players will be offered a quest to open Auxiliary Weapons. Currently the only Auxiliary weapon offered in TSW is the Rocket Launcher.  Unlocking the rocket launcher requires completion of the Venetian Missile Crisis quest line.

Similar to active weapons in TSW, you will have a ability wheel for your auxiliary weapons. While the rocket launcher is currently the only weapon available on the wheel, there are slots for 9 auxiliary weapons (3 melee, 3 ranged, and 3 magic).

The SP for Rocket Launcher works the same as other weapons. In order to max our your Rocket Launcher Skill you will need to put 55 points into the skill line (rank 10). The Rocket launcher tree contains 7 abilities. 4 active, and 3 passive.

Each ability costs 50 points to unlock (for a total cost of 350 AP)

These include:
Active (can be slotted in the new 8th active slot)

  • Pop Shot: (1 sec activation / 15 second recycle) TAoE – Affects up to 5 enemies in a 5 meter radius around your target.
  • Clusterstruck: (1.5 sec activation / 30 second recycle) GTA0E – Affects up to 5 enemies in a 5 meter radius around the target point
  • Death From Above: (Instant / 40 second recycle) You rocket jump 15 meters forward hitting up to 5 enemies in a 5 meter radius where you take off and where you land, dealing physical damage. Deals 9% of your maximum health as damage to you when activated.
  • Big Red Button: (2 sec activation / 90 second recycle) TAoE – Affects up to 5 enemies in a 5 meter radius around your target

Passive (can be slotted in the new 8th passive slot)

  • Range Finder: Increase the attackrange of all Rocket Launcher abilities by 5 meters
  • Rocket Science: Reduced the recharge time of Rocket Launcher abilities by 50%
  • Warhead: Increases the damage dealt by Rocker Launcher abilities by 15%

A full rework of the Lair System

Within each zone, there is a region called a “Lair” which contains Elite Q10 mobs.  Kingsmouth Quest: Unto the Beach, Savage Coast Quest: Sinking Feeling, Blue Mountain Quest: the House Always Wins.  Scorched Desert Quest: Return of the Red Nights, Carpathian Fangs: Beyond the Iron Curtain.

In 1.2, the region will now be outlined in dark red on your map, warning unknowing players and keeping them from wandering into the hostile territory unprepared.

Inside the primary entrance to each lair is a repeatable mission. This mission allows players to chose region boss pattern pieces for that region, and aides in completing the puzzle sections.

These Missions are:

  • From Beyond the Iron Curtain (The Carpathian Fangs)
  • The Spoils of Cold War (The Shadowy Forest)
  • Midnight Mass (The Besieged Farmlands)
  • Sinking Feelings (The Savage Coast)
  • Unto the Beach (Kingsmouth)
  • Citadel of Pain (City of the Sun God)
  • Return of the Red Nights (The Scorched Desert

Additional lair changes include:

  • All lair mobs now have a chance to drop Bind on Pickup rare core items.
  • All Lair bosses will now drop two Bind on Pickup rare items, 1 rare signet, 1 rare Glyph kit, and two Region boss blueprints.
  • All Region bosses will now drop a loot bag containing 2-4 blueprints to summon that boss, 3 epic Bind on Pickup items, 1 epic signet, 1 epic Glyph kit and a unique Raid Puzzle Piece.

LFG Interface
Players can now use the in-game LFG interface when looking for groups. These can be accessed via the Shift+C keyboard shortcut.

Finally, Digging Deeper includes -

Two new Nightmare Dungeons – The Facility and Hell Eternal


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Digging Deeper: Investigation Mission solution

Digging Deeper

Investigation Mission – Kingsmouth

Content update 1.2 addition

Henry Hawthorne in the Kingsmouth church begins Digging Deeper.  This quest is a follow-up to the Kingsmouth Code and you must complete that investigation to begin Digging Deeper.  Digging Deeper is the signature quest from the 1.2 content update of the same name.

Henry lets you know that there are tunnels throughout Kingsmouth and that Priest and Fletcher built the town above… and below.  You are advised by Henry to dig deeper, always deeper.

Digging Deeper: Stage 1, Find the entrance to the Illuminati Tunnels

Henry mentioned that you would hear sounds if you walk along Main Street.  Stepping in the right spot gives you an audial sound and a pulse.

Need Help finding a  secret door?


Digging Deeper - Tunnel Entrance

Digging Deeper – The tunnel entrance

It’s at locati0n 366, 369

The quest updates to “Find a way to open the trapdoor.”  You view a lock with the statement Clavis Aurea.  This translates literally to “the golden key.”

Need Help Finding the Golden Key?

You need the keys to the city.  Go to city hall, upstairs at 357, 355

Updates to Enter the tunnels.

Digging Deeper: Stage 2, Explore the Tunnels

Take a left (south), then a left and a right.  You will come to a set of symbols with a plaque above them

Occulus, rara avis

Need help with the doorway?

which means “Occult, rare bird.”  Use the first and third symbols (remember your “Dawning of an Endless Night” symbols!
Digging Deeper - Solomon Priest's tomb

Digging Deeper – Solomon Priest’s tomb


Digging Deeper: Step 3, Explore the Tomb

Welcome to the tomb of Solomon Priest!  Opening the tomb reveals a lever, a symbol and a folded page.  Use the folded page.  You receive part 1 of a confessional.  Pick up the masonic artifact.  Use the lever to open the door if it closes..

The quest updates to unlock the southern door.  Return to the main intersection,  travel west and take a left.  You will find an aged book.

A Man who seeks Enlightenment shall set himself in Motion:  He shall show Appreciation for the Exertions of his Fellows, And make as a Church-Going Man does before Holy Symbols.  He shall show Great Disdain for the Trappings of Old Empire, And avert his Gaze from schemes Coiled and Chaotic.

Technically, you need the NORTH door, not the South one (maybe this will be fixed before live).  Head to the first intersection and go north.  You will find another set of symbols and a plaque, but this time a plaque which can’t be read.

Need Help opening the door?

Without the plaque working it’s hard to guess why these work, but the Second and Fourth symbols opens the door.

Digging Deeper: Step 4, Explore the southern Tunnels

Digging Deeper - alphabet puzzle

I’ll take alpha beta for 100 dinarii Alexus!

You enter a library with a set of letters on the floor and a Lost Note.  Beware, there are traps here.  For instance, running up to the door across the letters leaves you poisoned for 10 seconds.  Reading the note reveals a new clue.

To proceed, write as a Learned Man would.  Look to Jerome’s Work on the two score and first Psalm, the eight part, the first Darkness.

Want to know a bit about this Jerome fellow?

St. Jerome was a Catholic priest in the 5th century.  While he did a number of important things, his most significant life achievement was the translation from Hebrew of the Vulgate Latin Bible.  From this, we can assume that the Learned Man would speak in Latin (note, this isn’t the first investigation to make this connection).  Jerome also had a bit of obsession with descent into darkness too, once stating:

 Often I would find myself entering those crypts, deep dug in the earth, with their walls on either side lined with the bodies of the dead, where everything was so dark that almost it seemed as though the Psalmist’s words were fulfilled, Let them go down quick into Hell.[6] Here and there the light, not entering in through windows, but filtering down from above through shafts, relieved the horror of the darkness. But again, as soon as you found yourself cautiously moving forward, the black night closed around and there came to my mind the line of Vergil, “Horror ubique animos, simul ipsa silentia terrent.”

Need to know the solution?


The Vulgate Bible is a Latin translation from Hebrew, written by St. Joseph.  In Latin, Psalms 41:8 states:

Abyssus abyssum invocat, in voce cataractarum tuarum;
omnia excelsa tua, et fluctus tui super me transierunt.

In English, this translates to:

Deep calleth on deep, at the noise of thy;
All thy heights and thy billows passed over me.

The clue tells you to pay attention to the first reference to darkness: ABYSSUS

I recommend that you turn off sprint and go into walk mode for this.  Move across each letter until you get to S.

Jump up and down ONCE on the letter S.

Step forward to U and then return to S.

The door should open.

Digging Deeper - music puzzle
This brings you to a room with a set of organ pipes and levers.  Once again, there is a note on the floor:

Should thy desires be thwarted; weep not for thyself, but for Dolandi.

You also have a visual clue that you need a part of a song:

Want to understand the clue:

John Dowland wrote the lute song, Flow my tears, which became so popular that it became his signature song: Jo. Dolandi de Lachrimae.  You can hear the song at the Wikipedia link or see the full sheet music for the song too if you.

 Need the whole solution:

  1. Half Note (2nd lever) and musical note A
  2. Dotted Half Note (1st lever) and musical note E
  3. Quarter Note (3rd lever) and musical note E
  4. Quarter note (3rd lever) and muical note G
  5. Quarter note (3rd lever) and musical note G

The Illuminati door opens!
Digging Deeper - Statue Puzzle

You are now in a room with an angel, a knight, a discuss thrower and a snake.

Need the solution?

This is an emote puzzle.  Remember that book you found earlier?

A Man who seeks Enlightenment shall set himself in Motion:  He shall show Appreciation for the Exertions of his Fellows, And make as a Church-Going Man does before Holy Symbols.  He shall show Great Disdain for the Trappings of Old Empire, And avert his Gaze from schemes Coiled and Chaotic.

Discuss Thrower: /clap

Angel: /pray

Knight: /spit

Serpent: /covereyes


Digging Deeper: Step 5, Explore the tomb of Solomon Priest

You enter a room with a rather poor looking tomb.  There is a page nearby to examine:

So, Isaac Fletcher killed Solomon Priest and assumed his role as head of the order.  A third person, unnamed as yet, remained in London (aware of Fletcher’s treachery).  This third person came to America following Fletcher’s demise and moved the Illuminati to New York.

Digging Deeper: Step 6, Return to Kingsmouth

Phone in the quest and you are finished.
Digging Deeper - Templar conclusion

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Lair Boss


The Wreathmother is a lair boss in the Kingsmouth lair area.  Agetor notes:

Use a self heal buff too powerful to ignore and last 20s. Cooldown seems to be about 25s. Cast too fast to be interrupted. Has to be purged (it can heal by tick of 2000). She also use a frontal AoE putting a affliction dot on you that stack up to 10. Quite damaging.

The Wreathmother heal that Agetor mentions can be corrupted and purged.  Handled properly, you won’t ever notice its effect!

Summoning Ritual for Wreathmother


  • Summoning Ritual Fragment: Lambda 03
  • Summoning Ritual Fragment:  Pi 04
  • Summoning Ritual Fragment:  Epsilon 04
  • Summoning Ritual Fragment:  Rho 07
  • Unknown
  • Unknown
  • Summoning Ritual Fragment:  Rho 01
  • Unknown
  • Summoning Ritual Fragment:  Omnicron 07


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Lair Boss


The Cta-Tha is a large Draug lord, similar to the Varangian from Polaris.  Agetor notes:

Mainly use a poisonous cloud AoE that he use regularly, has to be moved out of it has it cannot be interrupted  [Note - this is incorrect, it can be impaired]. Otherwise an easy fight. About 175 000 HP

The poison cloud that Agetor references is an ability called Tidal Brine.  It can be interrupted, via impair, meaning you can bypass that ability.  Cta-Tha also has a wide angle front attack, but it is easily avoided.

Summoning Fragments for Cta-Tha


  • Summoning Ritual Fragment: Theta 04
  • Summoning Ritual Fragment:  Kappa 09
  • Summoning Ritual Fragment:  Psi 08
  • Summoning Ritual Fragment:  Chi 01
  • Summoning Ritual Fragment:  Epsilon 05
  • Summoning Ritual Fragment:  Eta 05
  • Summoning Ritual Fragment:  Xi 03
  • Summoning Ritual Fragment:  Zeta 08
  • Summoning Ritual Fragment:  Beta 06


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Head of Glamr

Head of Glamr

Lair Boss


The Head of Glamr is one of three lair bosses located at the Kingsmouth lair.  Agetor writes that the Head is a:

Big purple blob that has a large AoE easy to evade and a chain lightning. The chain lightning ability gain range on a buff that can be purged. The range is limited to start with but at stack 5 the range can hit at the max firing range of Assault Riffles. About 175 000 HP and otherwise has 3 buff that can’t be purged. Heal on glance, immune to impair and hindered and higher penetration chance.

In our experience, the Head has two attacks.  His attack and a circular PBAOE.  We never triggered the circular attack, so the effect is unclear.

However, the basic attack from the Head can be problematic.  For tanks, the attack damage (all magical) is relatively low and a nightmare geared tank should carry enough block to push his penetrates off the table.  My gear, at the time of this fight placed my block around 600, and I suffered no penetrations and actually had a significantly high block rate (88% against his attcks).  You are, thus, probably fine with 450-500 block to negate penetrate.

The problem with the basic attack is that it chains.  Also, as per Agetor (but unaware to us on our first run-in), the chain is tied to a stacking buff on the Head.  As the buff increases, so does the distance of the chain.  We didn’t know this and, well you can see the result in the ending video.

Patterns required for Head of Glamr


  • [Summoning Ritual Fragment: Gamma 09]
  • [Summoning Ritual Fragment: Phi 03]
  • [Summoning Ritual Fragment: Gamma 05]
  • [Summoning Ritual Fragment: Alpha 03]
  • [Summoning Ritual Fragment: Xi 04]
  • [Summoning Ritual Fragment: Theta 09]
  • [Summoning Ritual Fragment: Lambda 01]
  • [Summoning Ritual Fragment: Gamma 01]
  • [Summoning Ritual Fragment: Phi 07]

Head of Glamr, Patterns

Head of Glamr fight

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TSW Guide Unleashed: our overview of the 1.1 patch

TSW Guide Unleashed

Carter Unleashed, Patch 1.1 hits the Secret World


With the 1.1 patch now available for live play, Ryahl and I have put together our TSW Guide Unleashed!  This is a list of what to expect, as well as some advice and quest help links.

You can view the patch notes for Patch 1.1 here

TSW Guide Unleashed list

  • Carter Unleashed promotional image

    Innsmouth Academy’s all-star witch gets her own story line!

    Carter Unleashed – Pre-requisite: must have completed “the Rec Center can not hold” – Quest Giver – Carter, Innsmouth Academy

  • Crime and Punishment  - Quest giver, Sam Krieg (upstairs in lighthouse, use elevator)
  • Hell and Bach –  Quest giver – Daniel Bach, Overlook Hotel
  • Funeral Crasher –  Quest Starter – Eleanor Franklin
  • The 3rd Age –  Quest Starter – Nefertari
  • Red Handed – Quest Starter – Doctor Varias
  • The Pick-Up – Pre-requisite: must have completed “Rolls Downhill” – Quest starter – Che Guavera

Other then Carter Unleashed, which is an action mission, the next 5 quests in the list are Investigation quests, and therefore have a number of fairly complex (ie, not overly intuitive) steps.  The final one, the Pickup, is a stealth/Infiltration mission revealing a bit more detail about the mysterious Cassie King.  If you get stuck on any step of these quests, full write-ups for each new quest is available at each links above. In addition to using “spoiler safe text” (ie, you can not accidentally spoil something you are not wanting to spoil), TSWGuides takes an extra step by detailing to you not only the answer, how we got it, but we also explain how it fits into the story (if needed).

In addition to the new quests, players will find a new trading exchange available in the major cities.  There are also two new nightmare dungeons, the Ankh and Hell Fallen.

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The Pickup

The Pickup: TSW Guide

Infiltration Mission Video Enhanced Walkthrough

The Pickup is an infiltration mission added in patch 1.1, Carter Unleashed.  This quest takes you into Freddie Beaumont’s tunnel hideout in Kingsmouth.  Cassandra King needs help retrieving an item from Freddie’s possession.  The quest is given by Che Guevara and requires completion of “Rolls Downhill” before you can take this one out.  This solution, as with all of our TSW Guides, contains spoiler text so you only read the solution you need.

The Pickup: Step 1

“Enter the maintenance tunnels and escort Cassandra.”

The Pickup: Step 2

“Escort Cassandra through the security.”

Need Help Bypassing the Security?
The main thing to pay attention to are the motion cameras.  These are circular light systems visible in the second hallway.  There are only two of them and they are easy to avoid.

The Pickup: Step 3

“Use the security grid to neutralise the intruders.”  

Need Help Neutralizing the Intruders?
Each click of the grid cycles a set of horizontal lasers near the walking guards. You simply have to trigger a laser in front of a walking guard to kill the two guards.

The Pickup: Step 4

“Choose a door.”  

Need Help Picking a Door?
Picking the wrong door isn’t terrible, but it may release some Draug for you to fight.  There is one correct door, it’s not random.  You want the door on the right.

The Pickup: Step 5

“Cross the electric grid.”  

Don’t walk straight across.  This is actually a fairly simple, if winding, path.  I find it is best to Angle your camera up near the roof, so that it is looking down at the floor, When you do that, t’s pretty easy to see your way through the electric grid

The Pickup: Step 6

“Disable the security system.”

Each time you throw a lever, one (or more) of the three lights switch from red to green (or vice versa).  Your goal is to turn all three lights to green.

Need Help Disabling the security system?
Down Up Down UP

The Pickup: Step 7

“Leave the maintenance tunnels.”

If you are playing through TSW for the first time, the cut-scene from Cassie is actually quite significant.  She is a mysterious, but apparently important, player in the Secret World.  You will encounter her again while working on Dawning of an Endless Night.

Video Enhanced: Full video walk-through for the Pickup


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