You can view the patch notes for the Cat God here.
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.
Sinking feeling is the lair quest associated with Savage Coast. All lair quests were added as part of the 1.2 content update, Digging Deeper. This lair quest begins at 642, 793 in Savage Coast from a “Dead Filthy Bird.” The quest tasks you to kill:
20 Filthy Humans
3 Filthy Regressions
The quest is worth 333,340 xp and can be repeated every 18 hours. Upon completing the quest, you receive a choice of any pattern for a single lair boss, the Lost Sarcoma. Every member of your group gets a choice from the same set of patterns, making it easier to finish up the lair pull.
You can view the patch notes for Patch 1.2 (coming soon!)
Nip and Tuck, anyone?
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%
Strangers from a strange land is an investigation mission included in the 1.2 patch, Digging Deeper. This quest starts with Red at Red’s Bait and Tackle in the Savage Coast region. The quest provides some background on the arrival of the Vikings, a central part of the Darkness War dungeon story line. The quest involves solving clues related to mysterious rune stones.
Strangers from a strange land is, by far, the easiest investigation mission in the Secret World. It is entirely riddle based and most of the riddles are quite easy. Those that aren’t are actually complicated mostly by the changes from the original poem. We have included links to the epic for those interested.
However, strangers from a strange land isn’t a bad investigation. Actually, unlike most of the past investigations, this mission delivers. At the end of this quest, you really will know quite a bit about events happening in the distant past (and even present day) Solomon Island.
Strangers from a Strange land Step 1: Examine Red’s Map
The map sits on the wall at Red’s, above an old television. The map depicts a part of the Blue Mountains, surrounded by seven nordic glyphs. The quest updates to “Locate the first rune.” You find all of these in the Blue Mountains.
Need help finding the first rune?
The first rune is located at 528, 242. The quest updates to “examine the rune stone.” This is runestone R.
The quest updates to listen to Huginn. There are two ravens on the north side of the stone, Huginn and Muninn.
Do you want to know more about these ravens?
Huginn [thought] and Muninn [memory] are the ravens who bring information to Odin. Odin… norse god or CIA spook?
Thought comes before memory. But memory recalls the path. I’m [Huginn] thought, he’s [Muninn] memory. You can have that one for free.
The quest updates to “listen to Muninn.”
We laid our blades upon this far shore, exhausted, only to lift them against worshippers of a dark sun. We carved this story in stone, where it still waits to be read.
Strangers from a Strange land Step 2: Locate the next rune stone
Need help finding the next rune stone?
The second rune stone is at 725, 274 and it is runestone S.
The quest updates to “examine the rune stone.” Followed by “listen to Huginn”
Memory [Muninn] is a servant of those who prove worthy of thought [Huginn]. Hint-hint.
The quest updates to listen to Muninn.
From our frozen birthland, we crossed a white-capped sea to green isles of endless rain. This, too, we carved in stone.
Strangers from a Strange land Step 3: Locate the next rune stone
Need help finding the next stone?
The third stone, located at 776, 615 is the runestone U.
The quest updates to “examine the rune stone.” Followed by “listen to Huginn.”
A wise man once asked of a king: “Who is the great one who grasps the earth, swallowing wood and water? Bad weather he dreads, wind, but no man, and picks a fight with the sun.”
We carried a sword out from the lands of rain, and gave thanks to the gods. All must pass before the gods.
This appears to be a reference to Excalibur coming out of Britain.
Strangers from a Strange land Step 4: Locate the next rune stone
Need help finding the rune stone?
The fourth rune stone is at 604, 760, it is the runestone A.
Once again you “listen to Huginn.”
The same wise man asked the king: “What beast is that which defends fighters; it bears a bloody back, but men it saves, meets spears, gives life to some, and lays itself inside a soldiers palm?”
Need help identifying beasts?
Referring to the riddle guide, the answer: “It’s a shield. That is often bloody in battles and defends well those men who know how to use it.”
We “answer to Muninn,”
In our longships, we sighted where the dawn-people and sun-worshippers warred. We joined them, a hail of arrows sent before us to mark the path.
Anyone who has played Darkness War will find this story very familiar.
Strangers from a Strange land Step 5: “Locate the next rune stone.”
Need help finding a runestone?
The next runestone, H, is located at 412, 632.
“Examine the runestone” once again prompts us to “Listen to Huginn.”
Wise man king, you know the drill: “the mind-whacker, the word-thwarter, the word up-raiser.”
Need help making sense of silly birds?
This is actually a major bastardization of the riddle, which actually reads:
“I want to have
what I had yesterday–
work out what that was:
and word up-raiser.
guess my riddle.”
Or, would you rather juts get the answer?
The response in the epic is: “Good riddle, Gestumblindi–I’ve got it. Bring him ale. That smites many wits, and many are more gabby when the ale takes hold. And some it ties their tongues so they don’t get a word out.”
We answer to Muninn. Lore monkeys will be going crazy at this reveal!
“They did not know Loki walked among them, as he walks today [Freddie Beaumont]. He fought at their side, but he is a trickster. Guided only by rivalry with his brother. Let the thuder god also guide you.”
Strangers from a Strange land Step 6: “Locate the next rune stone.”
Need help finding a runestone?
The next runestone is TH, located at 343, 558.
Examine the rune stone once again directs us to listen to Huginn.
The wise man asked: Four hang, four sprang, two point the way, two ward off dogs, one dangles after and is always rather dirty.
Need help solving the riddle?
The response in the epic is: Good riddle, Gestumblindi–I’ve got it. It’s a cow. That has four feet and four udders, two horns and two eyes, and the tail dangles after.
We, of course, answer to Muninn.
The game was done, this battle won. They had earned the wealth which was their reward, and only one place remained for them to go.
Phat lewts for vikings and wabanaki! I guess the only thing left to do after beating the menacing hordes of an evil sun god is to go to Dinseyland?
Strangers from a Strange land Step 7: “Locate the last rune stone.”
Need help finding the last rune stone?
The final runestone, letter F, is located at 358, 424.
Examine the rune stone once again prompts us to listen to Huginn.
Have you guessed? The wise man was the All-Father, the Wednesday man. The raven-god. In his honey dreaming we shall carry him these new thoughts, these new memories.
We are then instructed to listen to Munin.
In time, they made to return to the lands of snow. Only to be taken by the sea where the Draugr drown. This Loke knew, so he did not sail. Sotuh, he went, to find the secrets of the dark sun.
So, quite the interesting lore reveal. Loki (Freddie Beaumont) came over with the vikings and fought in the Darkness War. After the vikings won, they went to return home, only to be turned into Draug. Thus, the Varangian who fights at your side at the end of the Darkness War is none other than the Varangian you fight in Polaris.
The Filth Vector is one of three lair bosses located at the Savage Coast lair. The Vector is a small filth hound type creature. Agetor writes that the Vector is a:
Give all 4 types of dots on the tank (Accursed, Infected, Bleeding and Poisoned). Has a AoE infection on a single target that is quite fast.
In our experience, the bulk of the dots all hit at one time. In the video below, you will note that the tank is hit with an entire array of dots from the Filth Vector in a single attack. Bring a cleanse and this guy is pretty easy.
The Shadow of Depravity is one of three lair bosses located at the Savage Coast lair. The Shadow is a large filth beast with tactics similar to the last sets of trash mobs in the Ankh dungeon.. Agetor writes that the Shadow of Depravity is a:
Channel filth that damage rapidly, dodging the channel filth pool create a second pool under you that you have to get out of. Does frontal AoE and a full AoE around him. Sometimes recall you to him for the full AoE. Full AoE can insta kill if not out of the AoE zone.
In our experience, this is the most mechanically rich of the three Savage Coast lair bosses. The Shadow of Depravity uses several filth oriented attacks. He has a large cone filth attack, a targeted pbaoe and a chasing filth puddle. The chasing puddle generally follows the tank around. The Shadow of Depravity also casts a large PBAOE which should be avoided.
All together, this creates quite a bit of running around for your tank and a fair bit of movement for your party. Additionally, since this damage is filth oriented, it can stack up rather fast, requiring some effort on the part of your healer.
The Lost Sarcoma is one of three lair bosses located at the Savage Coast lair. The Sarcoma is a large filth zombie with tactics familiar to mobs of this type. Agetor writes that the Sarcoma is a:
No specific buff. Use 2 different AoE, one close to him and one targeting multiple place at once. The Multiple target AoE can one hit kill almost anyone. He also has a heavy normal hit.
In our experience, this is the least challenging of the three Savage Coast lair bosses. His two PBAOE’s are easily avoided and his hits are relatively light (for a nightmare equipped tank).
Since the 1.2 patch, the Sarcoma has added one trick to his repertoire. He places a set of black pools around him. These pools are persistent. The tank will need to gradually pull him around the spawn area to keep clear areas for the group to fight.
The League of Monster Slayers quest starts with John Wolf at the Kindergarten in Savage Coast. John shares information about the League HQ and sends you up there to complete the League of Monster Slayers joining ritual. The quest is an interesting one in that it is both nostalgic and also helps drive home the tragedy that has befallen Solomon Island. This quest is inextricably linked to the Lore series of the same name.
League of Monster Slayers: Step 1
Enter the Treehouse
Need Help entering the Treehouse?
climb the ladder near 489, 898
The League of Monster Slayers: Step 2
Find Dead Man’s Canyon.
Need Help finding a Dead Man’s Canyon?
The entrance to the canyon is near 517, 974. Updates to poke a dead man’s body. Right click the body updates to “kill the body.”
The League of Monster Slayers: Step 3
Find the shortcut.
Need Help Finding the Shortcut
The cave is at 436, 979. Updates to “go to Devil’s Fork.” Updates to “Kill the Shadowrunner.”
The League of Monster Slayers: Step 4
“Go to the Cave of the Sleeping One.”
Need Help with the Sleeping One
Be careful, the Sleeping One is quite strong. However, he does wander, wait for him to leave to get in.
Updates to “Pick a black rose.”
The Black Roses are at 302, 1014
The League of Monster Slayers: Step 5
“Go to the Black Pool.” Updates to “Spit in the Black Pool.”
Need Help with the Black Pool?
Stand near the pool and /spit. Kill the Filthy Thing.
The League of Monster Slayers: Step 6
“Go to the God Cave.”
Go to the Agartha entrance. Updates to “Read the note from the League.” The note is near Agartha at 249, 784.
Need Help Finding a Hidden Quest?
654312. That code on the final note means something! Go back to the treehouse, climb the ladder up on to the roof and use the code on the safe.
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.
Carter, Unleashed is the headline quest for the first Secret World update. As the name suggests, the quest involves letting Carter Unleash her powers. You receive this quest from Carter, herself. She’s quite the powerful mage and you will need some protection in case things get out of control! This TSW Guide, as with all of our quest guides, features spoiler text so you only get help on the step you need. Before attempting Carter, Unleashed, players must complete the action quest the Rec Center can not hold.
Carter, Unleashed: Step 1
“Read Montag’s Notebook.”
Want some advice?
This is more than just lore fluff. Montag is literally telling you what you need to do if (when) Carter gets unhinged.
Grab an anima resonator and a portable ward generator.
Need Help finding the portable ward generator?
This can be found upstairs in the headmaster’s office.
“Assemble a restraining ward.”
Need Help with the assembly?
Place the portable ward generator and the anima charges into your crafting interface. Place the anima manipulator in the tool slot, hit combine.
Carter, Unleashed: Step 2
“Meet Carter in the basement.”
Escort Carter to the source of the familiars. “Go through the maintenance door.” It’s locked, “Find a way to open the maintenance door.”
Need Help keeping Carter from killing you?
As you are walking Carter through the instance, she fights along side you. If you don’t kill things fast enough, she charges upto a very large blast. If you hotkey the item you created above, it makes a shield for you to stand in that will protect you from Carter. There is a cooldown on the ability however, so make sure you wait until things get really bad for Carter before you click it.
There is a control panel at 108. 151. Use it.
Carter, Unleashed: Step 3
“Destroy the flesh abomination.” During the fight with Carter make sure you use the ward on this fight when Carter starts to spin fire around the room. it will protect you from her blast. When she does, the fight is over and you can turn in the quest.
The exit is a ladder in the same room you completed the quest in.