TSW Blade/Hammer Tank Build by Rhyse

Blade / Hammer Tank Build by Rhyse

Blade/Hammer: A Versatile Approach to Dual Weakness

Nightmare Dungeon Tank Build

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Active Abilities

  1. Blade Torrent – AOE Frenzy with an immense aggro modifier.
  2. Crimson Theatre – Fire and forget PbAOE ability with a large aggro modifier.
  3. Aftershock – Strike ability that gives Minor Ward if the enemy remains close to you.
  4. Art of War/Stoicism – AoE Impairand guaranteed glances/Defensive CD with aggro generation buff.
  5. Beatdown (Replaceable)- Basic impair.
  6. Trial By Swords (Replaceable) – Basic impair (be aware of its actual activation being ~1 second after the animation starts).
  7. Provoke (Replaceable) – Panic button for losing aggro after a transition.

Passive Abilities

  1. Shoot Em Up – Sets afflicted and the DoT gives more hate than one would expect.
  2. Punisher – Allows Aftershock to also Debilitate enemies, doing 3% less damage per stack, up to 30% less.
  3. Shadow Play – Gives you an additional 10% glance chance for 8 seconds after activating Crimson Theatre.
  4. Hardcase – Anytime you apply weakened, you gain 30 Physical and Magical Protection rating, up to 150.
  5. Breakdown – Allows Hammer and Sword abilities to apply Exposed, causing attacks to do 3% more damage per stack, up to 30% more.
  6. Agitator – 300% aggro gain rate on all abilities.
  7. 7. Flight of Daggers – AoE damage and a DoT every 5 abilities.

What is the rotation for this build?

The rotation begins with a Blade Torrent -> Crimson Theatre -> Aftershock. Following this, it is all Blade Torrent spam using Aftershock and Crimson Theatre on cooldown, with priority going to Aftershock to both maintain Minor Ward and stack more Debilitate.
If Stoicism is your choice for Elite Active, then activate it before your 1st Blade Torrent and use it religiously every time the cooldown recycles.

Art of War doubles as both a great asset for when surrounded by 5+ enemies (guaranteeing 10 glances), and also acts as your fastest recycling impair, meaning it should be used 1st when impairing a spell/ability, as it will return to you the quickest.

Beatdown and Trial by Swords, in that order, serve their purpose as backup impairs when AoW is on cooldown or Stoicism was included.

Finally, Provoke is your panic button incase things go wrong, as it instantly puts you in the lead on aggro by 110% making it more valuable than most Snap-Aggro abilities, as it allows you to keep the instant aggro past a few seconds, maintaining aggro control on the mob.

Are there any specific gear requirements for this build?

This build does not require any special gearing needs beyond the standard tank expectations.

I, myself, 1st built to 600+ block to push penetrates off the table, and then gearing evenly between defense rating and physical protection. On my attack rating pieces I included some hit rating to make sure I was getting the most out of my Blade Torrents, and to make sure Aftershock connects for Debilitate.

What makes this build ‘tick’?

The beauty in this build is in the amount of passive damage mitigation you are getting fueled entirely by your own abilities, while at the same time freeing up 4 active slots to customize basically as you please.

Every Blade Torrent and Aftershock will stack Exposed, leading to 10 stacks in no time (usually 11 to 12 GCDs). At the same time, Aftershock will give you Minor Ward for 8 seconds, provided you stay within melee range of the enemy you hit with it after 3 seconds (and are you ever not in melee range when not dodging an ability/mechanic?), while still stacking Debilitate, causing the damage coming from the enemy to fall further and further.

Along with this, you can put on 3 impairs for interrupt heavy fights, or several defensive CDs, a mix of the two, or some utility abilities for specific encounters (for example, I use Surging Blades, Stoicism, Martial Discipline and Brick Wall with Machine Tyrant).

Using Aftershock as your 1st priority after every 4 second cooldown allows you to completely debilitate the boss within 45 or so seconds, and that along with its innate Minor Ward allows you to have a straight 37.5% damage reduction from all sources, before counting in your own physical/magical protection, and the additional amount from Hardcase, and all of this without relying on another player.

Blade Torrent with its 400% modifier (1200% with Agitator), along with a fire and forget Crimson Theatre, and the DoTs from Shoot Em Up and Flight of Daggers is plenty of aggro for all but the most outgeared tanks in all NM situations. Even in this case, an early Stoicism and then further Stoicisms either on cooldown or directly after a Provoke will keep you in the lead.

One final note, at the cost of Minor Ward, it is possible to run with First Blood, a Strike Builder, instead of Aftershock to speed up the stacking of Debilitate (with Stoicism just incase, First Blood can max both Exposed and Debilitate within 11 to 12 seconds), which is useful for highly mobile fights/those that have long periods of disengaging the boss, such as Machine Tyrant, Ur Draug, Dr Klein (2), and so forth.

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TSW – New Player Guide

The Secret World

TSW – New Player Guide

Norma Creed

…Cookies, Dear?

 

As of this week, TSW has now gone “Buy to Play” (B2P).  Because of this, we have seen a great influx of new players to the world, both true newbies and returning gamers.   Because of this, I wanted to take some time to update my New Player Guide I posted back at release.  While this guide is not all inclusive, it does directly address many of the things that  new players often find problematic.  
First, it is important to realize that TSW is a different type of game then other MMOs.   While you will see many of the same mechanics played out, there are specific differences.   

Additionally, most of these differences will often impact your overall enjoyment of the game.   

New Player Guide – Questing

Quests are not the typical “Quest hub” style you are used to seeing in the modern MMO.  Instead of offering you quest hubs that you continually return to every time you finish “collecting 10 rat pelts” to pick up 10 more quests for a small area, TSW limits the number of quests you can have active at any given time. 

You are allowed only 1 “red” (action), “green” (investigation), or “yellow” (infiltration) quests at once (these quests share a single slot in your journal and will over-write each other if you take a new one when you have one active).   In addition to these three quests, are you allowed to have upto 3 “grey” (item) quests at once.   You also have the “story” quest line, which is unique to the zone you are in.  (Note:  if you wish to “cancel” a quest, just replace it with a new one.  The old quest will ‘pause’ and you can pick it back up from the quest NPC and start where you left off)

When questing in TSW, you should choose one quest (Red/Green/Yellow) and follow it from the start to the end.   As you move through the area, you will pass by the “item” (grey) quests.  You should take these out when you are in the area, as they will “Breadcrumb” you to the next questing area. 

Most quest NPCs in TSW have between 1-2 quest lines.  (a few have three)  when you finish one quest line, you will often have the breadcrumb sending you to the next quest NPC.  It is upto you if you wish to return to the previous NPC and see what else he/she wanted from you, or if you wish to continue to the next location. 

In general (but not always) the red quests in TSW are fairly easy to decipher.   You won’t need too much extra help to complete these quest lines.  However, while doing the investigation (specifically), as well as the infiltration (specifically, if you wish to work to the “stealth achievement”) missions, you might find yourself either (1) stuck, or (2) bugged.  In some cases the quests in TSW can bug (though most of the previous quest bugs have been squashed), however most of the time you are just stuck on a clue and don’t realize it.   

If this is the case, you might find that you need to ask someone for advice.   You have a couple options.  TSW offers a “Mission Help” channel where you can ask questions, as well as a number of websites offer quest help to get you past a tough step.   While a number of players will obviously ask questions in /general, I would advise keeping spoilers out of general chat when at all possible.    It is best, if you find yourself stuck on a step, to first look it up online (TSWGuides.com — for example offers spoiler safe text for all investigation and infiltration missions, as well as the main story line in our Quest  Database),  and if you find you are still having problems, ask the community of players in chat. 

Finally, realize that all NPCs have their quest dialogue, as well as their “general story” dialogue.   If you are interested in hearing more about the NPC, speak with them about any topics they offer to you, and realize, as you click each one, they will continue to offer more information to you until the box gains a green “check mark” thus triggering to you that they have given you all the story over that specific content.  
 

New Player Guide  - Builds

A second way that TSW is significantly different than other MMOs is in their Ability system.   By offering a wide varity of options for the starting player it is often easy to (1) feel overwhelmed, or (2) build something that ends up causing you headaches as you progress.   While it is true that “any build” will work, some builds are clearly better than others.  Spending your first few points wisely can mean the difference between moving forward at Q2/3 into the next zone smoothly, and needing to go back and repeat content.  In general, I would say making your own mistakes can be good for you, it is also important to keep in mind that it is easy to get yourself stuck in a point there you are too frustrated to continue with the game.  It is critical that you have an opportunity to enjoy as much of the game as possible, at a rate that you enjoy.  Unless you wish to repeat content, you might want to consider thinking thorough your build and decide what direction you wish to take before pushing too far into Kingsmouth. 

It is because of this that I recommend to players that they come into the game with a build in mind of where they want to go.  Of course, however, it is clear that as new players it is next to impossible to know where to spend points when you first log in.  From this point, I suggest that you visit TSWGuides’ Build Page.  On this page we offer a series of builds we call “My first 60”, which focus on specific roles for the first 60 Ability Points you gain. (60 ability points is Q2/3 and is attainable in Kingsmouth).   By using one of these builds you can decide to (1) build a main tank for your team that is successful in the entry level dungeons, (2) Build a healer that can heal that tank, (3) Build a DPS character, or most often (4) build what we title a “survival” character.   The survival character is the soloist built in such a way that they will be successful questing through a balance of smart rotations, self-heals, and AOE dps.   We have a number of “My first 60” survival builds, and many of them pair well with other roles later in the game.  You may wish to become a tank, therefore you chose to use one of the Sword builds.  Or if you wish to be a claw healer for your group, you may choose to build up one of the my first 60s that offer claw as a weapon option.
Our “My first 60” builds are not the only options for success out of the gates, not even close, however each one does well to allow the player to reach their chosen role, and have fun doing it—and that is what this weekend should be all about.

In addition to your build choice, you should also keep in mind:

  • You should always use two different weapon types.  When building with DPS attacks you will gain resources on both weapons you have equipped.  Once the resource pool is full, you should use a closer from each weapon.  By opting out of one weapon, you are forgoing a large portion of your dps (or healing) power. 
  • While Active weapons require a specific weapon equipped, passives do not.  You can use passive abilities from any tree.   If you look at one of our more popular starter builds, the 60 point Blade/Fist survival build, for example, you can see that we use a combination of passives from Fist, Blade, and Blood trees. 
  • The “con” of the mob or quest to you is relative to the combined score on your gear (talisman as well as weapons) and your Skill Points in your gear.  If you find you are “glancing” a lot of your attacks, you might find it useful to increase your weapon skill in your weapon.  At lower levels you should always use your SP as you acquire new gear to use, or if you find that you are not hitting often enough.  A few weeks ago, Ryahl wrote up a series of editorials on gearing in TSW that you can find on our Editorial page.  All our Editorials are fairly lengthy; however all offer information that is useful for new and veteran players.
  • Tailsman optimization can be difficult and confusing.  To start, remember that your head tailsman is worth ~25% of your overall stats.  The Major Tailsman (Finger/Neck/Wrist) are ~15% each, and the Lesser  Tailsman (Luck/Belt/Occult) are each worth ~10%.  (These numbers are not exact, however give you a general idea of the values) This means while you may choose to mix/match your talisman  keep in mind that not all gear slots have equal stats.   As a claw healer that groups you might chose healing gear for most slots, with 20% of your total gear going to Tank gear (2 lesser OR 1 major talisman).   While at the same time you might find using a survival build requires a 40ATK/40Heal/20Tank breakdown.  (keep in mind, green gear is different and will often have a mix of stats.  You might give up a piece of green gear WITH HPs to goto full blue ATK gear with NO HPs.  Thus requiring a swap of one minor piece into “tank” gear to raise your HPs).
  • Funcom has implemented a number of “starter” decks (many directly influenced by our “My first 60″ builds).  The implementation of these has limited some of the confusion on lower level deck building, however there are still a number of issues at play with these new builds, and while they are viable options (unlike the higher level decks), they are not optimal builds (and lack many of the necessary pieces for tank/healing).

Third – Dungeons

Finally, the third way that TSW is unique is their dungeon content.  Dungeon content offers the players raid type mechanics in a small group setting.  Currently there is one raid in TSW, and this raid is focused as end-game material.  Much of the mechanics present in the raid are similar to the mechanics within the dungeons. 

All dungeons in TSW are top-notch design.  While they are mechanically heavy (“stay outta the goo”), they also limit the amount of “trash” mobs in the dungeon to give fewer “lulls” in the action.  Additionally, the mechanics of fights in TSW are done in such a way that you are not required to “play the interface” to react to casting and effects of boss fights.  While TSW offers a traditional cast bar, they also offer a white particle effect (often a circle) that shows the player both the effect radius, as well as the casting bar for the ability; when the inner ring reaches the outer ring, the ability fires.  
Polaris is the first dungeon in TSW, and can be found on the outskirts of Kingsmouth  (Savage Coast and Blue Mountain each have their own dungeons as well) and is accessible (and do-able) at Q2/3.  You can find dungeon guides and information about Polaris (as well as later dungeons) at our DungeonGuide page.  Each dungeon offers an introduction to the zone, as well as mechanics for each boss.  Additionally, Ryahl has completed a number of very thorough video guides that detail out specifics of boss fights that can be found many boss pages.
 
My final thought on dungeons in TSW is this:  Dungeons are one of the better executed content in TSW.  I highly recommend you find time
before you leave Kingsmouth for a run through Polaris. 
In closing I want to welcome you to TSW, and I hope you founds this New Player Guide useful.  Have a great time in The Secret World, and please feel free to respond if you have any questions or comments.
Edit:  I also wanted to add, if you find you are still having issues you should check out another one of my editorials: Why Can’t I…?
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The Vanishing of Tyler Freeborn

The Vanishing of Tyler Freeborn

Action Mission – Blue Mountain

A TSW Guide to content update 1.5

(This quest is the final of four quests about Tyler Freeborn.
The previous quest is The Tenacity of Tyler Freeborn)

 

 

The Vanishing of Tyler Freeborn is the final step of the Tyler Freeborn arc.  The quest begins in Blue Mountain, at his camera.  You are treated to a journal entry from Tyler who believes he has figured out the secret of the fog.  Our Secret World Guide continues with the epic conclusion of the Vanishing of Tyler Freeborn.

The Vanishing of Tyler Freeborn, Step 1 – Put on the respirator and follow Tyler Freeborn into the fog

You got a respirator in the last quest, put it on.  Enter the fog.

Die?  Need another CDC Respirator?

Spoiler:

Don’t worry, you have it.  It’s in your dressing room under Face options.


A Full Video Walk-Through for the Dream Sequence

The Vanishing of Tyler Freeborn, Step 2 – Find the Source of the song

Follow the orb of light, there will be a number of them.  As you get deeper in you will see shapes running by you in the fog.  The humming gets louder, as does your heartbeat.

The Vanishing of Tyler Freeborn, Step 3 – Search for Tyler Freeborn

You have to move through a rather spooky imagination of Kingsmouth. Along the way you fight the safe members of Kingsmouth (Deputy Andy, Helen, Norma, etc.).  After fighting Edgar in his junk yard you come to a puzzle.

Five wheels align seven pods (three right, four left).  Starting with the bottom pod and moving counter-clockwise:

  • Pod 1 (L1,2 and R1)
  • Pod 2 (L1,4 and R3)
  • Pod 3 (L3 and R2)
  • Pod 4 (L2 and R1 and 2)
  • Pod 5 (L1,3 and R2)

Want the solution?

Spoiler:

Turn all of the pods on and then turn the front two off.

This continues your trek into Tyler’s dream.  Now, though you get dropped through a chasm on your way to a set of lights.  You have to continue moving towards the lights, taking a circuitous route on occasion.

You will then face the boss of the area, Dragumaz.  Stay out of his radius attack and work him down.  Once there, jump off the ledge and continue on your way to the aura.

The Vanishing of Tyler Freeborn, Step 4 – Examine the body

Things didn’t work out for Tyler, but did you seriously expect them to?  On the bright side, you get to hear his last words and take his necklace.  That’s good too, no?

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The Tenacity of Tyler Freeborn

The Tenacity of Tyler Freeborn

Infiltration Mission – Blue Mountain

A TSW Guide to content update 1.5

This is the third in a series of quests about Tyler Freeborn.  
The previous quest is The Research of Tyler Freeborn, and the final quest is The Vanishing of Tyler Freeborn)

 

 

The Tenacity of Tyler Freeborn is the third quest in the Vanishing of Tyler Freeborn line.  This quest series was added in content update 1.5 with the same name.  Our Secret World Guide continues with this examination of the infiltration quest.  Infiltration quests generally require stealth and reward players for bypassing obstacles without combat.

The Tenacity of Tyler Freeborn, Step 1 – Go to the Orochi Encampment

The Orochi camp is sealed and requires a keypad entry to get in.  The entry can be found in the nearby van 0943786.

Beware the drones, they will stun you and boot you out of the gates.  The quest updates to “Find traces of Tyler Freeborn.”

The camera you are looking for is in one of the two Orochi vans to the right from the gate.  You find it at 673, 823.  You get an interesting cut-scene with Tyler discussing the Pied Piper and the Draug.

The Tenacity of Tyler Freeborn, Step 2 – Examine the nearby research laptop

Conveniently, this is right beside you.  Project Filth, Testing updates the quest to:

  • Get a normal human blood sample
  • Get a filthy blood sample
  • Get a second filthy blood sample

You will find the three samples in the various tents.  Be warned, though, there are Orochi scientists in them.  You need to trigger gas leaks to get the scientists to leave their tent.

You can pickup canisters of gas around the camp and then use them in the air ventilation systems on the tents.  This causes the scientists/guards to leave a tent for about 30 seconds.  This is the exact same process as completed in the Orochi Group infiltration quest.  Be aware, that if others are triggering this quest, you can easily get caught in their returning guards.  Just keep your eyes peeled.

Once you complete this, the quest updates to:

  • Confirm the results using the first blood sample
  • Confirm the results using the second blood sample
  • Confirm the results using the third sample

Interestingly, H. Bannerman (the Sheriff) was not physically exposed, but she appears infected

The quest then updates to “Read the experiment results and conclusions.”

Go back to the van with the computer.  View project filth and conclusions.  The quest advises Orochi agents to use CDC-class resiprators at all time.

The Tenacity of Tyler Freeborn, Step 3 – Head to the CDC Camp

Upon entering the CDC camp you get the message “Find a respirator.”  They are in a box near a tent, the quest updates to “Read the crumpled up note” in the same box.  The note references a “Bathymetric Map” and has the word “Whale Watch” scribbled beside it.

The Tenacity of Tyler Freeborn, Step 4 – Head to the Whale Watch

For reference, a quick GIS on the map tells us that it is the “submerged equivalent of an above-water topographic map.  Upon reaching the whale watcyh, the quest updates to “Find a bathymetric map.”  The map is on the boat, located at 45, 649.

The map shows you that the shallowest part of the ocean is NE of skull island.  Bear in mind, the map and your game-map show slightly different spots.  The map on the boat circles a spot a bit north of your in-game map.  The quest updates to “Go to the shallowest part of the ocean.”  At 205, 924, the quest updates to “Examine the camera.”

This concludes the Tenacity of Tyler Freeborn.  Our Secret World guide continues with the epic conclusion in the Vanishing of Tyler Freeborn.

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The Research of Tyler Freeborn

The Research of Tyler Freeborn

Signature Quest – Content Update 1.5

Blue Mountains

(This is the second of a series of quests about Tyler Freeborn.
The first step is The Search for Tyler Freeborn and the third is The Tenacity of Tyler Freeborn.

 

 

The Research of Tyler Freeborn begins with video Tyler shot of a Guardian.  He finishes off with a cryptic note that he’ll secure it, somehow.  This Secret World guide walks you through all steps needed to complete the Research of Tyler Freeborn.

The Research of Tyler Freeborn, Step 1 – Find the location where the video was shot

The quest takes you to the North side of Blue Mountain.  Upon arrival it updates to “Follow the tracks that lead from the area.”

You find tracks at 690, 913, heading NNE.  A Guardian attacks you at 829, 910.

The Research of Tyler Freeborn, Step 2 – Follow the Trail of the Guardian

The Guardian runs off to the West.  You get an update around 537, 899.

The Research of Tyler Freeborn, Step 3 – Defend the Holding Cell

You find a filth infected Orochi in a holding cell and have to defend him (?) from several waves of guardians.  Once you complete this, the quest updates.

The Research of Tyler Freeborn, Step 4 – Follow the pack to find the Orochi Assault Leader

You will find tracks heading to the West, then curving north leading down to the water.  The quest updates at 310, 934 to “enter the cave.”  This leads you into an instance, moving forwards updates the quest to “Defeat the Alpha Guardian.”

The Alpha Guardian is a high hitpoint boss with a column attack and periodic puddles of filth.  He teleports away periodically and you get a few waves of guardians to defeat.  After a few cycles, you win and the quest updates to find the Orochi leader.  Upon finding him, the quest updates to “Examine the Orochi tablet.”  Examining the tablet updates the quest to “Use the tablet to find more information.”

Go ahead and read about the Private and subject #3 before reading up on Tyler.  The Orochi realize that Tyler Freeborn is on to something and that two different mutations are duking it out on Solomon Island.  They are trying to find him to advance their research.

That ends the quest and begins the next Tyler Freeborn quest.

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The Search for Tyler Freeborn

The Search for Tyler Freeborn

Action Quest – Blue Mountain

Content Update 1.5

(This is the first of a series of quests about Tyler Freeborn.
The following step is The Research of Tyler Freeborn)

 

The Vanishing of Tyler Freeborn is a series of quests added in content update 1.5.  This is the first purchased download content in the Secret World “Buy to Play” business model.  Once you buy the pack and activate it, you get an inventory item called VIP map, Freeborn.  Activating that opens up a map near the Asylum in Blue Mountains.

Right near the Turner house, you find the first quest marker, an SD card sitting on the side of the road.   This is the start of the first quest.

Tyler Freeborn lived on Solomon Island and was documenting information on the fog.  You are going to follow his video and find out what happened.  Tyler’s a conspiracy nut, but not the sharpest tack in the box.  He’s out taping, alone, during the zombie apocalypse when the Varangian (or Cta Tha if you prefer) pops up out of the ocean.  I predict hors-d’oeuvre de Tyler were on the menu.  At any rate, it’s time for you to Search for Tyler Freeborn.

The Search for Tyler Freeborn, Step 1 – Go to the location where Tyler was filming.

The quest updates to “Search the area for a clue to Tyler’s whereabouts”, this location is marked on your map.  Dog tags are sitting near the boat.

The Search for Tyler Freeborn, Step 2 – Go to the military camp.

Upon arrival, the quest updates to Search the camp for information about Tyler Freeborn.  Use the military laptop, choose Incident Reports (4) , Trespassing (2) .  This tells you about his blog at www.monstersofmaine.blogspot.ca.  Time to check his blog.

The quest updates to “Search for Tyler Freeborn at his safehouse.”  His safe house is at 369, 521.  You update to “Read the note.”

Tyler’s last blog notes suggest that the military took his cameras and probably ransacked his trailer at the Wabanaki camp.  We should follow suit.

The Search for Tyler Freeborn, Step 3 – Go to the trailer park

Upon arrival, the quest updates to “Figure out which trailer the key is for.”  There is an Orochi agent near 200, 661 (he disappeared on my approach) the quest updateds to “Pursue the agent”  He hops in a van and rushes away, you get “

The Search for Tyler Freeborn, Step 4 – follow the van

It’s heading towards the Orochi camp.  Black helicopters pursue you, fun, fun!

You get another cut-scene with the van crashing and a Draug Warmonger taking out the helicopter.  You then have to check wreckage.

The Search for Tyler Freeborn, Step 5 – Search the wreckage for evidence

You find the SD Card at 149, 820.  Using it finishes off the first quest.

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Obstructive Persons

Obstructive Persons

Investigation Mission – Shadowy Forest

Content Update 1.5 – The Vanishing of Tyler Freeborn

Alina Florea in the Shadowy Forest starts the quest Obstructive Persons.  Alina’s previous quest, Six Feet Under details her involvement with the Morninglight cult.  She now wishes to leave the cult and get away… and fix her bad hair?  Seriously, she’s standing in a nest of ghouls with an empty pistol and she wants to wash her hair and smoke pot.  Some people have a great sense of perspective.

Obstructive Persons, Step 1 – Investigate her Claims

Alina believes someone in the forest is stalking her, investigate her claims.  Wondering around a bit turns the quest information to “Search the area around Alina.”  You find a dead body lurking at 657, 1145.  Using the body updates the quest

Obstructive Persons, Step 2 – Find out how to close the agent’s file

“Got another likely flyer: Alina Florea.  I want the OSLO works on this one.  Get the word out before she can get to Bucharest.  Once you do, close the file and move on to your next mark. A” There is also a website fragment: www.joinmorninglight.com

At the website, you find a place to sign-up for more information.  Attempt to fill out the form to get more information.

Why stop everything and fill out an infomercial form for Dyanettics 2: the Sequel?  Who the hell knows?

Editorializing For a Moment

Seriously, why would the agent keep a thread of paper with a lead to a website he uses for official business?  Why would he need a prompt message to a kiosk in New York when he could simply log in and work over the Internet?  Wouldn’t it make more sense for him to have a laptop, tablet, or web enabled smart phone on his person?  Wouldn’t it make more sense for this to be a GHOST hacking game?  At some point, you realize they are just throwing random shit together on these quests and not thinking about coherent story. 

Anyhow, signing up for more information leads you with an error code: 0x0000019cx3.  Because super evil secret societies leave bread crumbs to their deepest, darkest secrets in easily stumbled upon locations, let’s use that.

Completing that prompts you to go and take a personality assessment at their kiosk’s.  We headed over to New York where you find a kiosk at 396, 342.  Pretty much any completion of the assessment leads to a statement about how you scare yourself, and them, but they won’t run from you.  They conclude with “Seek out the path – Follow the light!”

Obstructive Persons, Step 3 – Access the hidden files

Need Help with Hidden Files?

Spoiler:

Let’s look at the error code above.  It’s a hexadecimal code: 0000019c.  The clue in the quest journal suggests that they use a language all their own.  Let’s play with that code.  It translates to decimal 412 and to 000110011100 in binary.  Nothing about the binary to text suggests its interesting (even sequenced three times using the x3 tag), so lets mess with the hex to decimal 412 and see what we get.  Now, note the x3 at the end?  Basically you are being told to use 412412412.  Where would you do such a thing?  Why at a Morninglight kiosk if you were taking a personality assessment.

This updates the software to whose file do you wish to close?  Enter Alina Florea:

Obstructive Persons, Step 4 – Locate the agent’s next target

You now face information on file #5554, Dusko Biukovic.  Remember the message about OSLO status?  Check that out, it’s option #2.  This lets us know that Dusko was lost in London and he is probably still there (possibly back in Romania).  The physical description on Dusko is that he’s medium height, short brown hair, nervous, anxious and paranoid.  His favorite animal is a pigeon and he fears spiders.

The files say to pickup his trail in London and retrieve the stolen data.  Wondering around London proves fruitless, but if you head to Besieged Farmlands, you find him near the Council of Venice NPC’s.

Approaching Dusku updates the quest to “Speak with the detractor.”  Target him and… well, it threw me to character select, I’m sure that’s what the Morninglight had planned.  Anyhow, returning and targeting him again led to the following dialog.

Dusko got to level 7, realized things were bad. He stole some files and took off.  After completing the dialog with Dusko, the quest updates to “Examine the stolen dossiers.”

They are now in your inventory.  The password hint is “the Master’s Son.”

Need the password?

Spoiler:

If you have done your Morninglight lore, you know that the Master is Phillip Morquard.  Lore entry #8 tells you his children are Alexandre and Katherine and his wife’s name is Elisa.  Using Alexandre as your password gives you a new menu with (1) Rada Natase, (2) Cassandra King, (3) Naonomi Tanaka, (4) John Copley and (5) YOU.

There are some interesting names here.  Cassandra King is the Cassie from Dawning of an Endless Night.  Rada is a socialite in Carpathian Fangs.  Cassandra King has an obstruction file open, she’s left the Morninglight following what happened on Solomon Island.

Oddly, your quest completion phone message is from the Morninglight…

 

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From Carthage to Cairo

From Carthage to Cairo

Infiltration Mission – Scorched Desert

Content Update 1.5

Tanis, located in al-Merayah starts the quest From Carthage to Cairo.  This quest was added in content update 1.5, the Vanishing of Tyler Freeborn.  This quest is an infiltration mission involving solving a bombing in the city.  It is worth noting that Tanis doesn’t remotely react to the bombing.

From Carthage to Cairo, Step 1 – “Investigate the bombed area.”

You can access the bombed area through the doorway at 551, 407.  Once you ascend to the top floor, the quest updates to “Pick up the buzzing cell phone.”  You find a mysterious note, using it gives you a letter from someone named T to someone named S.  Picking up the phone updates the quest to “Check the message on the phone.”  The phone message tells you that a meeting is coming today.

The quest updates to “Eavesdrop on the meeting behind the café.”

You are treated to a cut-scene between Tanis and Said.  Said refuses to work with the Phoenecians, bringing Tanis back into conversation with the mysterious Fedora man from the story-line quest.  The quest updates to “Look around for Said.”

Heading around the corner updates your quest to “Check the phone for a new message.”

Buzz, Buzz, Buzz.  You bees are everywhere!  Allow me to summarise since you’re so curious.  My organization has performed too well in the recent past and now everyone wants a piece.  If we can’t have them, no one can – that’s the going motto.  Gamel Saad is stuck at the butcher’s if you want to know more.

From Carthage to Cairo, Step 2 – Enter the abandoned butcher’s shop

The butcher shop is at 505, 258.  You enter a cellar and the quest updates to “Find Gamel Saad.”  You are now in a “stay out of the light” and “avoid the laser wall” steps.

You can pass through the first room by heading right and then jumping the laser.  From there, you can run through the middle of the room to the exit on the far side.  If you are seen by cameras, simply run past them and they will forget about you.

The next room features a laser fence,  The first passage is on the right side.  From here it is a simple zig-zag to get across the room.  Once across, you face another security camera.  This one shuts off every few seconds (the light blinks out).  When it’s out, simply run across and use the switch.

This updates your screen with a message that you hear a loud clanking.  Backtrack through and you will find an open doorway.  The quest updates to “Free Gamel Saad.”  Use the switch on the wall and then free Gamal from the cell.  The quest updates to “Check the phone for a new message.”

Get out of Cairo, I said.  Too dangerous, I said.  I assure you, we’re being much more careful with our associations now.  Some are none too pleased.  Received a distress signal from Saeed Hosni at the date packing plant.  Yes, another one of mine.

From Carthage to Cairo, Step 3 – Go to the Distress Signal Location

Head to the date packing plant.  This area is another stealth area.  At 361, 239 you find a blood stain, use it.  The quest updates to “Follow the trail of blood.”  Head north along the building.  Then head to 269, 247 where you find a badge on the ground.  Examine it, the quest updates to “Check the phone for a new message.”

We were the administrative genius behind the date shipping operation… Doing our best to make up for recent lapses in taste.  Hence our current affiliation.  Hassan Kamil is somewhere northwest of the date farm.  Be a dear, see what you can muster.

From Carthage to Cairo, Step 4 – Explore the ruins west of the date farm

Head towards 234, 473.  The quest updates to “Find Hassan Kamil.”  Watch out for dynamite on the ground.  You find a mortar at 202, 471, the quest updates to “Activate the detonators.”  A laptop nearby is your trigger.

“Defend Hassan Kamil”

You can use the various ordinance to help with the defense, after several rounds the quest updates to “check the phone for a new message.”

I find nothing so alluring as competence!  We have much to discuss, but under present circumstances I do not fully trust these channels.  You shall be hearing from me soon.  Very, very soon.

 

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Patch 1.5 – The Vanishing of Tyler Freeborn

TSW Guide for Patch 1.5

THE VANISHING OF TYLER FREEBORN

Official Patch Notes!

The Vanishing Of Tyler Freeborn

A boat, and fog? This can’t be good.

 

New Content for Update 1.5

Patch 1.5 introduces the first of the Downloadable Content Patches for TSW since the game went “Buy to Play” (B2P).  With the addition of this patch, all players who purchase the game prior to Jan 2013 will receive this content free of change.  Any players joining TSW after the new year will be billed $5 for this update.

In addition to the following missions, 1.5 also includes the addition of a Shortcut bar, which allows players to bind items to hotkeys!  This bar is found when you open your inventory and is set to shift# be default. Players can reassign these items to new keys in the Settings>Controls>Inv Shortcuts

 

NEW MISSIONS

  • A brand new mission line is now available: ‘The Vanishing of Tyler Freeborn“. This is the first DLC mission.  All current players and all players who purchase the game in December 2012 will receive it for free.  To access the mission please open the Item Store and claim it from the Boosts / Account tab.
  • The Uncertainty Principle – the mission to the new Auxiliary weapon ‘Quantum Brace’ has now been activated. To get started in this mission, talk to Moose in Kingsmouth.
  • From Carthage to Cairo – Tanis in the Scorched Desert needs help in covering her tracks in her involvement of a certain shipment.
  • Obstructive Persons – help Alina Florea in The Shadowy Forest with her plans to leave Morninglight.

The Vanishing of Tyler Freeborn – Signature Story Arc

The Vanishing of Tyler Freeborn is a series of quests added in content update 1.5.  This is the first purchased download content in the Secret World “Buy to Play” business model.  Once you buy the pack and activate it, you get an inventory item called VIP map, Freeborn.  Activating that opens up a map near the Asylum in Blue Mountains.

Right near the Turner house, you find the first quest marker, an SD card sitting on the side of the road.  Quests in the Tyler Freeborn sequence include:


…More to come!

 

 

 

 

 

 

 

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The Uncertainty Principle

The Uncertainty Principle

Auxiliary Weapon – Bracer

Content Patch 1.5

The Uncertainty Principle was added in content update 1.5, the Vanishing of Tyler Freeborn.  This quest provides access to the auxiliary magic weapon – the quantum bracer.  The quest starts with a visit to Moose at the Sheriff’s station in Kingsmouth.

The Uncertainty Principle, Step 1 – Read Moose’s note about improvised weapons

Need to see the assembly patterns?

Spoiler:

Uncertainty Principle - Moose's Notes

 

You see some information on various weapon types.  The quest updates to “Pick up quantum core from Edgar’s package.”  Edgar’s package is right beside the note.  The quest updates to “Acquire a spring, acquire a metal tube, acquire a car battery.”

  • The metal tube is sitting on a nearby truck
  • The battery is in the sheriff’s station
  • The spring is in the mattress near the car battery

The quest updates to “Assemble the parts into a battery acid grenade launcher.”  The patterns are on the bottom of the note.  The quest updates to “Test the battery acid grenade launcher.”  After a few attempts the launcher breaks and you update to disassemble the item.

The Uncertainty Principle, Step 2 – Acquire a Fire Extinguisher and Acquire Chemicals

Need to see the assembly pattern?

Spoiler:

Uncertainty Principle - Chemical

Head to the fire station.  The fire extinguisher is downstairs in the corner.  The chemical waste is outside.

Need to see the assembly pattern?

Spoiler:

Uncertainty Principle - Fire Extinguisher

The quest updates to “Assemble the parts into a chemical fire extinguisher.”  This is an upside-down L shaped assembly.  This updates to test the chemical fire extinguisher.  The quest updates again to “Disassemble the broken chemical fire extinguisher.”

The Uncertainty Principle, Step 3 – Acquire a Metal Rod, Acquire Copper Wire, Acquire Rifle Parts

Head out to Edgar’s house, near the junk yard.  All three parts can be found near Edgar’s back porch.  If others are working on the quest, simply move around the house until you find your parts.

Need to see the assembly pattern?

Spoiler:

Uncertainty Principle - Electric Ray Gun

When the item breaks this time you get the message, “battle the Deviant Decoherence.”  Once you win this fight the quest updates to “Disassemble the broken electric ray gun.”

The Uncertainty Principle, Step 4 – Examine the fried quantum core

Uncertainty Principle - Fried Quantum Core
Right click on Edgar’s tech, the quest updates to “Go see Edgar at the scrapyard.”

The Uncertainty Principle, Step 5 – Read Edgar’s Notes about his new quantum device

Need to see the assembly pattern?

Spoiler:

Uncertainty Principle - Edgar's Notes

The notes are on a nearby table, the quest updates to “Use Incomplete quantum brace.”  The quest updates to “use the fried quantum core to charge a roaming golem.”  Hotkey the fried quantum core and go find a golem.  Use the core on the golem to activate it.  The quest updates to “Collect quantum charged golem bits.”  Defeat a few golem.  The quest updates to “Assemble the quantum bits with the quantum core.”

Need to see the assembly pattern?

Spoiler:

Uncertainty Principle - Quantum Bits

The Uncertainty Principle, Step 6 – Use the upgraded core to supercharge a roaming golem

The  quest updates to “Destroy the Deviant Decoherence.”  The quest updates to “collect anima charged quantum particles.”  From here the quest updates to “Assemble the parts into a final quantum weapon.”

Need to see the assembly pattern?

Spoiler:

Uncertainty Principle - Quantum Brace

Congratulations, you are now the proud owner of a quantum bracer.
Uncertainty Principle - Templar Finish

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