Normal and Elite Levels
The Polaris dungeon uses a Cthulhu theme, with players traversing a wrecked cargo ship. The instance uses Viking sea zombies and Cthulhoid inspired monsters. The normal version of the dungeons is tuned for Q2 and Q3 green tier players (although some may find waiting until Q3/Q4 to be safer). In it’s normal form, the dungeon does not need a specialized tank/healer, but it does benefit from one. Should a group lack a tank/healer, all players should consider running in some form of survival build (dps/heal build with balanced dps/hp/heal gear).
Number Zone Loc Notes 1 Polaris 55, 243 At docks 2 Polaris 187, 231 Under stairs after first boss (kill mob) 3 Polaris 291, 311 In Varangian first combat area 4 Polaris 317, 192 Hidden Crate, see guide 5 Polaris 451, 163 After Primordial dweller
NOTE – The mob for Polaris #2 is not immediately visible. You have to fully approach to activate him. He initially appears to just be a non-specific mound of spikey mud/dirt.
Within polaris is a locked container. The container code password is the 4 digit code written on the site of the container. You put it in, hit “Ok”, the screen blanks. Then enter it in again, hit ok. If you enter it in a 3rd time, and hit ok the probe will unlock! (you are welcome)
Polaris: Damage Taken by Boss
The elite version of Polaris is a Q10 instance. The instance is tuned for players in blue Q8/Q9 gear from the final normal dungeons. Players entering the dungeon in full green, Q10 gear may find progress difficult. The elite bosses have the same mechanics as the normal bosses. However, damage is substantially increased. DPS and Healers should consider a minimum of two hp talisman to survive periodic special effect damage. A full tank and healer are needed for all bosses and the final encounter benefits from a backup healer.
Ankh Q8 and Hell Fallen Q9
The Ankh (Q8) – This dungeon is located in the first Egypt zone, Scorched Desert. The path to the dungeon is a bit winding (begin it around 565, 929), beginning in the north central part of the zone and working west from there. The dungeon entrance itself is at an elevator lift (loc 323, 842) on some construction scaffolding. In this dungeon, players descend into an Egyptian monument, all the while encountering filth infected Orochi soldiers and a researcher (Dr. Klein) who has experimented with the filth long enough to have developed a resistance (and an addiction) to it. This is a relatively difficult zone and best taken on by players in Q6 blue or better gear. There are several fights that require quick changing dps to knock bombs off of teammates. There is one fight that can not be tanked (ideally your tank should switch to a ranged build for this fight) and the final encounter requires at least one ranged dps.
Hell Fallen – The second chapter of the Hell saga starts in the City of the Sun God. The quest giver is Amir (loc 981, 688) on the far east side of the zone. The actual entrance is a bit farther north (loc 896, 975). It can be quite deadly getting to this dungeon. The safest run to the dungeon begins at the north end of the black pyramid (loc 739, 926). Run due north, traversing in between the Gauntlet and the Halls of Cleansing Flame. Take the right ramp at 648, 884. Travel up to the plateau at Mamar El-Al-Hiriam. Continue east to the ramp to Bab-el-Monzarin. From this point, the hell rift is just down hill.
Polaris – Q3, Hell Rising – Q5, Darkness War – Q6
Polaris (QL3) – Polaris is the first instance you are likely to run into in TSW. It is found in the NW corner of the Kingsmouth map. You enter the zone after talking to the Orochi officers on the bridge (loc 389, 986). Once you talk to them, you hop on a helicopter and get going. Polaris is intended for groups in the Q2/Q3 range (green gear is fine). It is NOT an easy dungeon, though. Less experienced players may find themselves waiting until they are in Q3/Q4 gear. The drops from Polaris are Q3 blue items, roughly the equivalent of Q5 green gear. While it is useful to have a tank/healer for Polaris, this dungeon is tuned for less developed builds. As such, a group full of “survival” builds (e.g. dps with self-healing and some hitpoint talisman) CAN make it through this zone. Ranged dps can be quite useful on the final two encounters in this zone.
Hell Rising (Q5) – The “Inferno” quest line for Hell Rising represents the players first foray into the dimension of Hell. You will return there for two more instances as the game progresses. You enter Hell Rising from the Overlook Hotel in Savage Coast (right near the zone to Kingsmouth, loc 722, 851). You can take out the quest by talking to the NPC in the hotel office. The physical entrance to Hell Rising is in Room 13, just to the right as you exit the office. Hell Rising is intended for groups in either Blue Q3 gear (from Polaris) or those in QL4/QL5 green gear. Hell Rising benefits from having a traditional tank and healer setup. The final two fights have mechanics that operate best if agro is predictably managed. Ranged dps and the ability to hinder can be quite helpful on the second to last boss in this zone.
Darkness War (Q6) – The final quest line for Maine starts in the Wabanaki camp in Blue Mountains (loc 189, 531). The quest can be taken out from Old Joseph. The dungeon entrance is a bedroll beside the campfire near Joseph. This dungeon is actually a flashback to a bygone day. Players will experience the Wabanaki encounter with a Mayan invasion. The Wabanaki were nearly destroyed in the assault, but were aided by Viking warriors wielding Excalibur. The Darkness War features a couple of quite difficult fights. In addition to solid tank/healing requirements, this zone virtually requires ranged dps with hinder capability for two fights (and you benefit having ranged dps on a third fight).
The Secret World (TSW) launched with eight dungeons and three tiers of difficulty for a total of 21 dungeon variants. Dungeons in TSW are not easy, some are quite challenging. You should have a reasonably tuned build and appropriate gearing before attempting dungeons. There are a variety of damage types that occur to characters in dungeons. For simplicity, I will group them into three categories: Gimmick Damage – Typically scripted events or occurrences. Usually failing to counter these means death. This is the puzzle model for content that has become synonymous with difficulty in raid design for the past decade. Used well it adds flavor, used poorly it shows that the encounter designer was just flat out of ideas and inserted a “jump you fools” step… just because.
Special Effects - This is your monsters “regular” special attacks and is analogous to the combat effects you yourself use. Some of these are best countered/interrupted, some you can heal through, some you should avoid. This tends to represent your ability to react to events as they play out.
Passive damage – monsters still have auto attacks even if players in MMO’s are increasingly not getting them (we’re at what, 3-5 MMO’s without auto attack now?). This represents, typically, whether or not you have adequately progressed through gear/development to justify defeating the encounter. TSW dungeons use all three types of damage and use them very well. The gimmick and special effect damage in TSW dungeons can be quite high (lethal if not countered in many cases). However, TSW does an admirable job of making the effects and triggers very obvious. If you are paying attention to the encounter, you can usually see an effect starting and figure out how to react to it. TSW dungeons have very little “trash” mob population. In general, each dungeon has 4-6 bosses. Between bosses you will have anywhere from zero to three groups of trash (often zero). In many dungeons, trash can be bypassed if you explore around. Only one member of the group needs to physically enter a dungeon. The other group members will automatically receive an invite to join at the dungeon. If any group member misses their invite, simply have the group leader right click on that persons health bar and choose “summon to instance.” There are three categories of dungeons in TSW: Normal dungeons – these are leveling dungeons available near the end of a playfield. There are five leveling normal dungeons, one per playfield in Maine (3) and Egypt (2). Elite Dungeons – these are quality level 10 dungeons. It includes three unique Romanian dungeons as well as an elite variant for each of the five leveling dungeons. Elite dungeons can be entered through the dungeon entrance (for Romanian dungeons) or through a special wing in Agartha (for all eight elites). Nightmare Dungeons – these are the “end game” content pieces for TSW. Nightmare dungeons are QL 10, like elites. However, nightmare dungeons feature new mechanics for bosses. To enter the nightmare dungeon, you … Continue reading