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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Selected Memories – Full Walk Through (Video Enhanced)

Selected Memories: TSW Guide

Video Enhanced Infiltration Mission Walk-through

Selected Memories is an infiltration mission taking place in the Carpathian Fangs playfield. This mission has the player back-tracking the work of Lydia, a Phoenician (and former Orochi) agent.  This TSW Guide, as with all of our quest guides, uses spoiler text so that you only receive a solution for the step you need help on.  Simply click the appropriate help  spoiler to reveal the solution you need.

Selected Memories: Tier 1

“Gain entrance to the Soviet Base.” 

Need Help Finding the Soviet Base?
Pass through the hallway at 1130, 881.  Avoid detection by working around the patrols.  Quest updates to “Find the hangar entrance”  Follow the right wall, Type-X mobs have horrible back vision.  Use the shipping crates to get up on the building at 1199, 1015.  The guard at the west end of the house is facing SW.  Wait for the patroller to go past and then dart to the NW.  This leaves you at a fence hole at 1185, 1044.

 Selected Memories: Tier 2

“Find the hangar entrance.” 

Need Help Entering the Hangar?
There is scaffolding at 1121, 965.  You can work your way up it to get in.  From here, you have to drop down (not use the stairs) onto the nearby stair well.  You then need to traverse a set of poison pipes (wait for the effect to end).  After that you must head up a set of scaffolding and wait for the guards to cycle.  You can then attack a nearby canister, which will kill one of the guards as he passes.  After that it’s past one more set of gas vents and you are at Tier 3.

 Selected Memories: Tier 3

“Find the room where the secret documents are stored.” 

Need Help Finding the Secret Documents?
You can find an easy crate to hide behind at 1132, 967.  There is a dial at 1203, 998 that activates gas.  There is a canister nearby you can attack.  When the canister has full damage it starts a count down to explode.  This causes the nearby guard to advance, opening the access to the secret room.

 Selected Memories: Tier 4

 “Gain access to the container.”

Need Help Getting to the Container?
Climb the ladder.  Turn off sprint before hitting top or you will probably fall off.  Don’t explode the front of the crate, use the back door.
Selected Memories: Video Enhanced Walk-Through

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The Cellar Door

The Cellar Door: TSW Guide

 Infiltration Mission: Shadowy Forest

The Cellar Door is an infiltration mission given by Silviu Dimir in the Shadowy Forest.  To say the least, Silviu and his mama are quite unsavory people.  In this quest, you will be rescuing Fae captured and imprisoned by the Dimir family.  This TSW Guide, as with all of our guides, is spoiler enhanced so that you only receive help for the step you need help on.  Simply click the appropriate help spoiler to reveal the solution you need.

The Cellar Door: Step 1

“Find the entrance to the cellar.”  Enter the cellar

 The Cellar Door: Step 2

“Explore the cellar” 

Need Help Getting past the Security System?

Disable the west block security system.  At the point where you see the first security camera, there is also a vertical laser wall that does not appear until you get close to it.  You can work your way under the camera and find a back room with a switch, throw it.

The quest updates to “Release the door to the north block.”

“Head deeper into the cellar.”

Need Help avoiding the land mines?
The next room is full of land mines.  Move through this room using a zig-zag fashion.

 The Cellar Door: Step 3

“Search the cells for survivors.” 

Need Help Finding Survivors?
Set the switches to 1 1 0 (left and middle down and right up)  To release the prisoner and not get attacked by mobs, first release the middle lever, then the left.   “Get the prisoner out of his cell.”  Run over to the cell to free the prisoner and update the quest.  Set the switches to 1 1 1 (all down) to advance after freeing prisoner

 The Cellar Door: Step 4

“Release the doors to the east block.” “Disable the east block security wall.” 

Need Help Avoiding the Ghoul?

This ghoul wanders in a clock-wise circle.  He doesn’t have very good back awareness.  Just wait for him to pass you and walk right into find the next switch to help the Damir advance.

There is a pack of three ghouls and a boss ghoul.  You can kill the pack of ghouls.  I killed the ghoul boss to bypass him.  However, this will cost you a stealth completion!

Need Help with a Stealthy Finish?
There is actually a second way to do it.  To the right is a set of rotating laser walls.  Simply stand and wait for the wall to cycle and then move.  After two moves you can throw a switch.
The Cellar Door, Stage 4

These laser walls rotate, be patient and wait for them to change. There is a switch nearby to complete the step

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A Necessary Evil

A Necessary Evil

TSW Mission Guide

Shadowy Forest

A necessary evil is the first of a two-part set of quests located at the Dmir farm in the northern part of Shadowy Forest.  Silviu Dmir and his mother are two of the more reprehensible allies you work with in the Secret World and this quest and it’s follow up the Cellar Door are heavy on the heebie-jeebies.

A necessary evil is a relatively straight forwards quest.  However, finding the appropriate items on step 1 can be problematic.

Step 1

“Find the sedative, the chainsaw, the meat grinder and the power generator.”

 Need Help finding the items?
  1. Generator 1077, 1055
  2. Grinder 1097, 1035
  3. Pill box 1082, 1067 upstairs in main house
  4. Chainsaw at 1131, 1089

Step 2

“Destroy pig totames, sedatives and find barn with bait.”

 Step 3

“Kill Feral and Totemic Cantankermouths”

 Step 4

“Kill the Ghoul Leader.”

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Knight of the Draculesti

 Knight of the Draculesti

A TSW Mission Guide

Shadowy Forest

Knight of the Draculesti is given out by Tibor at the Romani camp in Shadowy Forest.  Tibor and Luminata have discovered some ancient relics in their graveyard playground.  You are tasked with returning the relics of the deceased knight of the draculesti.

 Step 1

“Go to the Graveyard.” 

Need Help with the Spirits?

For these encounters it is very helpful to layer on weakened early in the fight.  The targets take additional damage when they have 5-stacks of weakened.

 Step 2

“Find the Draculesti Shrine.” This is the church in the graveyard.

 Step 3

“Gather the pieces of broken cross.”  Use the pieces to repair the cross.

 Step 4

“Locate Gaspar lute’s Mauseleum.”  Collect his spurs.

 Step 5

“Find the Draculeti Helmet.”  Pickup the helmet.  Kill a mini-boss.

Step 6

“Find the Draculesti Shield.”

Need Help getting the shield?
Destroy the barriers that protect the shield.  Get the shield before the barrier is recovered.  This is a timed step.

 Step 7

“Find the Draculesti Scythe.”

Need Help with Istvain Taius?
Collect the scythe from Istvain Taius.  Istvain locks out his area when you engage him.  He casts a large cicular effect that nearly covers the entire battle area.  He also leaves blood puddles that do persistent damage.

 Step 8

“Place the Draculeti relics on the shrine.”

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TSW Mission Guide

Shadowy Forest

Crossroads is given out by Mosul, conveniently located at the crossroads, in the Shadowy Forest.  Mosul knows a good bit about the hellspawn and demonic invasion from the nearby Hell Rifts.  This quest sends you out to push back the invading hell forces.  This is one of four quests in the Shadowy Forest that grant signet reward bags as the quest reward.  You should complete these quests on recycle to help maximize your advance gearing needs.

Need some help killing demons and hellspawn?
Note – Hinder can be very useful in this quest.  The hellspawn take additional damage when under a hinder effect!

 Step 1

“Approach the invasion force.” Updates to “interecept a tactician of the tuning carrying communication.

Need Help finding the tactician’s plans?
The tactician spawns and walks the road circuit in the destroyed village.  You may need to move around a bit within the quest radius to find one.

Be aware that the quest item needs to be acquired quickly after killing a Tactician.  The tactician drops the plans and the plans don’t stay up long.  You can easily lose them fighting hell swarms.  “Inspect the plans.”

Step 2

“Find and collapse shifting hellrifts.”

Need Help closing shifting hellrifts?
Shifting rifts, unsurprisingly, shift fast.  They can spawn anywhere inside the quest area.  Although, in our experience when you find one shifting rift it is usually worthwhile to keep working that area as more will spawn soon.

Close the rift by right-clicking on it, your mouse icon turns into a gear when you hover over the interaction point.

Act quickly to close them.

 Step 3

“Kill the first, second and third of Trollite.” 

Need Help Finding and Killing a Trollite?
This step of Crossroads requires a ring event around equilabotory rifts.

There are three different sets of two equilabotory rifts.  You close these rifts the same way you closed the shifting rifts.  However, each time you clear an equilabotory rift, you will get an additonal add encounter from the center rift.  After you clear two of the equilabotory rifts, a Trollite is summoned.

The Trollite are unique to each of the three sets of rifts.  You need to clear each of the three to advance and complete Crossroads.

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Filth Buster (Wild Hunt)

Filth Buster

TSW Mission Guide

Shadowy Forest

Filth Buster is given out by the Lele, a fantasy creature in the Shadowy Forest.  The quest is currently mis-labled as “the Wild Hunt” on the Lele’s qeust list.  However the quest loads as Filth Buster and completes achievements associated with Filth Buster.

This is one of four Shadowy Forest quests that awards a signet bag upon completion.  These quests should be repeated whenever the timer allows to help with your advanced gearing needs.

Step 1

“Pickup some wooden spikes.” Then destroy fungal creatures.

These items do not actually appear in your inventory, nor do you actually interact with them during the quest.  At the completion of the quest you will be mounting bug heads on these wooden spikes – they manifest as needed at that time.

 Step 2

“Locate the Fungal Hive.”  Exterminate critters.

Need Help finding spore sacs?
The spore sacs sit around the hill.  Killing them triggers spawn swarms.  Both update the quest steps.

 Step 3 

“Search for the source of the corruption.”

Need Help finding the source of the corruption?
Kill more critters and pickup stuff they throw on the ground.  These are elite spawns and deliver a number of effects.  A partner can be helpful here.

 Step 4

“Impale Fungal Creatures.”

Need Help Impaling Creatures?
Simply click the actionable squares in the quest area to complete this quest.  Very anti-climatic, felt like there should be another step.
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Last Dance of the Padurii

Quest Giver – Anastasia (middle of lake, on an island with a mystical wagon)
Step 1Take Anastasia’s Music Box then use the box to capture the music of a sighing forest spirit.  This might make the spirit’s hostile to you. 
Step 2 – The quest updates to “use the box to capture the music of an enslaved forest spirit.”  The spirits are hidden, tethered to Fata Padurii Spiritcallers.  You have to engage a Padurii to get the spirit to show up.  Then, you have to capture the spirit while getting beat on by the tree.  Partners are very helpful here.
Step 3“Capture notes from shrilling, keening and clamouring spirits.”  Keening and Clamouring spirits can be found on Fata Padurii, however these are very tough opponents.  If you can’t corrupt them to reduce their healing output, you won’t beat them.  We couldn’t keep corruption up fast enough to take them out.  Ultimately, we simply tanked one while siphoning notes off the spirits.
Step 4“Lure out Mama Padurii.”  You need to get to the quest point without agro from Padurii.  Fortunately, they don’t have a large agro radius (although they have a very large assist radius).  So, you can work your way there carefully.  Use your music box in proximity of the stone to summon Mama Padurii.  Once you do, the quest updates to “Kill Mama Padurii.”
The trick to this fight is separating Mama from her pets.  You use the rock and the environment to do this.  The rock drops Mama’s ability to use ranged attacks, she has to follow you and the pets won’t follow well.  We used the rock and than ran up the hill immediately behind the rock, a few steps up the hill, she would lose her buffs and we would engage.
She will resummons pets, though, when that happens, use the rock again and pull her down to the rocks.  She leaves the pets up on the hill and you can attack her.  A couple of cycles of this and you win.

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Six Feet Under – Mission walk through

Quest starter – Alina (NW corner of Shadowy forest, at a tunnel)
Step 1Read the document. 
Step 2Use tracking device to find the first itemIt is located at 631, 1085
Find and retrieve the second crate  it is located at 563, 1065
Find the third crate at 733, 992
Find the fourth crate at 742, 936
Find the briefcase at 625, 1011
Find and retrieve the contents of the briefcase, follow the papers to 581, 1002
Step 3Call in a helicopter from the bunkerSearch nearby box for a flare, light flare.  Hold off ghouls until the helicopter arrives. This is a ring event.  It ends with the Peat Bog Mystic.
Quest updates to “hand over the artifacts.”  A helicopter arrives and picks up the goods.
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Sins of the Father – Infiltration Mission

Sins of the Father: TSW Guide

Video Enhanced Infiltration Mission Walk-Through

Sins of the Father continues the players investigation into the background of Doctor Varias’ father.  The player has likely previously met Doctor Varias while working on the Red Handed investigation.  Dr. Varias will not give out Sins of the Father until you complete two item quests, the Briefcase (1064, 615) and Red Hands aren’t Idle Hands (648, 1322).  This TSW Guide, as with all of our quest guides, uses spoiler text so that you only receive a solution for the step you need help on.  Simply click the appropriate help  spoiler to reveal the solution you need.  This is a fairly lengthy infiltration mission, so our video enhanced guide is in two parts!

 Sins of the Father: Video Guide, Pt.1

Sins of the Father: Step 1

“Enter the Underground Bunker” 

Go the observatory in the NW.  You find a solo instance.

 Sins of the Father: Step 2

“Search the facility for information.”    

Need help finding your way around in the dark?
There is a computer terminal on the opposite side of the room.  Go ahead and use it.  Read everything, item #3 will advance your quest.  Welcome to a very, very dark area.  You read that the servers are operating on emergency power and will reboot on power up.  Checking the laboratory updates.

“Reach the reactor section.”

Need Help Reaching the Reactor?
Grab a fuse from the fusebox. (area 1), Power area 2 and gran the wire in area 2.  Due north, up the long hallway (past one robot guard) is a switch that needs repairing.  Your fuse and wiring will do the trick.  Cycle power to the area by returning to the computer terminal and then return and throw the lever.
Sins of the Father: Mission Map
You are in the southern most room on entry

 Sins of the Father: Step 3

“Initialize the activation sequence for the reactors.”  
The new area features a hallway running east to west, with four reactors (two on the south side, two on the north side).  The reactors are numbered, clockwise starting with the SE reactor.  There is a computer in the hallway right outside the #1 reactor.  You will use this to cycle power and reset the reactivation sequence.
Need Help Sequencing the Reactors?
In the room with Reactor 2, you find a dead body.  The body is carrying a note with the activation sequence (4,2,1,3).  That’s the order you need to power up the reactors.  If you have already clicked on a reactor or two, head back to the computer terminal and reset the sequence. Once that’s done, follow the 4,2,1,3 directions and the reactors will power up.

Sins of the Father, a clue from the past

Be warned, though, that the reactor activation will start up all electricity – including station security systems!

Sins of the Father: Video Walk-through, Pt. 2

Sins of the Father: Step 4

“Reach the server room.”

This step places you in a winding, east-west hallway.  The hallway is littered with active security cameras and a number of cubby holes to hide in while waiting for camera to change orientation.  Should you delay in a camera’s viewing area too long a warning cycles, activating nearby machine gun turrets.  The machine guns don’t hit too hard, but you will not be able to destroy them either.  In my experience, they deactivate if left alone for a bit.

Need Help with the Robot?
Just before you reach the northern rooms, you encounter the lone robot guard for the area.  He traverses the upper hall area and stands looking into the northern rooms for a few moments.  There are some crates just past him you can hide in.  Entering the northern rooms updates the quest to

“Locate the main console.”

Need Help Deactivating Some Lasers?
The main console is in the eastern-most wing and the two rooms leading to it are riddled with lasers.  Each room has two deactivation switches, the switches are always on the west wall (opposite the direction to the main computer).

The first room switches must be activated NW followed by SW.  You can reach these via the center of the room, you do have to jump over a few ground lasers and avoid a single camera.  Remember, you can jump over roughly shoulder high computers.

The second room switches must be activated SW followed by NW.  You reach the first switch via the center of the room.  Jump over a computer terminal on the south side and then wind around until you are back out to the SW.   The second switch is reached by traversing the outer ring of the room counter-clockwise after fixing the first switch.  Be warned, there is a double jump on your way to this switch.  It’s easy to forget one!

This frees up access to the main computer.  There is a single switch as you enter the computer area, throw it and the quest updates to “Retrieve the elder Varias’ research data.”  Use the nearby computer and read through the research options.

 Sins of the Father: Step 5

“Reach the research facility.” 

The computer facility is the southern set of rooms in the section of the building you are currently in.  Before heading there, though, there is an interaction item on the table.  Using it finds a key card, which comes in handy for entering the next area.  Remember to avoid the big robot in the hall!  Entering the southern wing updates the quest.

The quest updates to “Vent the laboratory and override the lockdown.”  The first room you enter has two security camera, a host of machine guns, and three interaction objects (a power control console, a lockdown override console, and a ventilation system activation switch).

Need Help Overriding a Lockdown?
Following your quest journal, the correct order of activation is – power up the area using the power control console, vent the area using the ventilation system activation switch, and then override the lockdown at the lockdown override console.

The quest updates to “locate Prototype XL-239.”  The Prototype is the Sins of the Father referred to in the quest title.  The elder Professor Varias is responsible for this monstrosity’s existence.  It’s hard to miss 239, he’s big… very, very big.  When you target him, your quest updates to “Kill Prototype 239.” 

There are a couple of switches you can throw that activate machine gun turrets.  These can help you during the fight (I believe they need to be reset a few times, as they time out).  I just killed 239 and finished the mission.

Sins of the Father: the Prototype


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