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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Mortal Sins – Steps 21-29 (Carpathian Fangs) Walk through with spoilers

Mortal Sins, TSW Story Line

Carpathian Fangs Steps: 21-29

The story prior – Mortal Sins 1-20

Mortal Sins concludes in the Carpathian Fangs playfield of Romania.  In this segment, the players race against time to put an end to Mara and to uncover the secret plot unraveling the Gaia engines.  The players will continue to work towards fulfilling the prophecy of the Eagle, the Owl and the Dragon.  This TSW Guide, as is normal for our guides, contains spoiler text so you only get hints on the step you need help.

Mortal Sins: Step 21

“Go to Carpathian Fangs.”

 Mortal Sins: Step 22

“Find one of Mara’s messengers.” 

Need Help with Mara’s messengers?
You find the messenger near 634, 1268.  Do NOT attack said messenger, quest updates to “Follow the messenger.”  Follow him down the road for some ways, quest updates at the Eagle’s nest to 667, 1061.  He enters a building, wait for the Vampiric messenger and follow him.

The vampire enters at 890, 1146.  Wait for the Hybrid messenger and follow him to 980, 954 where he enters a door.  Wait for the Hybrid messenger to come back out and follow him.  At 1047, 840 you get an update to “Inspect the site.”  Approaching it triggers a cutscene.

 Mortal Sins: Step 23

“Follow Emma.”  Emma leads you to 901, 878.  This gives you an intensive cutscene with flashbacks tying Emma and the Prometheus Initiative together.

Want a hint to the back story?
Check out the photo of girls in our Virgula Divina guide, Emma is in the bottom right of the picture.  She was part of the Orochi experiment.

Mortal Sins: Step 23, following Emma

 Mortal Sins: Step 24

“Find the One.”  Follow Emma again.  Emma leads you to the house at 635, 638.

Need Help finding the One?
No, you aren’t in the Matrix and you don’t need Neo.  The One is Callisto, located at 905, 434.  You can enter his cavern complex via, Repentence Cavern at 930, 502.

 Mortal Sins: Step 25

“Join Callisto at Mara’s Palace.”  Hop into the moat and traverse to the cavern near 343, 963.  “Enter the Palace Below.”  You enter the instance.

 “Find a way to unlock Mara’s chambers.” 

Need Help with Vampires and Rituals?
You run into a number of Vampire Sadists, these are relatively strong opponents that must be defeated before they wrack up 5 blood stacks.  Near the far door, you have to face potentially three.  You can use Line of Sight pulling tactics to get just two.  With a well timed impair and a good AOE build, you can take two out.

In the center of the room is an altar, it won’t activate just yet.  On the far side is a door, it won’t activate either.  However, down in the basement area of the room you are in are flesh-thing monsters, they drop body parts.  Collect a set.  You need a Head, Torso, two arms and two legs.

Place the body parts on the altar – I had to do a circle to place all of them.

“Enter Mara’s Chambers.” Head through the door.  Mara awaits.  She may be a hard fight, build depending.  She summons adds to her aid and she casts a wide area pbaoe.

Need Help defeating Mara?
I used the Blue Mountain Fist/Blade build (at QL10) with primarily tank gear and found the fight to be quite easy.  It appears you can LOS the PBAOE using the horses in the room.  On Aela’s attempt, we observed that the horse statues become destroyed after you hide behind one.  So, apparently this is a reasonable tactic and is par t of the timer for the event.

When you defeat Mara, Callisto conducts his summing trick and brings back Dracula himself.  Dracula takes  Mara out and the quest updates to, “Return to the Carpathian Fangs.”

 Mortal Sins: Step 26

“Enter the Breach.”

Mortal Sins: Step 27

“Follow Emma”

 Mortal Sins: Step 28

“Follow Emma into the chasm.”

 Mortal Sins: Step 29

“Find the source of the energy.” 

You pass through a portal and receive the message “Find a failing Gaia engine.” 

Need Help with a failing Gaia engine?
Three pulsars on your left and three on your right each release anima with a tone.  The center aura does nothing.  Walking through the center aura (the blue one) places you in a new area.

Mortal Sins: Step 29

The new area has a number of beasts in it.

Mortal Sins, step 29: Am I back in Shadowlands?

There is a portal right where you exit, take it.  Enter the Gaia engine where you land.  The 4th pod is out of tune, fix it.  The quest updates to “Find the next failing Gaia engine.”  Keep following the portal fragments until you find an engine with a way in.

Mortal Sins 29, Inter-dimensional repair man at your service

After about three portals you find the way in.  The 2nd pod is broken in this one.  The quest updates to “Find a way to enter the crater.”  Keep taking portals until you land on one without a new direction to go.  Hop off and run uphill.

Mortal Sins 29, entering a Gaia engine

The quest updates to “Repair the prison or attack it.”  Now its time for the big choice.  If you choose to repair the prison (using the audio clues), you side against the dark matter.  If you free it, who knows.

Mortal Sins, step 29.  the final prison

Need Help repairing the prison?
Screw it, things in prison for multiple millennia probably merited being there.  I repaired the prison.  The notes are slightly off tune.  If you stand right behind a note, you will hear a slight buzzing sound if it is off.

For me, the repairs were the 3rd, the 7th and the 9th note, but this might change for others.  Stand and listen after you “repair” a note.  If it buzzes (high pitched bee sound), you made a mistake.

Mortal Sins concludes with a return from the angelic (or dark angelic) visitor from the introduction dream.  This prison has been restored, but others made other choices.  There will be more challenges ahead.  The story pauses!

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Mortal Sins (Steps 1-20) Walk Through with Spoilers

Mortal Sins: TSW Main Story Arc

Steps 1-20: Besieged Farmlands and Shadowy Forests

The Story prior - Virgula Divina

Mortal Sins is the final story-arc for the launch version of the Secret World.  Players are investigating Orochi interest in the research of the mysterious Red Hand.  A Council of Venice delegate introduces players initially to the Besieged Farmlands which is currently overrun by a Vampire and Ghoul army.  As the story unfolds, players discover that there is much more to the legend of Dracula than you find in Bram Stoker!  This TSW Guide, as with all of our guides, uses spoiler text so that players only receive help on the step they are currently working.

Mortal Sins: Step 1

“Find Carmen Preda of the Council of Venice.”

 Mortal Sins: Step 2

“Enter the village of Harbaburesti.”  Around 1039, 1051 the quest changes to “Go to the Taverna and search for stories.”  After the cut-scene you are given the message “Search the village for the friendly owl.”

Need Help finding an Owl?
There is a new owl up the ramp at 1102, 1009.

 Mortal Sins: Step 3

“Follow the owl.”  The quest updates with a VERY long cut-scene at 948, 557.  “Find the girl with the spyglass watching over the Besieged Farmlands.”

Need Help finding a girl with a spyglass?
You are looking for Zaha at 474, 877.

Mortal Sins: Step 4

“Find out more about Transylvania from Zaha.” 

You learn that the Dracula are the Order of the Dragon hinted at by the Owl.  The quest updates to “Find the circus man in the Forest.”  Your quest takes you to Mihas located in Shadowy Forests (right near Besieged Farmlands zone line) “Ask Mihas about the Romany.”

 Mortal Sins: Step 5

“Go see Milosh.”  You get a lot of backstory from Milosh.

 Mortal Sins: Step 6

“Go to the place where the Draculesti were founded.”  Head west to the ancient city.  “Look for the Draculesti prophecy.”

Need Help finding a Prophecy?
Go up the stairs at 262, 749.  Follow the wooden walkway to the quest location.  Quest updates to “Kill the Architect.”  The diary mentions that a key is hidden in the village.


Mortal Sins: Step 6, on your way to the prophecy

 Mortal Sins: Step 7

“Find the key.” 

Need Help finding a Key?
The key is on a table at 215, 945.  Quest updates to “Look for records of the tomb.”  There are records in an old chapel at 293, 837.  Quest updates to “Find the crypt behind the chapel.”  Enter the grave at 790, 543.  There is a solo-boss mob out front of the graveyard that can be very difficult.  Use weakened effects and avoid his ground damage.  The quest updates to “examine  the tomb.”

Mortal Sins: Step 8

“Find someone who can interpret the document.” 

Need Help finding an interpreter?
This turns out to be Anastasia just east of the Romany camp.  She has extensive information about Dracula and his role in this incident.  The quest updates.

 Mortal Sins: Step 9

“Go to the tree of life.”  This is the Agartha entrance in Shadowy Forests.  The quest updates to “Find the source of the stream.”

Need Help finding the Source?
There is a stream which winds around the back of the tree.  Follow it upstream.  You will lose the stream in a set of pipes, but you can pick It up again at 1135, 875.

 Mortal Sins: Step 10

“Activate the source.” 

Need Help Activating the Source?
This is the source of LIFE.  You need to spell LIFE.  But, Vlad didn’t speak English!.  You are looking at a set of Romanian letters.  You need to spell out life in Romanian.  Viata.  viaţă

Mortal Sins: Step 10, Romanian letters


 Mortal Sins: Step 11

“Find a representation of death.”  The quest updates to “Examine the statue of death.”

Mortal Sins: Step 11, representation of death


 Mortal Sins: Step 12

“Find the water of death.” 

Need Help finding the Water of Death?
You can’t interact with dead things while you are alive!  Suicide using /reset and you will see pilgrims following  the water.  Follow them, this takes you into a cave complex at 1014, 497.  The water is at 1047, 311.

 Mortal Sins: Step 13

“Find the Dragon’s Tomb.”  This is in the graveyard, in the Chapel of the Prince, at 783, 575.  Activate it and jump in. “Enter the Dragon’s Tomb.”

After zoning into the instance, the quest updates to “Join the waters of life and death.”

Mortal Sins: Step 13, Dracula's Tomb

 Mortal Sins: Step 14

“Gather the water with Dracula’s egg to capture the essence.”

Move around in the glowing water for the update.

Mortal Sins: Step 15

“Take a rubbing of the Eagle on the wall.”  The Eagle is NOT lit up, click on the scripture.  The quest updates to “Talk to Milosh about the Eagle.”

Mortal Sins, Step 15: The Eagle

Mortal Sins: Step 16

“Find Octavian’s cabin.” The cabin is near 315, 477.  The quest updates to “Ask the old man about the Eagle.”  Octavian isn’t highly motivated.

 Mortal Sins: Step 17

“Look for something to persuade Octavian.”  There is a letter on a nearby table.

 Mortal Sins: Step 18

“Find Emilia.”  

NOTE:  This step can bug if you are grouped.  If you want to view the cut-scene, you MUST drop group before going further.

 Mortal Sins: Step 19

“Kill a boar.”  “Place the fresh meat near Emilia.”  “Watch as Emilia is attacked and hope the plan works.”

 Mortal Sins: Step 20

“Go back to Dracula’s tomb.”  Entering the tomb updates the quest to “Gather Dracula’s essence.”  You can now “use” the water.  When you do, the egg in the center of the room activates.  The quest advances.

Mortal Sins: Step 20, Back to Dracula's Tomb

 Mortal Sins: Step 21

“Go to Carpathian Fangs.”

The Story Concludes – Carpathian Fangs Steps (21-29)

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