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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Hell and Bach – TSW Guides Investigation Walk-through

Full Write Up of the Quest:  Hell and Bach

In Savage Coast – The Secret World

Update 1.1 (TSW)

Hell and Bach is an investigation quest introducted in the 1.1 Patch for TSW, Carter Unleashed.  The quest is offered by Daniel Bach at the Overlook Hotel in Savage Coast.  The quest follows the history of Theodore Wicker.

Hell and Bach :  Step 1

“Examine Bach’s research.”
Hell and Bach :  Daniel Bach's Notes

“Latin, fuckin latin.  But I’ll tell you Theo you’re not the only one w/ a classical education.”

  1. Soho
  2. Brooklyn (Cora LV?)
  3. Maine
That’s the information Daniel Bach passes on as you begin the quest.

“Examine Room 13 for clues.”  Wicker’s journal is sitting at the edge of a bed.  Clicking it gives the option to “enter room 13.”  You flash back to a more stable version of Room 13.  Check out Wicker’s journal again.

The Latin term “Orderint Dum Metuant” Yahoo answers suggests that the phrase means “let them hate, so long as they fear.”

Reader Nina, comments below:

“Oderint, dum metuant” means “Let them hate, as long as they fear”.
(The game has “orderint” instead of “oderint”; this is either a bad pun or an error.)

Hell and Bach, Wicker's Journal

“Find a way to activate the séance circle.”  Roll away the carpet and you will see the summoning circle.

Need Help using the summoning circle?

You have to type out ORDERINT DUM METUANT in demon glyph. Be careful, because the floor circle does NOT align with the diagram in the book.

Click on the image for a full screen solution

Hell and Bach, the Room 13 Solution


Hell and Bach :  Step 2

“Travel to the location in the top photograph.”

Need Help finding the location?

Head to Agartha and Brooklyn.  Go into the sewers near the Illuminati headquarters and look for a sewer cover at 307, 347.  Quest updates to “Find a way to activate the sceance circle.”

Need Help solving the New York puzzle?

There is a piece of equipment nearby with graffiti on it… in Latin!

Non Sum Qualis Eram, or “I am not what I was.”

Click on the image for a full screen solution

Hell and Bach, New York Solution

Hell and Bach :  Step 3

“Travel to the location in the third photograph.”

Need Help finding the location in the third photograph?
Travel to London.  You are looking for a doorway to a basement apartment at 166, 205.

Entering updates the quest to “Find a way to activate the séance circle.

Need Help solving the London puzzle?
Wicker has carved into the roof, “Orbis Non Sufficit,” which translates to The World is Not Enough.

Click on the image for a full screen solution



Hell and Bach :  Step 4

“Search the room for more information about Wicker’s past.”

  Need Help solving Wicker’s past?

There is a journal on a nearby desk, check it out.  You have to use the cipher you decoded from the past clues to uncover the symbols.  The first pair of words is TABULA RASA, “or blank slate” which references the location to visit.  The second word is SEPTIMUS which means “the seventh”

Hell and Bach, known letters

Need Help Getting into Wicker’s room?
At the tabula rasa, buy a room key for Septimus from the concierge.  Use the key on the cube and head up to Wicker’s room.  The quest updates to “listen to the cassette tape” following that “examine the briefcase.”  You see a picture of a Wicker lecture with symbols on it.  The symbols translate to Ad August per Angusta, which translates to “August through the strait (or narrow).”  

The quest updates to “Go to the location mentioned in the flyer.”

Need Help finding the location mentioned in the flyer?
The flyer mentions going to the Occult Museum, which is to the SW of the Templar HQ at 296, 270.

Hell and Bach :  Step 6

“Find a way to view Theodore Wicker’s lost lecture.”  The museum is closed, but a scrawled note directs you to Wickers “private Youtube Channel” at -E11 ot Dewhurst.

Need Help deciphering the note?
This turns out to be the name ELLIOT DEWHURST.  Checking for him and lecture on Youtube leads you to:

Interested in the Latin in this quest?

Nina comments:

I should think that all four quotes point to a person travelling a lonesome path, convinced to be (or to have become, as in “Non sum qualis eram”) singled out in one way or the other: privileged, powerful, but also isolated and deprived of happiness, having left the world of joy and love behind:

Oderint, dum metuant” (“Let them hate, as long as they fear”) is a fragment from a lost tragedy, said by Suetonius to have been often quoted by the Emperor Caligula, who was little loved by his people.

Orbis non sufficit” (“The world is not enough”) is attributed to Alexander the Great. (And made famous again in recent times by the Bond family.)

Non sum qualis eram” (“I am not the way I used to be”), in the two famous poems that have the line (Horace 4.1 and, quoting Horace, E. Dowson), refers to youth and love renounced or lost.

A person, I should add, also able and willing to transcend the limits of the secular world (“Orbis non sufficit”).

For Dowson’s poem, listen to this:

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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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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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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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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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Dr. Klein and the Colossus, Melothat

Dr. Klein and the Colossus, Melothat

The Ankh – Normal/Elite

The final encounter

Return to Dungeon Page

Previous Boss - The Colossus, Malothet

The last encounter in the Ankh has multiple stages and mechanics.  This encounter requires players to counter both the Doctor and the Colossus, in successive sequences.  The fight culminates with a hasty run up a dizzying catwalk for the final showdown with Doctor Klein.

Throughout the encounter, there are environmental effects to avoid.  Ranged DPS is extremely useful in this encounter.

The encounter area is L shaped, with players entering on the bottom side of the L.  Around to the left, at the top of the L, is the beginning of the catwalk that players will use to climb up to Dr. Klein at various points in the encounter.

The Colossus

The fight opens with Dr. Klein standing high on a podium, charging up the Colossus who stands below in a lake of filth.  The Colossus has two mechanics in the opening phase.

Targeted filth attack – the colossus will wind up periodically and smash the ground, leaving a pool of filth where the blow landed.  Filth effects are persitent effects and stay in place for some time.  Because of this, players should move the Colossus carefully between attacks, so that there remains safe places to stand after a few filth effects land.

Agro Mechanics – the Colossus, apparently, is proactive in his defense of Dr. Klein.  Players who ascend the catwalk, early, draw his ire immediately.  Additionally, we have observed agro swapping during this fight that appears to be proximity driven.  Because of this, we prefer to engage the Colossus on the bottom of the L, with only the healer rounding the bend.  The tank moves the Colossus from right to left along the base of the L as filth stacks accumulate.

Attack - the basic attack from Melothat is fairly minor (until it gets Filth buffed).

Dr. Klein Engages

At several points in the encounter, the Colossus goes idle and sinks into the filth.  At this time, Klein comes out to the edge of his platform and fires a glowing beam towards the Colossus.  This beam places a stacking buff on the Colossus that adds a progressively larger filth component to the attacks of the colossus.  Players must ascend the cat walk and fire on Klein to drive him off.

The fight vacillates between Colossus and Klein stages for a few exchanges.  About the time the Colossus is near death, Klein teleports down to join the fight directly.  Klein initially lands at the right, bottom edge of the L.  On his teleports during this phase, he goes to the top left side of the L and swaps between these two spots.

Klein uses everything he threw at the players earlier in the dungeon.  Waves of motes and blasting waves travel the length of the L.  Players can avoid these effects using the bend in the L. However, some damage must be done to Klein or he persists his attacks.  Klein gives up and flees back to the top after taking moderate damage.

The Final Klein-Down

Once the Colossus is defeated and after driving Klein up to the top again, the players must head up the cat walk and finish off Klein. He travels to the very top and the ground will be shaking during this ascent, as Klein powers up a filth machine.

At the top, Klein becomes a strait up DPS race.  His machine stacks a buff on him, allowing him to churn of more and more damage.  While a good tank and healer can take this well over 1500 stacks (in normal mode), it is advisable to defeat Klein well before this happens.

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London Underground

London Underground: Templar Faction Mission

Full Walk-through

London Underground is the final Templar faction story.  It involves the retrieval of an ancient Roman artifact from a Roman temple.  Conveniently, this Temple of Mithra happens to be right in London, Underground even!  This TSW Guide, as with all of our guides, uses spoiler text.  Simply reveal the box for the help you need without spoiling the rest of the quest!

London Underground: Step 1

“Meet with Dame Julia.”  You get an interesting story about bad things happening underground in an abandoned temple of Mithra.  “Enter the Mithraeum.”

“Use the Templars arms chache.  Take defence turrets from the Templars arms cache.” 

You find the cache in a room with three entrances.  There is a barricade along the back wall with the crate.  Opening the crate gives you six land mines and two turrets.

 “Prepare a defence.”

You are going to have a ring event with multiple waves.  You will get a set of four Templar defenders.  Placing your turrets and landmines well is helpful.

Need Help with the defense?
You have to defend three entry ways.  Ideally, you want the turrets in a position where they can cross-fire groups coming in from any of the doors. I placed my mines in a pattern in front of one of the doors.  While this worked, in retrospect, I might choose to place my mines in out of the way places.  At various points in the fight, you will get powerful Dragon and Illuminati attackers.  You could pull those guys over the mine to take them out easier.  However, the main thing is getting a good cross-fire from your turrets.

I noticed that the turrets won’t activate unless they are initially frontal to the fight.  Once active, they will cycle in circles.  So, position the turrets so they get a cross-fire and have frontal access to all three doors.

This is an endurance fight.  You need to outlast the enemy.  An advanced survival build will work.  I completed the step in my elite tanking build, with Consequence slotted instead of Call for Eris.  Now that Karma is fixed, I would probably go with that.

“Defend your position.”

Stay alive.  Use potions as you need, train mobs into your Templar counterparts and pull the hard mobs into the land mines.

 London Underground: Tier 2

“Claim the sword.”

The sword is on the wall right behind where you picked up the armaments.  Good job!

 London Underground: Tier 3

“Meet with Dame Julia.”

That’s it.  Nothing else for now.  London Underground ends with a bit of a whimper.  There is no real information as to the importance of the sword you recover.  It is worth speculating though.  Recall that at the end of Dawning of an Endless Night and also at Black Sun, Red Sands, a powerful weapon was found – and ultimately lost.  Cassie walked off with the sword and the Orochi have the Pharaoh’s halberd.  At least the Templar got to keep this sword!


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Action Quest: Besieged Farmlands

This is the second quest given out by Cucuvea in the Besieged Farmlands.  This quest introduces the Besieged Farmlands Monastery and the Deathless Monk opponent.  The Monks have several unique abilities, including area of effect attacks that impair and pull players.  Take your time to learn about them now, you will see them again in both Shadowy Forest and Carpathian Fangs!

Deathless: Step 1

“Go to the outer courtyard of Our Lady Monastary.”  Updates to “Drive the Deathless from the outer courtyard.”  Beware using Impair effects in these fights, Deathless counter impair with silence.

 Deathless: Step 2

After killing a few, you get “Go to ruins gateway.”  “Protect the owl until the ritual is complete.”  This is a ring event with a couple of stages.  Defeat the Uhallowed Servant for an update.

 Deathless: Step 3

“Explore the ruins.”  Updates to cleanse the western and eastern shrine. These are angels hidden in small ruins.

 Deathless: Step 4

 “Drive Deathless from inner courtyard.”  Kill a few.  “Go to ruins gateway.”  “Protect the owl until the ritual is complete.”  Defeat a few waves of monks.

 As the fight progresses you will get message “ Temporary Deathless state, items have been added to your inventory.” as you approach the warded church.  During this time, you become Deathless and can not use your own abilities.

 The three items in your in your inventory are your abilities in the spirit-like state.  One is a straight nuke, one is a nuke with a silence component and longer recycle.  One is a fairly significant heal.

Deathless, taking on the shape of your enemies

Deathless: Step 5

“Explore church area.”  Destroy the angel statues guarded by deathless.  After destroying 4 angels, the church opens.  Once this happens, you enter the church with the update “Kill the Culler of the Desecrated.”  Fight your way through the Penitent and take out the three Deathless with the Culler. This is not an easy fight – but if you cycle your heals between nukes and silences it should work out.  Consider using a partner if needed.

Deathless, in the chuch

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The Gathering

The Gathering

Action Quest: Besieged Farmlands

The Gathering is the first quest given out by Cucuvea, the Owl from the Mortal Sins story line.  Cucuvea has a longstanding battle with Lilith and, by extension, Mara.  This quest sends you in to vampire and werewolf territory to disrupt the Gathering!

 The Gathering: Step 1

Pick up items.  All of the items you need are in the tree.  Look around and you will find them.  Visit the anima well and plant an apple to get a very nice pet for the foray.

 The Gathering: Step 2

Assess threat at the pass.  You and your faun should head up the road.  Along the way you will deal with sets of elite werewolves.

Need Help with Werewolves?
Avoid their column attack stun and you should be fine.  At the top of the hill, you will find a named quest mob.  Kill the Burzenlander to advance the quest.
The Gathering: Step 3

Find a way to the top of the ridge.  Backtrack to 872, 569.  Head up the hill, but BEWARE!

Need Help avoiding snipers?
At around 842, 587 you will encounter your first sniper.   There are two vampires Valcean Ignoble that look like good fighting targets, they are bait.  Do NOT approach them– instead pull them out of their area inside the sniper range and kill them before entering. You will get a brief debuff effect, a bullseye on your head and if you don’t hide quickly, you die.  Hug the left wall tightly to avoid the bullseye.  You actually need to work your way up to 818, 596 and dispatch the sniper.

The Gathering: Step 4

“Find the leader of the northern ridge.”

Need Help with still more snipers?
You find another set of sniper problems at around 792, 629.  The safe spot is near 819, 664, behind a tree.

The Gathering: Don't fall for the bait!
You skirt a couple of packs of vampires and you HAVE to take a sniper shot to make the run.  Kill Slakeless. At 786, 726.  This is not an easy fight and there may be werewolf adds.  Avoid the column attack and bring hitpoints and healing.

The Gathering: Slakeless

The Gathering: Step 5

“Find the leader of the southern ridge.”  When you find him, you are updated with “Disrupt the ritual and kill Tugomir cel Mare.” 

Need Help with Tugomir?
Kill his three vampire henchmen and take out Tugomir.   However, Tugomir builds up a buff as the fight progresses, when it reaches 5 it does major damage.  Use purges and interrupts if you can to help out here.  Or bring a friend.

The Gathering: Tugomir

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