The Secret World does weird so very well. By weird I mean a whole spectrum of weird from the unusual characters, the spooky locales and the frankly disturbing plot lines. This post has some screenshots that may be A) spoilerish and B) a bit graphic so only click to read on if you’re ok with both!
Take the mission chain that rewards a character with the flamethrower auxiliary weapon for instance. I was feeling auxiliary weapon envy (healer has quantum brace and dps has the rocket launcher) and I really *wanted* my flamethrower finally. So I dutifully wiki-searched to find what was needed (the game gives no real clues here).
It all starts with Who Horrifies the Horrors in Besieged Farmlands (zone 1 of Transylvania). We did that mission back six weeks ago so it wasn’t exactly fresh in our memories when we picked the trail up again.
We’re playing the game more often these days but sadly it’s usually the “second game” of the evening – we aren’t all free until 21:30ish so a session never lasts more than an hour and a half. That’s enough time to do a few missions and the game supports shorter sessions well enough, especially since they added ‘anima leaps’ for in-zone faster travel.
The Flamethrower weapon unlocks as part of an Issue 7 mission chain that is very, very creepy. Playing through the episodes weeks apart as we have is probably a bad idea since they are layered with details and hints at what is to come. Some missions have a lot of computer logs and other documentation to read on-screen and, sadly, at the moment our sessions are short on time for this type of content. So I’d like to replay the whole chain again when we have time for a proper full evening to go through it in more detail.
Part three in the chain, Where the Hatchet Falls, is a sabotage mission. I have a bit of a love/hate relationship with these as I hate jumping puzzles and sometimes you have to dodge or jump laser beams or other hazards in these missions. It’s the one type of mission where having a group can be a hindrance as in some sabotage missions one misstep by one character will auto-wipe the whole team. Even if your mistake only leads to your own characters untimely demise it does hold the whole team back if you’re running back from the entrance multiple times…
This mission keeps up with the “new heights of weird” vibe for the chain, despite the emphasis on stealth and traps.
The last, and most atmospheric mission of all is The Sound of Children. It’s a very good mission from a story perspective, it just happens that the flamethrower auxiliary weapon is tucked away inside the same location. Do not enter this mission without your inactive flamethrower (a reward from the first mission in the chain) in your inventory! If it’s in the bank you’ll not be able to empower it in the lab to make the inert quest object into the actual weapon. This was a case of too many weeks gone by – I’d completely forgotten I’d banked the darn thing. Thankfully in a trio I was able to Agartha to get the item out of the bank and then use the handy ‘meetup’ option to beam back to the start of the instance – if you solo this chain you might have to restart the mission from scratch!
So we completed the excellent mission chain and I now have an awesome new auxiliary weapon to use. We’re going to start investigating the Scenario system and in particular the Lair system – I’ll do a future post about Lairs as we were excited to discover at random about their existence in the game!