(You can follow my playthrough of The Secret World on Bio Break’s projects page!)
- Henry Hawthorne’s newest and last mission is to investigate the tunnels that he claims “riddles” the island. His weird urge to keep digging deeper, “always deeper,” makes me think of the folly of the Blue Mountain mine and the Ankh excavation. There’s bad things in this here earth, y’understand?
- The trapdoor to the underground tunnels is under the sidewalk in front of the town hall (walking over it makes a hollow sound). I like how clicking on the sidewalk makes it magically vanish, perhaps representing the off-screen work of my characters hereto-unseen jackhammer in the midst of a zombie outbreak. “DON’T MIND ME!” she bellows, concrete chips flying everywhere. “JUST PASSING THE TIME BY FOLLOWING THE NUTTY ADVICE OF AN ILLUMINATI FANBOY!”
- The key to the tunnel is upstairs in town hall, so no sweat there.
- Down here are the tunnels that Solomon Priest and his pal made. There are locked rooms requiring the items you get at the end of Kingsmouth Code, although for some reason this time I got stuck. I needed the phoenix symbol, but it said I didn’t have it. Instead, it was already in the slot at one of the other doors.
- The first door leads to Priest’s tomb… which is empty, save for another artifact and a note saying that the body was moved. Because that’s what you do with corpses, right? Take them for a stroll!
- Past the second door is a series of elaborate room puzzles, each with their own hook. The first room has letter tiles you have to jump on to spell a specific word — in this case, one of the words from Psalms. Of course, the clue refers to the Latin version of the Bible, so you need to find the original Latin word here. Clever.
- Anytime I see gorgeous hidden rooms like these, I always think that it’s such a waste nobody really uses them. Lots of books here, too!
- The second room has probably the hardest puzzle of the bunch, especially if you’re musically ignorant like me. The third room is a simpler emote puzzle, although you have to find the clue back early on in the tunnels.
- All of this puzzle-solving ultimately leads to the new (and less ornate) tomb of Solomon Priest and his killer, Isaac Fletcher. Fletcher penned a confession of poisoning him, and mentions something of a “Third” that Geary advises me to forget.
Idol of Nergal (side mission)
- Some missions and side missions in TSW are locked until you do prerequisite ones, such as this idol that’s tucked away in a cave. It becomes available once I finish the Kingsmouth Code.
- It’s a simple FedEx quest, just run the idol over to Henry at the church. Geary says that the warded church should keep the idol’s habit of attracting hell gods at bay. Good to know!
- With all of the main mission givers in the town done, I jogged up north to the hippie camp, AKA Morninglight. Here’s a quick tip for this game: If you encounter anyone or any group that uses sun imagery or worships the sun, they are bad, bad news.
- The hippie leader, Che, hands off a package to what looks like a muscular Harry Potter to deliver. My character overhears this (along with Che’s pot-infused rantings) and heads after Harry. Maybe it’s a pack of every flavor beans!
- About two steps outside of the camp and I see Harry mauled by a very frisky wendigo. You’d think someone from the camp would have heard this, but no. So it’s up to me to follow the blood trail and retrieve the package.
- This entire mission, start to finish, is incredibly quick. You just have to kill the one wendigo, get the package, and drop it off at a door in the nearby tunnel. Harry would do it, but, y’know, he’s bleeding out on the ground nearby. Man, I can’t catch a break.
- Che’s second and final mission is one of the easier sabotage missions in the game (we are, after all, still in the first zone). He introduces me to Cassie, a camp floozie who isn’t quite what she first appears to be. Cassie’s doing some sort of pick-up for a guy named “B” and Che asks me to escort her. There’s some funny bantering between the two and I always get a kick out of Cassie’s wink to me at the end of the intro scene.
- I head through the door where I dropped Harry’s package off from before. It’s a series of maintenance tunnels, and like everywhere else in TSW, it’s booby-trapped to the extreme. Hard-to-see laser tripwires, motion sensors, C4 all over the place. Good times.
- We round the corner to spot our first sighting of another one of the game’s factions: the purple-clad Phoenicians. By rewiring the nearby control box, I blow their butts up and we proceed.
- The next environmental puzzles include picking a door (the wrong one — and it’s random — delivers an enemy), crossing an electrified floor grid, and throwing switches to deactivate security around the mysterious package.
- When I finally do all of this, Cassie reveals that she isn’t with the Morninglight, but has infiltrated them and wants to keep the package from them. She then stuns me with a debuff called “Black Kiss” and takes off. We don’t see much more of Cassie past this other than a scene in the main storyline, but both she and the Geary suggest that I’ll bump into her again. Sometime. There are a lot of theories about her but nothing definite yet.
Bringing Sexy Back (side mission)
- The only thing left to do at the hippie camp is to check out a broken R.C. plane on the picnic table. Cassie’s left a note on it addressed to a teenage boy, teasing him with pictures she’s left on the plane’s webcam. Well then. Time to go FedEx this across the water to the skate park, where the town’s last Leage of Monster Hunters member resides.
- You actually do get to see the webcam pics, and no, I’m not going to share them. They’re pretty tame, although Cassie hugging the giant teddy bear in the last picture makes me think of a certain teddy bear in Transylvania…
Flame Away (side mission)
- On the picnic table at the skate park is a “half-finished flamethrower” — alas, not the one we get to keep as an auxilary weapon. The mission is to repair and test it, which I can definitely get behind.
- To fix it, I dash over to nearby Edgar’s scrapyard and root around in the trash to find parts for it. Then, all I have to do is equip it and let out a fun burst of napalm at nothing in particular.
- I actually do get to keep the flamethrower, but since it only has two charges remaining, it’s not going to be useful to me unless I find more fuel. So, something I just learned: once you get this, you can click on fuel cans all over Kingsmouth to get more charges. I honestly did not know that before looking it up now. That’s kind of neat! I’ve noticed cans at the sherriff’s office and the hippie camp, and I’m sure there are more.