The Secret Adventures: You must be this tall to die (Savage Coast #3)

(You can follow my playthrough of The Secret World on Bio Break’s projects page!)

jackJack’s Back (action mission)

  • I’ll be really glad to be done with Wolf’s missions, if just to be able to avoid the kindergarten from now on.  Those creepy kid voices and the music just gets to me, especially since there’s no explanation about it.  Maybe Wolf is waiting for me to leave before he turns to go inside and takes care of whatever monster is lurking in those dark classrooms.
  • Wolf mentions that Jack O’Lantern is lurking around these here parts, and while Wolf ain’t going to go after him (he’s got a pipe to smoke, after all), I’m welcome to the task.
  • Let me tell you that when this says that it’s an action mission, you better believe it.  This is almost non-stop combat from start to end as you follow Jack around the map, fighting through ghostlights, revenants, and those chainsaw/shotgun-wielding sackboys as well as the occasional Jack boss battle.  It’s a little tedious (I hate the ghostlights as they keep backing out of melee range and then splitting into two) but quite doable.
  • I almost, almost kill Jack at the end, but he does indeed escape for a second time.  Curses!  Geary tells me that he used to be a farmlad that a guy named Archie Henderson experimented upon (accidentally or intentionally).

Winter’s Legacy (side mission)

  • A collection of newspaper clippings in the League’s treehouse talk of the nearby amusement park and how several of its employees have gone missing.  One of the kids scribbled, “Are they still there?” which is of course true — they’re just not what they used to be.  Time to head to the park and put down some zombies!
  • So let’s finally talk about the amusement park.  As I’ve mentioned before, it’s absolutely baffling that there’s a full-blown park on an islane of this size so far out of the way, but that’s actually factored into the story.  Something wanted the park to be built on top of it.  Something needed it.  And it’s a bad, bad place.
  • Out of all of the locales in TSW, the amusement park has a unique visual effect when you enter it: The screen goes (mostly) black and white, grainy and wavy.  I’m not quite sure what it’s supposed to represent.  Going back in time, maybe?
  • The out-of-tune carnival music and the ominous purple rifts — on loan from RIFT, I swear — are not good signs, either.  The mission is straight-forward, at least: Kill four ex-employees-turned-zombie-cultists, and then assassinate their leader (a revenant in disguise).

rollerTheme Park Tycoon (action mission)

  • “Why in God’s name did he build this park?”  Good question.  Really good question.  Let’s start investigating that.
  • In the parking lot of the park is a car with a dead driver and an upscale, somewhat arrogant man standing nearby.  This is Nicholas Winter, the son of former park creator/owner Nathaniel, who has returned to Solomon Island (at the worst time ever, I might add) to investigate the park itself.
  • Nicholas begins with a heap of exposition, saying that the park suffered many fatal and gruesome accidents both during its construction and after its opening.  Finally it got to be too much and was shut down from 1980 on, which means that it’s been abandoned for three decades.  Yet the rides whisper and Nicholas can’t understand why his father became obsessed with the place.
  • It’s not the biggest amusement park in the world, but I could see spending an afternoon there.  It has bumper cars, a spinny ride, a rollercoaster, a lagoon with boats, and a ferris wheel.  That’s pretty impressive for the actual footprint.
  • The first challenge is to go to the Octotron and survive several zombie waves while the ride goes berserk.  You can actually use the out-of-control spin to your advantage by positioning the zombies to be hit by the cars, although this works on you too.
  • After a small assault on a statue, it’s off to — I swear this is a real quest objective — ride the roller coaster.  Yup, in this quest you actually do get to go on a full rollercoaster ride, and boy is it a doozy.
  • I think that by putting you into a locked-down first-person perspective for the ride, it does an effective job making you feel vulnerable.  This isn’t helped by the various ghosts swarming around you, the ravens that make the ride shake, the branches that threaten to knock the car off, and the first appearance of the Bogeyman: “Don’t fear the dark.  Fear me.”
  • There’s a super-effective jump scare right at the end of the ride that gets me every time, too.
  • From there it’s an assault on a mud golem in Lover’s Lake, followed by a trip to the ferris wheel.  The Bogeyman knocks me all over the place while invisible here, finally appearing to show how truly disturbing his model is.  As far as I know, he’s a unique-looking character in the game, and thank goodness.  His weird body proportions and long tongue haunt my dreams.
  • The finale of this adventure is a fight with an angry clown in the middle of the bumper cars.  The cars come to life to rock music during this part, although I think it was mostly for show.
  • In the mission wrap-up, Geary said that Nathaniel wanted to be Illuminati but was rejected, and that some parks are fronts for occult happenings.  That makes me very glad to be here.

bogeyA Carnival of Souls (action mission)

  • Our investigation into the theme park continues, as we find Winter pouring over his father’s will, bitterly angry and confused as to the man’s obsession with the place.  Winter mentions that the ferris wheel saved him from the fog… and that it was quite odd that it was still operating.
  • Taking a ride on the ferris wheel doesn’t give me a bird eye’s view of the park — which I was expecting — but instead transports me to a slightly more frightening version of the park.  Another dimension?  I guess.  At least it’s easier to see in this version.
  • There are three statues around the park that have to be destroyed to help “the children,” after which I chase the Bogeyman around to the next one.  It’s not long before me and Mr. B have a showdown in front of what looks like a small split chapel.
  • This fight was originally one that kicked my butt, back in my Templar days.  It was a breeze this time, probably thanks to a better build and a lot of training with avoiding bad telegraphs.  Killing the Bogeyman nets me his monocle, which will come in handy with the next mission.
  • I always felt that the Bogeyman is underutilized in this game.  Almost as soon as he’s introduced, you’re killing him without getting to know much about him at all.  For a character with a unique model, I would have expected more.

circuitsGravity (investigation mission)

  • “There’s a gravity here,” Nicholas declares, going on to confess that the hold that the park had on his father has gotten to him, too.  And that while he’s gotten an offer to sell it, now he feels as though there’s something vital at stake and that he doesn’t dare do it.
  • Using the Bogeyman’s (Nathaniel Winter?) monocle, I see secret writing in the last will and testament.  It speaks of the sailors (Phoenecians) trying to get the place and how the park is perfect for some sort of plan.
  • As an investigation mission, this is slightly more tricky than normal.  It consists of trying to find the various pages of Winter’s blueprints scattered all over the park, which can be done by crafting the monocle with various bits of colored glass to be able to see what looks like circuitry on both the plans and on the ground.
  • The “circuits” run through most of the rides, culminating in a small shack in the middle of the park.  I activate the blueprints via colored chalk and… stuff blows up.  Truth be told, the ending is very anticlimactic and vague.  I guess Winter was trying to use the park to channel occult energy into him, which probably backfired and turned him into the Bogeyman.  So why did I turn it all on again?  And what happens to his son now?  These questions are never answered.

Stranger Than Fiction (side mission)

  • Right outside of the amusement park is a severed hand and a Sam Krieg novel, which mentions a group of kids getting picked off by a beast in the park.  How much and why Krieg knows and writes about the secret world and passes it off as fiction is intriguing to me.  We’ll get to ask him soon enough.
  • The “beast” is a wedigo (winnebago) that doesn’t put up much of a fight.  Kinda feel sorry for the guy.
  • This mission is a breadcrumb task to get me to go over to Krieg at the lighthouse.  Fine, fine, you’re next on my list, man.

Five great books I’ve read lately

traitorIt’s been a long, long time since I’ve done a book post here on Bio Break, although I’ve been reading rather voraciously over the past few months.  So let’s cut to the chase and I’ll give you five recommendations for books that I’ve really enjoyed:

1. Traitor’s Blade

Several fellow bloggers strongly recommended this book and man, am I glad I got to it.  It was a page-turner of the highest order, a kind of fantasy retelling of the Three Muskateers (but not strictly speaking) with characters that have these super-awesome “greatcoats” as armor.  Great plot twists, hilarious writing, cool action sequences, and a few quotes that were so darn epic that it made me want to punch the air.  I’m hoping for a sequel.

2. The Crimson Campaign

The Powder Mage trilogy started a little slow, but once it got going it was like a freight train of awesomeness.  This second book flashes between four principle characters, each with their own gripping storylines, such as an army incursion behind enemy lines, a quest to save a family, and a character coming to grips with newfound powers.  I just genuinely like these books.

3. What If?  Serious Scientifice Answers to Absurd Hypothetical Questions

The XKCD guy penned a long series of scientific essays dealing with funny hypotheticals, such as what would happen if the earth suddenly stopped spinning or if you could make a jet pack that rides on machine guns firing.  The answers are pretty revealing and the doodles he does are entertaining.

4. Bird Box

Here’s a post-apocalyptic tale that has a fresh approach: *Something* spread across the globe that causes people to go insane and become homicidal and suicidal if they catch but one glimpse at it.  We see how civilization slowly collapses as everyone withdraws into their homes and learns to cope without seeing — and not being able to see, to know, is actually incredibly terrifying.  A quick, good read.

5. World of Trouble

The final Last Policeman book traces the last days of the earth as the meteor is about to hit — but the policeman is desperate to solve the mystery of what happened to his sister, a quest that parallels nicely with the apocalypse.  It’s a sad book full of finality and excellent questions, such as “Does any of this even matter?”  I think it does.  Finishing it made me want to re-read the entire trilogy again.

RIFT: Best. Weekend. Ever.

level50Even though I’m still too low of a level to get into the new expansion zones, this past weekend was absolutely tremendous in RIFT.  My main goal was to get from level 46 to 50, which as you can see above, I accomplished that quite handily.  But that wasn’t all; the entire weekend was a series of great experiences attempting to top each other:

  • On Friday night, our guild invited me to run some raid rifts with them, and with the new sidekicking system, my level wasn’t an issue.  We did two raid rifts which netted about 3/4ths of a level for me plus a boatload of various rewards.
  • Then we saw and tackled one of the new nightmare rifts, which was an absolute blast.  The goal with these is to beat every wave within a time limit while not wiping — and every new stage gets progressively harder.  The faster we went, the higher our potential bonus got, which turned it into a frantic melee of fun.  We only got to about level 13 or so before these mobs used some sort of washing machine spin cycle to thrash us about and practically wipe the entire team, but it was still a hoot.
  • The minion system?  Oh my stars, it’s so addicting.  I’ve gotten more dimension items from that than anywhere else in the game, and I probably spent more plat than I’m willing to admit to buy a few more minions from the auction house.  I’m up to 13 or so right now, although I haven’t seen any dropped or from missions.  I assume when I get higher in level.
  • Among my minion rewards, I got a purple-quality dimension (Infinity Gate).  Wow.  Thanks, minions!
  • The whole Faeblight debacle (the server had to be rolled back 24 hours) didn’t hurt me, as I’ve been on Deepwood, but because I have characters on there, Trion gave me 750 credits as compensation.  That was more than enough for a 5th minion adventure slot (as I said, addicted).
  • As I quested, I kept queuing up for dungeons and ended up running about four or five of them.  I don’t know what it is about RIFT, but I love dungeon diving in this game.  It’s so low-stress and relatively quick (20-25 min each), and the rewards are generally good.  I got a purple ring called Precious that made me smile for multiple reasons.
  • After hitting level 50, I got the Blade and Parity skill for my Bladedancer, which makes me into a crit-dealing powerhouse for 24 seconds.  It’s so beautiful that it makes my eyes leak water every time I use it.
  • And Sunday morning, when I logged in to get my daily gift, I saw that I got a lockbox key.  I’m not going to buy lockbox keys, but if they give them to me?  That’s fine.  I had a box lying around, and when I opened it I got an orange lesser planar essence with incredible stats.

As for my plans, I’m trying to finish up the Shimmersand storyline (I’m almost done), after which I’ll take a detour to Ember Isles to pick up my favorite companion pet, and then it’s to Storm Legion zones!

Starflight: Copyright protection

(This is part of my journey playing through Starflight. You can follow the entire series on the Nostalgia Lane page.)

warnYeah, they weren’t kidding around with software copyright protection in the 80s.  Or, more accurately, they totally were kidding around, even though they were deadly serious.  It was a weird decade.

Wow… the feels that this screen suddenly gave to me as decades-old memory neurons were fired back up.  Welcome to my crappy spaceship.  Let’s launch this thing and make our fortune!

codeUnfortunately, I’m not allowed to launch unless I enter in the copy protection, which (if I recall correctly) was some sort of code wheel.  A code wheel that I do not have.  GOG.com has my back on this with two options.  The first is a very confusing PDF file, and the second is a handy little application that takes the on-screen clues in and spits out a helpful code.  Thanks, GOG!

After a little launch sequence (ooh, whizzing stars!), I’m in the void of space with nothing on the screen.  Hm.

planetStarflight is very, very menu-driven, and quite reminiscent of the original Wasteland in that regard.  So to access various functions of my ship, I have to talk to a specific crewman to open up that department.  Navigation allows me to fly around my home solar system via the cursor keys.  Nothing like a spaceship making an abrupt, sharp left turn to mimic accuracy!

Operations told me that there’s some good mining on the inner-most planet, so I fly around the sun and see what I can do to land on this brown blob.

As basic as the graphics are, it’s got a nice style to it and there are a few neat touches.  I really like how, when you orbit a planet, you get to see the planet slowly “rotating” in the window.

landAlso, landing uses a primitive 3-D landscape view — hey, back then, anything remotely 3-D kind of blew our minds.

groundNow that we’ve landed, it’s time to mine this planet for all it’s worth.  So my crew all piles into the all-terrain vehicle and starts puttering around on the surface, looking for those oh-so-valuable mining icons (crossed pickaxes).  It’s *amazing* to me how fast all of this is coming back to me; less than a minute out of the ship, and I’m driving around and mining like I used to do back in the day.

I don’t find a lot of stuff my first time out, just some chromium.  But I’ve got tons of space, so I pick everything up.  It’s important to keep an eye on the energy gauge so as to not run out of power and get a big fat game over.  At least the readout there tells you where you left your ship, which is quite helpful.

bonanzaAfter some trial and error, I figure out that my best mining prospects are on the grey and white patches (mountain and snow?) and worst on the yellow and blue (sand and water?).  I don’t quite fill up my cargo hold, but I’m excited to go back to the station and see how much I’ve made.

cargoIn that short mining jaunt, I end up making around 28,000 MUs, which — at least to me — seems like a nice haul.  I will be going right back to do a lot more in the next session, because I want to deck out this ship as much as possible before leaving this system!

WildStar: In the mouth of space madness

m1Some nights you have such great gaming experiences that your finger goes sore from jamming on the screenshot key and you can’t wait to whip up a blog post to share the whole sordid tale.  Last night was exactly that for me in WildStar, as I did my first venture through the “Space Madness” shiphand mission.

Up to this point, shiphand missions have more or less been Alien knockoffs, but this one took… a different road.  My shuttle lands on a space station where — small spoilers — a science experiment’s gone a little wrong and released a ton of space LSD into the vents.

m2Everyone’s gone crazy already and I am next.  I started out with a “sanity meter” that slowly depleted, spawning more enemies as I grew increasingly insane.  Of course, these were all figments of my drugged-out imagination, but still.  By sucking on some fresh air tanks, I was able to get a little more sane.

But who wants to get MORE sane when you have the option to completely flip out?

m3Do… do those security cameras have eyeballs?  Why yes, yes they do.  And I’m not even completely crazy yet!

m4Thaaaaaat’s more like it.  SO MANY RAINBOWS.  I was laughing so dang hard into teamspeak at this point.  Whoever designed this mission must have had the best time ever.

m5Tiki spider shopkeeper was actually functional.  He also sold lemonade.

m6“And then, the furniture started attacking me like I was Gaston in Beauty and the Beast!   …no, I’m being totally serious.”

m7At this point, really nothing could surprise me in this mission.  Although, would punching someone with an eyeball hurt one’s opponent?  You’re picking one of the squishiest parts of the body to make into a weapon.  Next you’ll be beating me to death with a marshmallow baseball bat.

m8The big boss here is Exact Change 3.0, a mobile vending machine that throws drinks at you.  I swear I had a dream like this once.

After this, I found a hazmat suit and got sane again, which was far more dull.  It was still a heckuva mission and a great memory.  I love it when an MMO can make me laugh.

RIFT: Minion mastery

minionsIt’s a strange place to be in when you’re all excited about an expansion releasing for your current MMO but you’re not in a position to experience most of that content.  That’s my choice with RIFT, as I really am focusing on my Rogue (level 47 as of last night!) and content with the knowledge that Nightmare Tide will be there in a few weeks when I finally get to it.

In the meantime, only a few drips and dribbles of the expansion impacted me.  For starters, my health — everyone’s health — practically doubled overnight.  I’m not quite sure what the reasoning for this is, but I’m not necessarily complaining.  I theoretically have access to the new nightmare rifts (although I couldn’t find one) and the sidekicking (but no offers/reasons to do it).  So pretty much the whole of what Nightmare Tide is offering me right now is access to the minion system.

This makes Syp happy.

It’s a small, silly, side system, but it’s exactly the sort of thing that I love to do in MMOs.  The minion system combines basic strategy, collecting, and time mechanics to bring in some extra rewards.  I had two minion slots to start with and purchased two more, then loaded up with the default minion, one from the cash shop (with leftover gems), one from the collector’s edition, and four others that were at the vendor.  That was enough to start having fun sending them out on missions and getting a few rewards back.

Mostly I’ve just been leveling up my minions, which — as far as I can tell — only increases their potential stamina.  Missions cost stamina, and once that’s depleted you have to wait to regen it (24 hours from zero to full, or so Trion tells us).  Some missions cost aventurine, which Darkfall’s masters are undoubtedly irate over, although it’s not clear how one gets more aventurine.  Successful missions, presumably, although I haven’t seen it on any reward lists.

The “strategy” comes with matching up the best minion for the best job, according to symbols.  If only real life was this clear-cut.  A really good match can propel a mission into a five-star success, which brings out the bling.

So far I’ve gotten a few odds and ends, like crafting mats, a dimension item, and some noteriety.  But it’s an enjoyable little system that takes only seconds to interact with.  I probably won’t be seeing minions as quest rewards any time soon, so I’m hoping to find a few via drops.  In the meantime, I have my small army to work with.  Go forth, my minions, and do my bidding!

The Secret Adventures: Ak’absolutely fabulous (Savage Coast #2)

(You can follow my playthrough of The Secret World on Bio Break’s projects page!)

burnFourth Degree (side mission)

  • Time to leave hell behind for a few and head down to the closest thing Savage Coast has for a main street.  There are a few houses, a school, and a gas station, but it’s far less populated than Kingsmouth.
  • When you don’t blink an eye at quest objectives that say things like, “burn corpses,” then MMOs have definitely trained you to treat the macabre as ordinary.  But hey, this is for a good cause, which is to stop the zombies from eating dead friends and neighbors.
  • I don’t even want to think of what’s involved in casually setting a corpse on fire.  Next mission, please!

leagueThe League of Monster Slayers (action mission)

  • Readers, meet John Wolf.  John Wolf, readers.  He’s Jack Boon’s counterpart, a faction-free good guy who’s sitting in front of a haunted kindergarten that has even more corpses draped over mailboxes.
  • Wolf introduces me to the concept of the League of Monster Slayers, an ongoing club of kids who fight against the things that slip in through a crack onto the island.  He also mentions that the Ak’ab are camping around the League’s treehouse, which is all manner of bad news for me.
  • If the word “Ak’ab” doesn’t trigger a psychological reaction in you, then you haven’t played TSW.  They’re giant ground moths that are so dang annoying to fight, mostly because they constantly charge and are found in mob-dense regions.  They are easily my most-hated mob in this game.  Well, I’m sure there might be a few outliers, but when I first went through this zone, I learned to loathe the moths deeply.
  • Well, no sense fretting about it.  I dive into the murky woods behind the town and make a beeline for the treehouse.  It’s a truly impressive structure, 40 to 50 feet off the ground and comprised of two levels.  I have a hard time believing mere kids constructed this, but it’s cool no matter what.  Seriously, if I had a place like this when I was a kid, I would’ve never gone home.  It even has some sort of slingshot cannon on the roof.
  • The book “The ABC of Monsters” is *well* worth a read if you’re up there.  It’s a hilarious examination of many of Solomon Island’s monsters from a kid’s perspective, each done with funny doodles and little notes.  “E is for Eldritch Zoidberg.”  I’m kind of curious who finished the book since the kids weren’t here when the fog happened and that’s when a lot of the monsters started popping out.  Huge props to whoever at Funcom took the time to draw all of this up.
  • Speaking of doodles, it’s time to join the League of Monster Slayers myself, although I’m a little mystified as to why.  At least there are convenient instructions on the table detailing five rites that must be performed as kids would do them.  Alrighty then.
  • The actions demanded are pretty amusing, such as “poke a dead body” and “spit into the black pool,” but the reality usually ends up summoning a strong mob to fight.  No wonder there aren’t many League kids around.
  • At the black pool are a lot of filth infected people who babble crazed nonsense that is seriously creepy to listen to, especially if you have a headset on or the volume way up.  Some beg.  Some weep.
  • The initiation ends at the “God cave,” aka the entrance to Agartha.  There’s another funny doodle sheet-slash-certificate as well as the combination to the League’s safe.  Hmm.

weaponsWeapons of Minor Destruction (side mission)

  • I jogged back to the League’s treehouse and climb up to the second story to crack open the safe.  Inside is a dossier on weapons that the League has stashed around town, which also activates this side mission to go find them.  The mission doesn’t show up if you didn’t know the code from the previous mission.
  • The “weapons” are scattered around town, and really are just triggers for four different types of golems to appear (sand, insect, concrete, and mud).
  • What’s interesting to me is that this is a clever way of telling without telling us more about the League.  These places were important to the kids, such as the fishing hole and the baseball field.  Even though we don’t get to know any of the League outside of Danny, we do get to know a little about them and their lives through these missions.  That’s good storytelling.

The Exterminator (side mission)

  • There’s no story here; this is just a “kill a bunch of Ak’ab and their burrows” mission.  Gladly done, but unfortunately the Ak’ab refuse to stay dead.

phTaking the Purple (sabotage mission)

  • John Wolf is a very mouthy man, in a philosophical sort of way.  I guess he’s not just giving us missions, he’s cluing us into the overall situation on Solomon Island and Savage Coast in particular.  Next up is a trip to the local amusement part, which Wolf says is a bad, bad place.  I shall take him at his word.
  • We’ll talk about the park later, because before I can even get in, I find a corpse propped up against a tree.  There’s a string of corpses leading me down the road and toward a safehouse, around which men in purple patrol.  Phoenicians.  Time to play ball, fish-lovers!
  • The safehouse basement is fortunately empty, although it does have a few simple booby traps to avoid.  The computer down there has a few short but illuminating field reports from the Phoenecian squad leader.  Apparently, they came to the island before the fog looking for plans to the amusement park that the owner or his son might have.  They haven’t found them yet, but have set up cameras around the place to spy on them.
  • Again, I’m not going to talk about the park in detail yet, even though the rest of this mission has me running around in it using a tracking device to locate and take out the cameras.  When I do all four, the squad leader shows up and I take him out even after he throws a dozen or so grenades my way.

blackThe Black House (sabotage mission)

  • So fun story.  Back when The Secret World first launched and all of this was really new to me, the bulk of our guild had leveled up faster than me and was feeding me back terrifying references to this “black house” that I’d be encountering in Savage Coast and how it nearly made them pee their pants.  The more they talked about it, the more I was genuinely freaked out about seeing it, because the unknown and skimpy reports will do that to a person.  Anyway, I think I mentally and emotionally over-prepared for this encounter, because while it is not the most pleasant place in the game, it wasn’t TOO scary either.
  • “You look for evil in a person, you’ll find it,” Wolf tells me.  “Even when it wasn’t there in the first place.”
  • But hey, why not go check out this haunted house anyway!  The story behind the Black House is (to trim it up) that the locals got themselves worked up that a “witch” was living there, and after being influenced by who knows what, a mob torched the house with this lady inside and then claimed she suicided.  Now her spirit guards the house angrily and the townspeople have yet to bulldoze it down.  Good times.
  • What freaked a lot of people out initially is that when you try to run in the front door, you’re thrown back violently.  Returning to the house in anima (dead) form shows you that the lady’s spirit is on the porch, pacing back and forth.  Gotta find another way inside.
  • The Black House is small but really big on atmospherics.  It grows, the walls bleed, and every so often you can catch a glimpse the ghost blowing through.  It’s unsettling, to say the least, even though it’s a stone’s throw from the main road and other players routinely jog through it.
  • The quest has you piecing together the story of what happened to this lady by finding clues around the house.  Upstairs in the bathroom is one such clue, although the door slams shut on you when you try to leave and you have to bash it down as toxic fumes threaten to kill you.
  • Down in the basement is her will, which states that she wanted to be cremated and buried at sea — which is exactly what the town didn’t do.  There’s also a “strange candle” here that doesn’t do anything when clicked.  According to the forums, “Back in beta the candle was a false clue and when you clicked it there was this evil laugh and then the cellar caught fire. I think that entire mission was way more creepy before release.”  The candle-fire effect was removed most likely because it was causing players to kill/grief each other far past what the mission demanded.
  • After deactivating a few wards around her grave, I pick up Carrie’s ashes and take them to the river that flows out to the sea.  Godspeed, ya nutty ghost.  Go find your Patrick Swayze.