The Secret World: A return to hell

s1Our Monday night TSW group, equipped with cutting-edge gear and — more importantly — the most ridiculous outfits known to mankind, decided to go to hell.


We’re continuing our slow and gradual tour of The Secret World’s dungeons, and last night’s challenge was to do the second of the hell instances, Hell Fallen.  I unfortunately didn’t see the beginning cutscene, so I’m not 100% sure why our lost our falootin’ minds and decided to vacation once again in Lucifer’s backyard.  But before I knew it, we were back in this crumbling industrial wasteland.  Lots of screenshot opportunities, except that we were mostly running for our lives.

Since none of us had done this dungeon before, we decided to tackle it without the aid of any guides.  That made for an interesting experience, as we were shouting at each other suggestions and obvious observations: “Don’t stand in the deadly sandstorm whipping rocks at you at 500 mph!”  “Fire bad, Pid, fire bad!”  “Stop DYING everyone!”

Hell Fallen continued the tradition of TSW dungeons having minimal trash mobs and maximum boss fights.  I think there were six?  Only the third gave us any serious trouble, but we made a little more progress every time until we beat it.  I think that’s a good indication of a well-balanced fight.  Challenging, but not impossible.

The fourth boss fight was interesting in that the game let us immediately come back into the fight if we died.  Usually, you’re trapped in a little circle with the option to heal up or watch the others fight without you.  But to come back right away?  That was like cheat mode.  I don’t know whether or not it was glitched, but I guess we can’t complain.

I finally got enough AP by the middle of the dungeon to buy a top-tier shotgun skill, rail turret.  I don’t know why it the name suggests like a big rail gun, because the actual skill is kind of like laying down a small techno volcano that spits fire at nearby enemies.  In any case, I love having a few turrets now to lay down.  Going to see if there’s any I’ve missed collecting.

It wasn’t too long before we cleaned up — and that’s only with one pit stop for a certain someone to change outfits.  I won’t name names, but it’s the person in this photo who’s not me:

s2 s3

5 thoughts on “The Secret World: A return to hell

  1. tithian January 29, 2013 / 9:24 am

    ” I unfortunately didn’t see the beginning cutscene, so I’m not 100% sure why our lost our falootin’ minds and decided to vacation once again in Lucifer’s backyard.”

    If you remember the ending of Hell Raised, you eventually find Sacharissa where she essentially tells you that Wicker ripped out his own sould to become a demon, and he isn’t coming back. In Hell Fallen, you enter the Hell dimensions because the demons have broken off into 2 factions (1 led by Wicker) and you need to tip the scale in Wicker’s favor, because the alternative would mean demons spilling out to Earth. As you can imagine, Hell Eternal is the conclusion where you mop things up and learn what exactly motivated Wicker in the first place.

  2. Syp January 29, 2013 / 10:19 am

    Ah, well the ending makes a LOT more sense now!

  3. Pid January 29, 2013 / 6:19 pm

    Fire? There was fire?

  4. Tyler Murphy January 30, 2013 / 10:05 am

    What is the TSW grouping dynamic like? Closer to GW2, WOW, or UO?

  5. pkudude99 January 30, 2013 / 11:00 am

    @Tyler Murphy — In general you have a tank, a healer, and 3 dps. If your healer uses the Assault Rifle then you can count them as another 1/2 dps as well.

    There are certain dungeons where this changes a bit. In one, you actually want to run a “heall-tank” plus 4 dps, and in another there’s a boss where you want a heal-tank for the boss itself and then regular tank, heals + 2 dps to deal with the adds.

    But mostly it’s your typical trinity-based group setup.

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