In our previous episode of The Secret World’s Issue 10 storyline, I busted right through the belly of a Morninglight clubhouse to uncover all sorts of disturbing facts as well as have a brief encounter with the Rabbit Killer. Now, I’m hot on his/her tracks, scooting across Tokyo to check out a series of safe houses containing Morninglight execs.
Well, they aren’t that safe, let me tell you. One has a lady pinned against a door frame, while another almost gets me killed when the Rabbit Killer cuts a shipping container (with Morninglight guy inside) to fall on my head. Well, let’s see what this third safe house contains — poisonous porcupines and spectral snakes, no doubt!
Well, it’s a shade of a sabotage mission, which means lot of insta-death traps — tripwires, cameras, turrets, and the like. Also, dead bodies lying amid a field of candles. But that’s your typical experience in Japan.
My favorite discovery was an entire hallway full of moving laser fences, because of course this is something that I deserve at this point in my secret world career. Repeat after me: I’m here to heeeeelp!
I head down to the basement to destroy a generator that’s powering one of the laser grids, which is a really dumb move because doing that triggers poison gas. I then try to rush out of the hall, only to run right into a camera, trigger a turret, get shot, stumble backwards, and step on a mine. I’m like some freaking cartoon.
I figured that equipping my trusty CDC respirator from Blue Mountain would help me get through the gas — as it has in other parts of the game — but here it’s no dice. Have to make a fast dash through the hall, hope that you don’t hit mines, and get to the next staircase.
Continuing on with my cartoon theme, opening up a door triggers a shotgun blast to my chest. Why I don’t retire in the Bahamas instead of putting up with this nonsense, I do not know. At least the apartment is interesting, what with that filth monstrosity in the corner, a 2013 calendar (so the in-game world is forever stuck in 2013 then?), and a GIANT SHRINE that takes up a good portion of this small pad.
Next up on this fun factory tour, an elevator ride! First I have an extremely claustrophobic fight with a massive Cordyceps in the elevator, and then the whole shebang crashes down on me. At least it brings me to another generator to blast and one step closer to — I only assume from the traps — Wiley E. Coyote.
Suffice to say, the mission continues on in this vein for a while. Trap trap trap, Syp dies, runs all of the way back, questions why devs think that this is fun, trap trap trap. But it’s all worth it when I come upon a camera feed and discover…
Okay, that was not so exciting as to warrant the use of all caps. I apologize.
Well, the bunny means that this next Morninglight coward is already dead, which also means that I’ve spent over an hour stealthing my way to a corpse. I try not to think of how that might reflect on my life.
There’s only one safehouse left, and it’s here that the mission kicks into full story mode with a cutscene (and thankfully no puzzles). A pock-scarred woman goes on a depressed monologue about how she used to handle the kids, looking for a potential in the Morninglight, and eventually finding John. John, she informs me, is waiting between the silences. He’s also bringing a super-awesome day and a message, which I can only assume involves balloons, cake, streamers, and the apocalypse.
The woman hands me a card for a reservation for the Dream Palace, saying that this is where it all began. The card has a shockingly familiar name on it — Che. As in, that Morninglight dork from Kingsmouth Che.
I head out of the apartment right as the Rabbit Killer drops in. I like how there’s a nice moment between the Killer and my character — we nod at each other in understanding and go our own ways: Me to the palace, and the Killer to shoot the lady.