(You can follow my complete playthrough of The Secret World on Bio Break’s projects page! WARNING: Spoilers and stories ahead!)
- Each zone on Solomon Island has its own Jack O’Lantern quest, which forms a complete trilogy when completed. This here is the last of them, the big confrontation with mean ol’ Jack.
- The bickering brothers mention a pumpkin patch near the casino site that had laughing and torches coming out of it. Time to go investigate!
- So there’s a type of MMO quest that I particularly dislike, where you have to go kill a big bad, but every time you get close they run away, you have to chase them, and it begins anew. It draws out the fight unnecessarily. This quest type is beloved by TSW mission designers.
- That’s pretty much what I do here: Find a pumpkin patch, attack Jack, watch Jack run away, rinse and repeat.
- Jack does have a couple of one-liners like “Jack’s back!” and “Trick or treat!” but they’re pretty lame for a villain.
- With Jack dead for good, Geary says that Henderson sure knew his way around curses — and grudges. Glad to have that child-killer six feet below.
- If you live on an island that’s infested with the entire cryptozoology textbook, what would you do? For two Wabinakis, the answer there was, “Sell hunting trips to out-of-staters.” They even hunted down sasquatches, which as we established earlier, are fairly intelligent, albeit cowards. My turn to get in on the hunt.
- For no given reason, I start off with a 12-minute timer and instructions to kill 13 zombies in the graveyard before it runs out. What’s the rush now? Oh, never mind.
- What’s really freaky is that the timer keeps flashing between the countdown and “4:59” over and over again. Probably a bug, but this being TSW, you never know.
- Next up: Wendigos and Ak’abs. Sigh. It’s as though the game knew that once you moved on from the island, it wouldn’t be able to torment you with these giant locusts any longer, so it’s using any opportunity possible to get in an encore now.
- 12 Ak’abs may not *sound* like much, but that’s a lot for a kill quest. And it’s only one tier here.
- The last stage has me hunt down a sasquatch. I got all excited that I’d finally get to kill bigfoot, but no, the lad just serves as a sign post pointing me to a giant draug that needs killing. Sure thing, buddy! Wouldn’t want you to get your hands dirty before your weekly Shaggy Cowards Anonymous meeting!
They Are Called Darkness (side mission)
- If you’re doing Open Season, you might as well pick up this side mission in the Ak’ab area as well, since there’s some two-for-one questing crossover.
- Still, it’s even MORE AK’ABS. The only bright spot here is that if you rescue one of the trapped Wabinaki folk, he or she will fight with you for a little bit.
The Experiment (side mission)
- There are a couple of dead Orochi by the bigfoot, because Orochi do not know how to exist in a “live” state. Forever picking up after others’ messes, I snag their tablet and decide to finish up their mission of injecting wednigos and zombies with strange liquids.
- Because what could go wrong with that? Nothing, that’s what!
- The potions have various effects on the mobs, including really upsetting them, but I calm them down with a tall glass of anima-infused bullets.
- What made me laugh with this mission is that the Orochi tablet instructs the team not to cooperate with the CDC personnel. So what’s the final step of my mission? To enter the results into the CDC computer. Stick it to the man!
- Time for a brief intermission to head back to Moose and get my motorcycle!
- No problems getting it this time around, either. I must say that the $20 I spent on this has totally been justified. Not only did I get it on both characters, but having Sprint VI (and such a cool-looking one at that) on a lowbie is a huge boon!
- I did get a funny text message from Moose that was probably intended for Andy. Heh, didn’t get that the first time around. I think Funcom’s having fun with the new message system.