I think that a lot of us Secret Worlders were pinching our arms yesterday, unable to truly believe that the game had just added new story content, a new zone, and a start to the long-fabled season two. It was certainly surreal.
Almost as surreal as Che — Che! — offering me a ride down to South Africa on his dinky little plane so that I could help take down Philip Marquard. Still not sure why I should trust him or what his deal is in all of this, but hey, anything to get me out of Tokyo! Let’s do this.
We arrive at the Morninglight compound, which is very unsettling despite being out in the bright sunshine. Something about the walls, guard towers, and management by an organization that I have very good reason not to trust.
Che tells me to infiltrate the Morninglight and work my way up so that I can take a shot at Marquard. With that, he boogies off, because thank you so much you hippie stoner. My new mentor is a former Templar who joined the cult as a personal rebellion against the secret world.
So the idea with this zone, at least as it is originally presented, is that I have to work my way up through three ranks: foundling, ascended, and favored. Do certain tasks, get points, level up. It’s almost as if this is a snarky commentary on rep grinds and OF COURSE IT IS.
I did poke around a lot in the first part of the compound, but other than the occasional person who is having second thoughts about joining up, nothing really suspicious or sinister was spotted.
So… off to grow corn in the desert then? Yeah. Sure. This was worth two years of waiting!
I started to despair that this all was going to be a lot of repeated dull activities to grind points, and hey, it might be. I did get a measure of hope from the fact that at some point, my character basically says “forget this” and swipes a guy’s full corn basket and turns it in as my own.
Other “fun” activities: listening to the world’s most boring preacher, emoting in front of paintings, and delivering new member materials to cabins. It was interesting to read the farewell notes from the cabins’ former inhabitants. I kind of wonder if they’re all dead. Probably.
Just wanted to say that this is one of the cooler pictures that I’ve taken in this game. Stealthy me!
Toward the end of Day One, I spot some lights in the compound’s warehouse and investigate. Turns out that there’s an Agartha portal opening up inside. Iiiiiiinteresting.
As the day draws to a close, I wonder what terrors the night will bring. There’s a curfew, but since when do I follow the rules by crazy people organizations?
Unlike some, I’m not going to rush through this new content. Probably going to be a long while until the next batch, so it’s off to savor country for me! So far I’m liking what I’m seeing, although the zone is deliberately drab and I do have concerns about the amount of effort that it might take to advance in rank. We shall see.