Secret World: Marquard’s mansion

I can’t believe that I got all the way up to the last mission of this big South African content drop in Secret World Legends and then didn’t actually finish it. It’s been a few weeks since I last logged in, and I felt this unfinished business nagging me. So let’s do it. Let’s tunnel our way into Marquard’s mansion and see what this Morninglight lunatic has been up to.

Our adventures start in a sort of mineshaft underground, which actually makes for an interesting level. It’s very straightforward, but there are plenty of booby traps, a handful of critters, and some roving probes. I felt that the insta-death rebar spikes were a tad unfair.

Oh, and there were a couple of giant spiders. Actually worked against them, since I excel in a narrow environment where the enemy has no room to escape.

The tunnel leads into Marquard’s basement, which turns out to be some sort of horror torture chamber with cells stocked with both humans (mostly Secret Worlders, including one “unknown faction”) and beasts. There’s also a dollhouse and dolls for no good reason. I suspect someone at Funcom keeps slipping these in as Easter eggs.

Notes on the computer mention “living fossils” — dinos? — found deep in the Congo.

I’ll tell you, I was all bees and needles coming up into the mansion proper. I mean, I was finally at the very heart of the Morninglight empire… who knew what I would find? Turns out, a very nice living room with a giant robot standing inexplicably in the middle.

I will say that I felt cheated that I wasn’t allowed to explore the rest of the mansion or really get that much more in the way of story lore here. In short, this is all a delaying tactic.

Marquard isn’t there — but his family is. And let me say that this lady is one of the freakier things that I’ve encountered in the game. The way she talks and the camera keeps pulling up to her, I was actually scooting back in my seat.

The family is the toughest fight. The two kids will kill you instantly if they get too close, so I had to keep them both in sight while attacking her. After a while, they join together to become… THE NUCLEAR FAMILY!

Now this just feels like a farce. Like Funcom had an interesting notion but couldn’t really follow through in a way that would put you in awe of the thing. Instead, it’s a goofy purple dude strutting around the place.

At the end of this fight, Berihun (fedora dude) steals my bee powers for about two seconds before Che shows up and gives them right back. Cue another boss fight which, of course, I win.

Che hands me the phone — and it’s John. Thought that he was dead for some reason? But he’s helping Che to help me, and he tells me that Marquard has indeed gone where every fan of this game has been guessing for ages now: the Congo.

In a pleasant surprise, the Templars actually show up in force to take over the mansion (after I’ve defeated the boss, of course) and Richard pardons me. I still don’t have the option to quit, but he can take that pardon and swallow it along with his posh British accent. I’m in this for the honey now.

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One thought on “Secret World: Marquard’s mansion

  1. Yeebo June 21, 2018 / 12:46 pm

    Would you have gotten a slightly different story, or at lest different NPCs showing up to take charge of the place if you were a member of the Illuminati or the other faction?

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