(You can follow my playthrough of The Secret World on Bio Break’s projects page! WARNING: Spoilers and stories ahead!)
- A dropped notebook from Montag talks about a powerful lady named Ami who might be the target of a wendigo. Time to go save her, maybe? If she’s not already dog food.
- Time to go wendigo hunting! Nothing too tricky, and this breadcrumb quest eventually leads me to Ami’s current residence at Red’s Bait and Tackle. As I’m not quite ready to go there yet, I finish up the mission, wave hello, and port back to the academy.
Blue Fires Burning (side mission)
- All it took was a little fog to call out all of the freaks on this island, because now we have death cultists doing campfire singalongs within a stone’s throw from the main road. Well, that ain’t going to happen on my watch, no sirree!
- Kill six death cultists, done with quest. Wow, that was simple.
- So this isn’t part of the mission, but doing the dialogue options with Carter reveals some important clues about the rest of the game. In particular, she mentions having visions of other super-powered kids in a colorful place, wearing sailor outfits — including a small kid who is terribly smart. She’s talking about all of the kids in Tokyo, something I didn’t catch the first time through.
- Anyway, the situation at Innsmouth is bad with all of the familiars and spirits going bonkers, so time to make things a little saner. Montag recommends I not use a fire axe, as it can bounce off the vertebre. He’s awesome.
- One thing I haven’t talked a lot about with The Secret World is its subtle weather and daylight effects. There is a day/night cycle as well as the occasional weather pattern, and in this mission I am dealing with a dusky atmosphere with some fog. It’s incredibly moody and I love it.
- This mission has killing and a LOT of it. It takes me the better part of 20 minutes to wade through waves of mobs, dying a few times when I get overrun.
- Eventually I head to the gym, where a giant flesh blob is hunkered down on the middle of the court. A little gasoline and a match wakes it up, and from then on it’s a bullet hell frenzy to put it down.
- So what was that thing? According to Kirsten Geary, it’s the love child of too many constructs that decided to “bump uglies.” Wow. Good to know. Actually, I could have gone without knowing that.
- I’ve only done this quest once before, and that was back when the issue released with it. I’ve always been fascinated by Carter, the lone surviving student of Innsmouth Academy, and not just because she’s splattered with blood. Apparently she also has nuclear-type powers that makes her the most dangerous person on the campus, and she wants me to chaperone her to the basement to clear out the rest of the familiars.
- Montag’s notebook actually lists her powers as “intense thaumonuclear devastation.” This is going to be awesome.
- After assembling a protective shield kit thingie, I head down into the basement. It’s suitably creepy, with familiars hanging off of hooks and all manner of creaking and ominous tones. What it isn’t, however, is difficult — this is a basic escort mission in which Carter helps out with the fights.
- The fun part comes when a ton of familiars gang up and then Carter goes into explodey mode. It’s fun to watch her wipe out an entire room (I want that power!) but the first time I played this I did not understand that I needed to activate my shield; I kept trying to run out of the room to dodge the blast and died every time.
- Once we beat down a giant flesh abomination, it’s over and Carter is pleased to have tested her powers beyond what she’s done in the past. You go girl.
- We’re about done with Innsmouth, just one more main mission to go. Annabel says that a bunch of the faculty tried to make a break for the river when the fog rolled in but something got them. This “something” is perhaps related to the live and work of a farmer-slash-magus named Henderson.
- Part of Henderson’s legacy are all of the animated sackcloth golems around the island (I’m assuming here based on context). They come in three varieties: shotgun, chainsaw, and baby doll (the last one is a magic focus). Terrifically designed mobs, I must say.
- The quest itself is gruesome, as I stumbled over mangled corpse after mangled corpse, collecting IDs and learning just a bit (from names, faces, and occupation) about who used to work at the academy.
- However, it turns out that the main culprit of the killings was a gigantic draug, so Henderson might be off the hook for this one.
- As a bonus to the mission rewards, I got enough AP to earn my beloved “turn the tides” skill. This is a flat-out great ability that delivers a chunky heal — kind of like a rechargable timer. I love having it on hand in case of emergencies.
Survival of the Dead (side mission)
- A note in a bottle teases the possibility of survivors in the nearby cottages, but I will never be that lucky. No, it’s a lot of undead and a lot of draug and a lot of bullets. Let’s do this.
- And it’s quickly done. Want to buy more story with this one, please.