Marcian’s Guide to purchaseable DLCs of The Secret World
Hey, so my friend is past the halfway marker on TSW’s storyline and the time is approaching to talk DLC. Making this post and tagging her in it, but if anyone else wants to add comments, go ahead.
Here it is, for all forseeable future generations, a guide to the first four content packs of The Secret World.
Issue #5: The Vanishing of Tyler Freeborn
Story: Prior to the launch of The Secret World, much of the game’s storyline was carried out through ARGs. One of the big ones was Monsters of Maine, a blog maintained by Tyler Freeborn. The blog (which makes for a fantastic read) ends with Tyler proclaiming that he will find the evidence and prove it to the world. In addition to concluding the pre-launch event, the player is asked to sift through what Tyler found. Tyler’s findings, significant as they were, answer several of the questions of Solomon Islands, including first and foremost: What lay within the fog?
Additional Content: None.
Recommended For: People who can’t get enough of Solomon Islands and its depictions of American horror tropes. Although the DLC itself is only 4 missions long, the missions weave into one another, and it feels like you’re playing out a 3-4 hour horror movie.
Personal Notes: Probably my favorite DLC. The devs included several moments, both cinematic and playable, that are of a quality almost anywhere else in the game. For fans of the lore and exploration, the final mission is a loving send-off (for now) by the devs to everything that made Solomon Islands great.
When to Play: Anytime after making it to Blue Mountain of Solomon Islands.
Issue #6: The Last Train to Cairo
Story: The DLC that lets its hair down, Cairo takes all the fan favorite characters of Egypt and tosses them into a story that moves each of them forward in different ways. This update is also an unapologetically geeky homage to every Indiana Jones movie ever. The story begins with Nassir asking the player to do a routine patrol, but fate has other plans in store. What happens next involves booby-trapped temples, fights atop trains, and, of course, a giant rolling boulder. Also Time Travel because frankly why not at this point, ya know?
Additional Content: The Whip, a new Auxillary Weapon, is hidden in the main DLC missions. Solving a certain optional puzzle unlocks this Support-based item. // Introduction of Credits of Ca’d’Oro, a currency given for farming DLC missions. This currency can be used to purchase cosmetic changes inspired by DLC packs, such as Indy’s fedora or the character title “Tomb Raider”. // Introduction of “Daily Missions”, 3 quests that are swift to complete and offer Credits of Ca’d’Oro. These quests are made to reward players for digging into the DLC each and every day.
Personal Notes: I really like how the Credits promote replayability, but The Last Train to Cairo barely needs it. It’s the most “Let’s just have fun with it” DLC offered. You won’t be scared playing it and there aren’t that many lore-imperative moments, but you’re likely going to have a big stupid grin on your face as you fulfill every action hero fantasy there is.
When to Play: After meeting all the characters In The Scorched Desert.
Issue #7: A Dream to Kill
Story: When players learn that there is something in Romanian forests that scare even the werewolves, an investigation is launched. What is uncovered next is a horrifying, thrilling, and constantly twisting story that fuses James Bond with Lovecraft. As well, one of the most glaringly unfinished character arcs in the main game receives a mind-blowing conclusion. This DLC bridges the core game to the upcoming Tokyo DLC and is almost vital for a full understanding of the game’s lore.
Additional Content: The Flamethrower, a new Auxillary Weapon, is given during the main DLC missions. // Orochi-Themed cosmetic items are on sale for Credits of Ca’d’Oro // More Daily Missions to deepen game replayability.
Personal Notes: This is one of the most terrifying and upsetting stories the entire game has even done. The DLC was marketed as a love letter to all things James Bond, but that motif seems to only run through 25% of the content. The rest of it is dedicated to being truly the bottom of the inky void-well that is The Secret World’s macabre imagination. To be clear, this is a compliment.
When to Play: After completing main storyline of Romania. No other DLC is necessary for context.
Issue #8: The Venetian Agenda
Story: To prepare for the upcoming trials of Tokyo, the Council of Venice creates effectively a holodeck. Within its simulated halls, the best of the best are given their hardest challenges yet. While players complete the challenges, they get closer to The Council of Venice, the strange and increasingly suspect group that somehow manages to keep three ideological opposed factions in relative peace…
Additional Content: Scenarios. Replayable end-game missions that can be customized to suit a player’s group size and skill level. Scenarios are holodeck simulations that weave together all the elements of Solomon Islands, Egypt, and Romania, in new, brutal form. While one scenario was free to all players, a large pack of customization options are included in Issue 8.
Personal Notes: Unlike the other three DLC packs, the focus of The Venetian Agenda is not the story (though there are updates). The focus of his expansion is to be the bit on which hungry gamers chomp. Scenarios have enough randomly generated elements to always be interesting and are difficult enough to keep even most hardened veterans at bay. (Seriously. After extreme feedback, they added a new ‘Easy’ mode and I struggle with even that.)
When to Play: After completing the main storyline if you desire to focus on the story. For the scenarios, any character with Quality level 10 gear and above can take the cinnamon challenge that lay within.
So wait…if I am in Egypt at QL 6-7 I can do the Vanishing of Tyler Freeborn? 0_0