Dawning of an Endless Night

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Disambig gray.svgThis page is about the mission. For The Achievement, see The Dawning of an Endless Night (Achievement).
Dawning of an Endless Night
Jack Boone.jpg
Region: Solomon Island
Zone: Kingsmouth
Location: Jack's campsite
Given by: Jack Boone
Type: Story
Reward: 1,723,440 Experience
Added in: 1.0
Repeatable: No



Contents

This is the first major story mission of the game. It will lead you to all three zones of the Solomon Island.




Kingsmouth, once a peaceful town in New England, has been overrun by the living dead. The survivors are hold up at the Sheriff's Office. Question them to learn more about this undead infestation.

Dialogue

Tier 1

Upon entering the Sheriff's Office

Helen Bannerman: ???

Tier 4

Talking to Dr Bannerman about the Lady Margaret

Dr Bannerman: The Lady Margaret was a traumatic experience for everyone on board. They were changed men when they came back. I visited with all of them in the days following their return. In my office, there are detailed transcripts of our sessions. I’m afraid it all happened so fast that day there was no time to pack. I hope they may shed some light on what happened out there.

Tier 5

When you find Joe Slater

Joe Slater: ???

Tier 6

After following the Siren Song

Beaumont: ???
Cassandra: ???

Tier 9

After John Wolf interrupts the fight with the guardian

John Wolf: Goddamn. Well, you're lucky Boone's been keeping tabs on you, and that I got here when I did.
John Wolf: Don't go hunting lions with pea-shooters. Know your prey.
John Wolf: I been waiting for something to happen out here. It's been in the earth, in the air.
John Wolf: It's why Boone and me came out here even before the fog.
John Wolf: There's power on Solomon Island, the kind that spreads filth. It's waking up.
John Wolf: My friend Jack is fond of saying he's seen the worst of what this world has to offer, but he's dead wrong.
John Wolf: That was just the beginning. I always knew worse things were headed our way, and now they've arrived.
John Wolf: The man you're chasing carries something powerful, and potentially dangerous.
John Wolf: I'll do what I can to help, though I lack your particular talents.
John Wolf: It took me thirty years of looking to learn how to cast a simple spell.
John Wolf: Nope, I get too close to that artifact, it's a bad deal all around.
John Wolf: I hear the whispers even now, and I don't have your natural defenses.
John Wolf: I'm afraid of what it might do to me, or what it might make me do to all of you.
John Wolf: I've been doing some digging, and as far as I can tell, this relic is what brought the fog here, or at least what controls it.
John Wolf: Whoever wields it holds the fate of Solomon Island in their hands.
John Wolf: I can't tell you where that tunnel leads, but the Illuminati dug and dug deep when they ruled this island.
John Wolf: It's a network that reaches from Kingsmouth in the east to the Academy in the west.
John Wolf: I don't know where this tunnel leads, but it's somewhere west of here.

Tier 10

When you find the survivors at Innsmouth Academy

???: ???

Tier 11

When you find Beaumont in the Illuminati vault

Beaumont: ???

Tier 12

When you talk to Eleanor Franklin

Eleanor Franklin: ???

Tier 13

After you pass the Gaia seal

Beaumont: Oh, thanks for letting me in, I couldn't have done it without you. I really couldn't.
Beaumont: (After you attack him) Ah, please. I've fought gods. Even in your deepest, wettest dreams, you are no god.
Beaumont: I hope you appreciate the twist, I spent some time orchestrating it.
Beaumont: I mean, it's what I'm known for, my long cons. They've written sagas about it.
Beaumont: Maybe they'll write another one about this...
Beaumont: but, you know, probably not.
Beaumont: Your kind is always looking for villains.
Beaumont: So much better to have something - someone - to fight than face the reality of it.
Beaumont: That what you're fighting isn't physical, it isn't even metaphysical.
Beaumont: It's an idea made real. You can't shoot fireballs at an idea.
Beaumont: Ideas are like viruses, invisible, all-pervasive.
Beaumont: Invincible.
Beaumont: I was a convenient villain because I questioned their authority, questioned the very foundation of our society.
Beaumont: They banished me because they feared me, feared my ideas.
Beaumont: They feared what I could become, an end to their rule, a new beginning.
Beaumont: But they made a terrible mistake by sending me away.
Beaumont: I've been spreading the virus for a long, long time and now...
Beaumont: now the infection is complete.
Beaumont: What is it they say? "Dark days are coming"?
Beaumont: But no-no. They're right here.
Beaumont: (Pointing to the pool of water) This, my silent friend, is an Engine.
Beaumont: Lovely isn't it?
Beaumont: It's not often you get to see one up close, or at all.
Beaumont: The gods themselves would love to get their hands on one of these pretty things.
Beaumont: They keep the world turning, quite literally.
Beaumont: But they also do other things. You'll see what I mean.
Beaumont: (Stabbing his sword into the water) And Yggdrasil shudders and groans.
Beaumont: Here we go, All-Father.
Beaumont: The final destiny of the gods.
Beaumont: On my terms, not yours.

Blackness spreads out from where the sword entered the water. It eventually spreads to envelope the player. After things go black, you come to with Kyra standing over you and Ami praying.

Kyra Dexter: Mom. Mom! I think it's working!
Ami Dexter: Oh. I didn't actually expect that. I thought you were dead.
Ami Dexter: We got here as quickly as we could. I could feel the tremors inside my head. It's like I knew...
Ami Dexter: It's all coming undone.
Ami Dexter: For as long as I can remember, I've seen a great darkness on the horizon, and thought to myself,
Ami Dexter: "I sure hope that great darkness doesn't blow up today."
Ami Dexter: I'm pretty sure it just did.
Kyra Dexter: So now what? We're going to fight it...right, Mom?
Ami Dexter: I don't think so.
Kyra Dexter: Are you serious? What am I saying, you're always serious.
Kyra Dexter: But why, what's wrong?
Ami Dexter: Something has been displaced, or... It's like a tapestry that's coming undone.
Ami Dexter: I don't know how to explain it, and I certainly don't know how to fix it.
Kyra Dexter: Somebody must know. We can't just sit back with a bag of popcorn and watch the end of the world pass us by.
Ami Dexter: What can I do? I don't know enough about this darkness.
Ami Dexter: All I have are the voices in my head.
Ami Dexter: Joseph would know. He was always the one who knew what had to be done,
Ami Dexter: and I was the one who knew how to do it, even when I was a child.
Kyra Dexter: Only one way to find out, isn't there? Lets go see Old Joe.
Ami Dexter: You know we can't do that, Kyra. We haven't spoken in years. They'd just turn us away.
Ami Dexter: Blood is thicker than water - and that's not always a good thing.
Kyra Dexter: But it's family! And it's about saving the world...or at least this little piece of it.
Kyra Dexter: You're the one who keeps telling me that family's all we got, and we need to stick together through thick and thin.
Kyra Dexter: We're in the thick of it now, so you have to talk, and they have to listen.
Ami Dexter: But it's not just me and Joseph. It's Frank and Joe, it's the other people in the tribe.
Ami Dexter: The wounds go all the way back to your grandfather's death, and they're too deep to mend.
Ami Dexter: They're not going to listen, and they're not going to help.
Ami Dexter: We've been neither a tribe nor a family for a very long time.
Ami Dexter: We're on our own, Kyra.
Kyra Dexter: Old people can be so stubborn. And yeah, that includes you, Mom.
Kyra Dexter: If you're not going to do anything, then someone needs to,
Kyra Dexter: someone who doesn't give a crap about any of this stupid family stuff -
Kyra Dexter: before it's too late.

Tier 14

When you talk to Old Joseph

Old Joseph: I feel terrible for her. For what's happened to her family, to our entire tribe.
Old Joseph: I don't blame her for not trusting us anymore.
Old Joseph: It wasn't like that when Ami was born. We were a tribe.
Old Joseph: Her father was killed - did you know that?
Old Joseph: He stood up for our beliefs, he tried to stop the miners from digging too deep.
Old Joseph: That was where it began. Some of the tribe... Some of us thought he was being unreasonable,
Old Joseph: that he was asking for trouble when he confronted the company. That blood would be shed.
Old Joseph: Him and his brother - Red - they wouldn't listen.
Old Joseph: Said it was now or never, that the miners had to be stopped.
Old Joseph: Foreman put a bullet in his head. Emptied his gun at the rest of us.
Old Joseph: He was screaming, like a man possessed. Like something had him, was inside him.
Old Joseph: His eyes were burning. His shadow...
Old Joseph: His shadow was twisted.
Old Joseph: There were riots, senseless violence...arrests.
Old Joseph: Then came the storms. This island was ravaged for weeks.
Old Joseph: After it quieted down, the rift in the tribe was too great.
Old Joseph: Some - too many - left.
Old Joseph: Others, like me and Red, we stayed behind, but it couldn't be mended.
Old Joseph: It's a terrible thing, to have to choose between the people you love.
Old Joseph: But I was tired, and I wanted to look ahead, not back.
Old Joseph: There was too much weight to carry, too much darkness...
Old Joseph: That is how Ami grew up, in the shadow of a broken family.
Old Joseph: So I understand her better than she thinks.
Old Joseph: I took the wrong path, and now it might be too late. But we have to try.
Old Joseph: Ami is right. We must trust her instinct.
Old Joseph: Something in the land has been displaced. Something has been broken. An oath.
Old Joseph: If we had kept to our word, if we had maintained the wards that protect the mountain, this would not have happened.
Old Joseph: The wards were built by our forefathers and the visitors who helped fight the darkness, the last time it fell upon us.
Old Joseph: Together, the two tribes created a seal that has protected us for generations.
Old Joseph: It has kept the darkness out...and it has kept the greater darkness locked in.
Old Joseph: We were chosen to protect and maintain it.
Old Joseph: A thousand years the wards have lasted. Until now.
Old Joseph: We have failed.
Old Joseph: And now we have to mend what is broken.
Old Joseph: And, like our forefathers, we cannot do it alone.

Tier 16

At the Wabanaki well

Old Joseph: All these wasted years -
Ami Dexter: We all played a part. We all made mistakes.
Ami Dexter: The only thing that matters now is that we repair the damage we've caused before it destroys our chance for a future.
Kyra Dexter: What? I thought we already fixed it. Well, not "we" as much as..." (looking at you)
Old Joseph: Your mother is right, Kyra.
Old Joseph: Yes, the wards are working again, for now, but the sanctum of the mountain has already been breached.
Old Joseph: The enemy must be confronted.
Old Joseph: (looking at you) Thanks to you, we have one last chance.
Old Joseph: With the wards repaired and our family reunited, we might have the strength to fight him.
Old Joseph: But we do need your help. We are mortals, while you...'
Old Joseph: You are so much more.
Old Joseph: The sword our enemy carries is both a weapon and a key, and the source of all his power.
Old Joseph: When you last confronted him you were no match for him. This time...
Old Joseph: This time you go with the power of all the ages.
Old Joseph: The wells of our forefathers have been filled, and you will drink from them.
Ami Dexter: Just think of it as an elixir. It's perfectly safe.
Ami Dexter: I think.
You drink from the pool
Old Joseph: We will channel the spirits of our ancestors to guide you,
Old Joseph: and the thunder of the gods from the north to still the black waters.
Old Joseph: You will wield this power, and the world will tremble beneath your feet.
Old Joseph: But be quick; such magic won't last, and we only have one opportunity to right our wrongs.
Old Joseph: Both the people of the dawn and the people of tomorrow pray for your success.
Kyra Dexter: Go team!
Kyra Dexter: Sorry mom, but it really as on of those "go team" moments.

Tier 17

After you fight Beaumont

Beaumont: Cassie... Thank Ymir.
Beaumont: I knew you'd come through for me.
Beaumont: There'll be a place at my table, when...
Beaumont: when I've taken back -
Cassandra: (laughs) Come through? For you?
Cassandra: Do you have any idea who I am?
Cassandra: Or who I am about to become?
Beaumont: (after Cassandra picks up the sword) Don't...don't touch that! it's not for you.
Beaumont: You have no fucking idea what you're messing with.
Cassandra: Funny, I was gonna tell you the same thing.
Cassandra: I just hope you understand, Beaumont, it's not you...
Cassandra: It's me.

Tier 18

In the ice caves after your pass the journal pages

Voices: Come, come.

As you're entering the dreaming

Voices: We can give you what you deserve. We can give you the world.
Voices: Come. Speak with us, and you'll see.

Further along the tunnel

Voices: Your potential is being wasted by your puppet masters.
Voices: Your future holds so much promise. We hate to see you held back by their narrow-mindedness and greed.

Still further along

Voices: We are generous and giving to those who aspire to greatness. Don't let your talents be wasted. Don't accept any less than what you deserve.

Entering the room with the memories

Voices: Look around. Witness the legacy of those who were brave and dared to dream.
Voices: You can rise higher and reach further than they ever did,
Voices: if you only accept our help and our gift to you.

Examining the gift of language, in the room with the desk and book cases

Voices: Some choose to be granted the gift of language,
Voices: to use words to seduce and change the world.
Voices: But true power cannot be contained by words, and true power can shape the world to your will.

Examining the memory of vision, in a stone room with paintings

Voices: Some choose to be granted the gift of sight, to envision and recreate beauty.
Voices: But beauty is hollow compared to true power.

Examining the memory of leadership

Voices: Some choose to be made into figureheads,
Voices: pale shadows of those who walk the true and enlightened path, alongside us.
Voices: Become the one who pulls the strings, not the puppet on the throne.

Examining the memory of wealth

Voices: Some choose material wealth, mere shadows of true wealth, true power.
Voices: You will have no need for paper and metal, when you carry within you something much greater.

Leaving the cave of memories

Voices: Come, and we'll speak of your future. We are fascinated by you. We want to hear everything about you.

Entering the room with a view of space

Voices: Good. Good.
Voices: The time has come to accept our gift to you.
Voices: We can give you everything, the world. You only have to choose to accept it.

If you decide to reject the gift:

Voices: Run away. You won't be able to escape the end of days.

If you decide to accept the gift:

Voices: Good. You made the right choice. This is only your first step down a new path. We will give you all that you desire, as long as you stay true to us.


Journal Entries

  • Tier 1: Jack Boon talked about how death and fog came to Solomon Island from the sea, and that someone brought it back with them. he believes that someone is still around, and that whatever the reasons anyone might have for being here, they should find out what the fog is, how it came, and what the people of Kingsmouth died for. He said the the few survivors are mostly gathered to the east, at the Sheriff's Office in Kingsmouth.
    • Go to the Seriff's Office in Kingsmouth
  • Tier 2: Helen Bannerman is in a state of emergency. Most of Kingsmouth is gone, overrun by fog and zombies, and she was happy to see anyone armed and ready to fight. There was always a darkness to Kingsmouth, she said, and she believes there's a chance they may have brought this upon themselves.
    • Locate survivors to learn more about the fog
  • Tier 3: The Lady Margaret was a local fishing boat that had been lost at sea. When it returned to Kingsmouth, everyone in town breathed a sigh of relief at their friends' return, but then came the fog. Norma Creed's husband had been on board the Lady Margaret, and she believes it all started there, out at sea and that the fog came back with the sailors, but she never had the chance to ask her husband what happened out there.
    • Investigate the Lady Margaret
    • Defeat the Captain
    • Examine the Captain's Log
  • Tier 4: The captain's log mentioned that several of the crew went mad after they had found a strange item out at sea, and that Dr Bannerman would be needed to talk to them when and if they return.
    • Talk to Dr Bannerman
    • Locate Dr Bannerman's clinic
    • Examine Dr Bannerman's files
  • Tier 5: Dr Bannerman's files contained details about the sailors he treated. It's clear from the notes that something happened to them out at sea that continued to affect them after they returned, both physically and mentally. Derrick and Lawrence Creed were registered on their business address at 5 Main Street, and Joe Slater at his home address of 4 Belmont Avenue.
    • Find Derrick Creed
    • Find Lawrence Creed
    • Find Joe Slater
  • Tier 6: The sailors from aboard the Lady Margaret all met with grim fates. Derrick turned into a mindless zombie, and the only thing left of Lawrence was a half-eaten corpse. Joe Slater was still coherent, just, but he ill certainly never be the same. he had transformed into half man, half sea monster. Though struggling to breathe, he described what they had seen out at sea. Dead ships caught in red seaweed, things moving in the fog. And something shining in the darkness, calling out like a siren song. They reached for the light and grabbed it. It saved them from the fog but brought it back to Kingsmouth. The siren song continues to torment him. He can still hear it, and only wishes it could be brought back to the darkness it came from.
    • Follow the Siren Song
  • Tier 7: Whatever it was Joe Slater was talking about, a man called Beaumont seems to have it in his possession. He stilled the song and moved the mysterious item to a safer place, but he can't use it yet. he called it a key, but he has yet to locate the lock, and he cursed the Illuminati and their labyrinths.
    • Examine Beaumont's notes
    • Find what Beaumont was looking for
  • Tier 8: The material left at the airport indicates that Beaumont had taken a scenic tour of the island, obviously looking for something, and marked a house in the Savage Coast to the south on a map. That house is the only clue left.
    • Go to the marked house
    • Explore the Illuminati underground
  • Tier 9: You face a beast unlike anything you have seen, bristling with nightmares and dark as a hole cut out of the world. Fight for your life.
    • Defeat the Guardian
  • Tier 10: John Wolf came out of nowhere to chase away the Guardian, a creature infinitely more powerful than the other beasts haunting Solomon Island. He cryptically spoke of Beaumont and teh powerful item he's carrying, something John himself can't touch, doesn't dare touch. It's a poison, and the only antidote is knowledge, knowledge that can perhaps be found with the survivors at Innsmouth Academy.
    • Talk to survivors at Innsmouth Academy
    • Break into the Old Block.
    • Find the Illuminati Vault
    • Explore the Illuminati Vault
  • Tier 11: Beaumont had already reached the archives, and had apparently found what he was looking for. The power he wields is an ancient sword, a weapon too poerful to combat. he used it to shut the door behind him and escape, but the information he needed must still be inside the archives.
    • Search the Archives to discover what Beaumont was doing here
    • Escape the archives
  • Tier 12: The archives housed cryptic information about the old mines in the Blue Mountains.
    • Find someone in the Blue Mountain who can tell you about the mines
    • Search the mansion for Edward Franklin's notes
  • Tier 13: Edward Franklin clearly went a little mad, that much is evident from his notes. He started seeing things, he started dreaming. He would hear whispers in the night. And it all centered on the deep shaft within the old Blue Ridge Mine.
    • Go to the Blue Ridge Mine
    • Enter the Blue Ridge Mine
    • Descend to the deep shaft
    • Explore the deep shaft
    • Pass the Gaia's Seal
  • Tier 14: Beaumont was one step ahead. He had entered the deep shaft and his weapon was primed to strike at what he called an engine. His power is too great and can't be defeated. At least not this way. According to Ami, the only one who might be able to privide an answer is Old Joesph.
    • Speak to Old Joseph
  • Tier 15: Old Joseph talked about the history of the tribe, about the incident at the mine, and how - in the aftermath - the tribe had split. The division of hte tribe had been detrimental. It weakened the tribe's protection of the old wards. Something has been displaced and must be mended.
    • Activate the wards in Kingsmouth Town
    • Defend the wards in Kingsmouth Town
    • Activate the wards in the Savage Coast
    • Defend the wards in the Savage Coast
    • Activate the wards in the Blue Mountain
    • Defend the wards in the Blue Mountain
  • Tier 16: The wards around the island have been reactivated and restored.
    • Go to the Wabanaki holy site
  • Tier 17: Joseph confirmed that the wards have been restored, for now, but that Beaumont breached the sanctum of the mountain. He claims there is still hope. With the power of the wards and the spirits of the Wabanaki ancestors, the harm might be undone.
    • Go to the deep shaft.
  • Tier 18: You regain consciousness somewhere at once familiar and unfamiliar. Where is this place, and who has come here before you?.
    • Find a way out of the ice caves
    • Escape this dreaming
    • Choose to accept the gift or not


Reward

Tier 1

Tier 8

Tier 11

Tier 13

Tier 15

Tier 16

Tier 17

Tier 18

Report

Dragon.pngDragon

Tier 8

You are dealing with a first-rate trickster, someone with centuries of experience and a magic sword. Some one who challenges conventions, someone right up the Dragon's alley: a high-level disruptor.

Of course, he's playing everyone here, and he probably has an endgame lined up already - this isn't simply about the fog and the armies of darkness. This "Beaumont" has machinations in mind.

Track him down, get the sword, we can already hear the gathering storms, the thundering avalanche...but not until you're ready for him. You need to build your arsenal and your skill set. This is no two-bit wizard you're chasing, this man ranks high on the sorcery scale. this man is chaos incarnate, a force to be reckoned with, sword or no sword.

Tier 11

An interesting development. Very interesting, not something we could have predicted. We did predict he would blow you into atoms, so it's certainly an improvement from our initial models.

Exploit this opportunity. It's a golden one. But not until you are ready for it - you still need to gain more experience and build your strength and arsenal. This "Beaumont" may be operating on his own, but he's a powerful warlock, and if you go up against him now your usefulness will cease. As will you.

Tier 18

That was a fascinating conclusion to a fascinating model. Beaumont is no longer part of the equation, obviously. Sources claim the Illuminati got their hands on him, stuck him in one of their maximum security safe-houses.

The sword is still out there, however, and it's already causing ripples. Forget the warlock; the girl is definitely someone we'd be curious to play with. We'll file her away for future reference.

What was the cause of that blackout, by the way? You removed yourself from the equation for a good hour or so, very unusual.

Whenever it suits you, return to the Dragon. There are more storms to fan.

Illuminati.pngIlluminati

Tier 8

"Beaumont" - that name is triggering enough alarms to give Cassini an aneurism. We have him pegged in Kingsmouth on several occasions, first, oh, this is interesting, in the 1600s. The dawn of the Silver Age of the Illuminati, the heart of our North American debut. Color me intrigued.

Our target appears to have access to some pretty potent magic, including the magical sword. Quite possibly immortal, probably in charge of an undead army, maybe in control of the deadly fog. You'll want to get more comfortable with your own powers before you chase this one down.

Don't get me wrong: we're very interested, keep up the good work sport, etc. But! We don't want to see you dead for reals. You're not actually immortal. Just hard-headed and thick-skinned, blessed by fucking honeybees. You're not a god, not even a second-string deity. So pace yourself. You'll know when you're ready for the next step.

Fuck it, I'll just tell you when you're ready for the next step, m'kay?

Ciao-ciao

Tier 11

Jesus Christ. Seriously? I have no words. No. Words.

Okay so yeah, powerful sorcerer, no question, but you let him lead you into a trap and catch you pants down. We are not amused.

Do better? I'm sure you can pick up the trail again. Very sure. Just, you know, be better equipped and in better shape because so far, so bad. We'd rather you take your time and get it right than cause another major fuck-up like this.

You're lucky he didn't just disintegrate you right where you were standing. Given how inexperienced you are, he could have. I'm actually very surprised he didn't.

Jesus Christ, I mean, no words.

KG

Tier 18

So that was a bust. Fine, yeah, you nailed the Big Bad and you probably saved the world - or at least a small piece of it - so high five to you, but the sword would've been nice.

Also, WTF with being AWOL? When I call, you pick up, ASAP.

Wrap up whatever you're doing on Solomon Island - I'm sure you have unfinished business - and then stop by my office. We'll touch base, share war stories, compare scars, whatever.

KG

Templars.pngTemplar

Tier 8:

Admirable work so far on unravelling the mysteries of Solomon Island. We appear to be dealing with a sorcerer of some stature - and, more importantly, a sorcerer in possession of a powerful weapon. Our augurs are attempting to get a read on the sword and its current owner. It's proving disconcertingly difficult, but this artifact is of great value to us. And not just as a key to whatever it is Beaumont is looking for.

We will need you to pick up the trail as soon as possible, but not until you have gained some more experience. This is a dangerous man you're dealing with, and we do not want you running into a situation you are ill-suited to handle. Until you are ready, hold back, tackle easier challenges.

We will let you know when the time is right to carry on your quest for Beaumont and his sword.

R. Sonnac

Tier 11:

What an unfortunate turn of events.

Caution is advised going forward. Now that Beaumont is aware of your involvement, he will be like a cornered lion, and he will most likely not be so merciful the next time around. Killing you is difficult, but it is not impossible. On that account, he was strangely wrong.

Exercise care, and try to find out what the warlock is up to. The sword is still your prime objective. We do not know what it is yet, or what it can do, but it is almost certainly of great value. Gladstone is deep in the bowels of Temple Hall as we speak, digging through the lost libraries.

In the meantime, treat this as a learning experience. You live, you learn, and, hopefully, you grow into a better soldier.

R. Sonnac

Tier 18:

You went off the radar there for a bit, and it’s certainly unfortunate that you are not in possession of the sword, but we will make do. Whatever else is happening on Solomon Island, we are reasonably confident the situation will not escalate. That is really the best we can ask for.

Return to London at your earliest convenience for your next assignment, after you’ve finished any unfinished business over there.

R. Sonnac

Walkthrough

There are 18 tiers to this mission. It is a long one that will take you through all three zones of Solomon Island. It is not expected that players run it straight through, but rather that they make progress on it as they're doing other missions in the area.

Tier 1/18

  • Go to the Sheriff's Office in Kingsmouth
    • Just keep folloing the road until you get to the baricades. Go into the build there and approach the sheriff

Tier 2/18

  • Locate Kingsmouth survivors to learn more about the fog

Tier 3/18

  • Investigate the Lady Margaret
    • It's docked at one of the piers in Fletcher Bay, at (???,???)
  • Defeat the Captain
    • A fairly simple fight, but can be hard if you're on this step very quickly and have not gotten much gear yet
  • Examine the Captain's Log
    • It's timed, you have 60 seconds to use it before it disappears and you have to fight the captain for it again

Tier 4/18

  • Talk to Dr Bannerman
    • Just click on him and he'll start talking
  • Locate Dr Bannerman's Clinic
    • First building on the left as you leave the Sheriff's Office
  • Examine Dr Bannerman's files
    • The photograph on the floor will give you a clue to the computer password
    • The password to the computer is "Vivaldi"
    • Read about the Lady Margaret incident

Tier 5/18

  • Find Derrick Creed
    • Derrick has become a zombie, and can be found in the courtyard off Angell Street, at (391, 411)
  • Find Lawrence Creed
    • Lawrence is dead, Derrick is eating him
  • Find Joe Slater
    • Go to his house on Belmont Ave, at (499, 411)
    • You will get a cut scene pointing out the slime trail leading to nearby manhole cover
    • Enter the Kingsmouth Sewer (Solo Instance) by using the mahole cover
    • There is pretty much only 1 way to go in the sewer. Before you approach Joe Slater you will have to kill the Broodsource mob with 2 adds
    • Approach Joe Slater

Tier 6/18

  • Follow the Siren Song
    • Leave the Kingsmouth Sewer (Solo Instance)
    • Use the Siren Song in your inventory and follow the notes you can see
    • It will lead you to the Blue Ridge Tunnel and from there into the Maintenance Tunnel (Solo Instance)
    • Continue to follow the song inside the solo instance
      • The first laser barrier you come to is defective, go through it when the lasers flicker off
      • The second laser barrier is along the ground and can be jumped over
      • The third laser barrier is defective like the first - go through when the lasers flicker off
    • You'll enter a small room with some notes on the desk and the wall

Tier 7/18

  • Examine Beaumont's notes
    • They're on the desk
  • Find what Beaumont was looking for
    • All laser traps are now disabled as you exit
    • Go to the Kingsmouth Municipal Airport
    • Go to the 2nd hanger on the left, it will have a "Scenic Flights" sign that matches ticket stub
    • The plans are on table in corner

Tier 8/18

  • Go to the marked house
  • Explore the Illuminati underground
    • Walk around a bit
  • Unlock the Illuminati tunnels
    • Pick up the book and read it for the clue to opening the door to the tunnel
    • Pick up the various key items.
      • You can pick up all of them if you like, but the ones you really need are: Yin/Yang, Skull, Phoenix, Pyramid, Eye
    • Place the keystones in the door frame in this order: Yin/Yang, Skull, Phoenix, Pyramid, Eye

Tier 9/18

  • Defeat the Guardian
    • He will come out of the now open door, after the tunnel collapses
    • He will most likely be beyond your ability to kill, but the fight will be interrupted before either of you die.

Tier 10/18

  • Talk to the survivors at Innsmouth Academy
    • In the office of the main building, to your left as you come in
  • Break into the Old Block (Solo Instance)
    • It's behind the main building on the Innsmouth Academy Grounds
    • "Breaking In" is "use the door"
  • Find the Illuminati Vault (Solo Instance)
    • First gather up the keystones. They're the same ones as in the previous Tier
      • Skull, Pyramid, Cross, Masonic Symbol, Eye, Yin/Yang, Star of David, Phoenix
      • Each time you pick up a keystone, you will be attacked by a Spectre
      • If you want to avoid fighting, you only need the Star, Mason Symbol, Eye, Skull, and Cross
    • You'll also need the "The Order of Great Works" book
    • Once you have the book and keystones, go to the office on the north end of the 1st floor, and use "Loose Floorboards" - they're a bit hard to see
    • Once you get to the locked door, you can read the "The Order of Great Works" for a clue on the symbols to use and order
      • Put them in like this - Star of David, Masonic Symbol, The Eye, Skull, Templar Cross
  • Explore the Illuminati Vault (Solo Instance)
    • Walk in, until you get to a cutscene

Tier 11/18

  • Search the Archives to discover what Beaumont was doing here
    • There are books with guardians near them - keep looking until you find the book with dead guardians next to it.
    • It is located at 153, 128.
  • Escape the archives
    • Follow the waypoint on your map, but keep an eye out for The Archivist - he runs around the vault.
      • He can be a tough fight on his own, but it's easy to aggro the book guardians while fighting him making it an extremely difficult fight. If you see him coming, he can be avoided
    • You're looking for 4 glyphs on the floor that light up when you step on them. You have to light up all 4 for the secret exit to open.
    • You will fight one more monster on the way out, and then you're clear

Tier 12/18

  • Find someone in the Blue Mountain who can tell you about the mines
  • Search the mansion for Edward Franklin's notes
    • In the hallway outside the room Eleanor is in, there is a picture that says "In inferno nulla est redemptio", you can "use redemption" to open the door to a secret room
    • The notes are in a strongbox in that room
    • If the door shuts before you leave, you can use a book on the bookshelf in that room to reopen it
    • Your inventory now contains Deep Shaft Key for access to that part of the Blue Ridge Mine (Solo Instance)

Tier 13/18

  • Go to the Blue Ridge Mine
    • If you can resurrect at the Wabanaki Holy Site, the easiest way is to die and rez there, then drop down from above.
  • Enter the Blue Ridge Mine
    • You'll be in the Blue Ridge Mine (Solo Instance) - see that article for maps and more details
    • Avoid the wandering Hate Machines. They can be avoided. For most, even QL10, there are deadly.
    • Avoid the red circles on the floor.
  • Descend to the deep shaft
    • Take the elevator in the first room to the right after you enter
  • Explore the deep shaft
    • It is a fairly straightforward path, but there are some branches to give it a maze-like quality.
    • See map for details if needed.
    • Ultimate destination is the room with the Fiend of Corruption lurking in the darkness
  • Pass the Gaia seals
    • You first have to kill the Fiend of Corruption
    • Then click the plant/roots and a passage opens up into lighted area, enter that area

Tier 14/18

Tier 15/18

Tier 16/18

Tier 17/18

  • Go to the deep shaft
  • Confront Beaumont
    • You'll need to kill his dopplegangers as quickly as possible - the create large AoE damage effects that are very powerful
    • You'll want to interrupt his "Cellular Regeneration" ability as well, it is his self-healing

Tier 18/18

  • Find a way out of the Ice Caves
    • You're in the Ice Caves (Solo Instance)
    • Just keep walking forward, and you'll advance
    • There are notes along the way you can pick up
  • Escape this dreaming
    • You will come into a room with various settings - you can use the "memory" of each setting for a dialogue
    • Continue to the north to exit
  • Choose to accept the gift or not
    • You can use "use" the gift to accept or, or proceed forward off the cliff to reject it.
    • So far, there is no known consequences for either decision.

Other Information

Case #40027 - Deviant Teenager

Regarding Patient
Danny Dufresne
Contact Details
10 Belmont Avenue
Referral
Mr Rosen
Reason for Referral
Deviant Behavior including voyeurism and graffiti
Method
Helen thought that this assessment would be the best way to stop Mr Rosen from pressing charges. It was pretty funny, the youtube clip of Rosen in his underwear watering roses.
Diagnosis
Danny is a fine, healthy young man. His sense of humor might make him some enemies.

Case #43781 - Lady Margaret Incident

Regarding Patients
Derrick Creed, Lawrence Creed, and Joe Slater.
Contact Details
Lawrence and Derrick Creed (Business address) - 5 Main Street, 555-1--4
Joe Slater (Home address) - 4 Belmont Avenue, 555-1782
Referral
They came to me after the Lady Margaret limped back into the harbor. All of them needed help, so I arranged separate interviews.
Diagnosis
It is too early to tell, but something clearly happened on that ship.
Derrick Creed
Derrick suffers from severe headaches and a keen sense of paranoia. The similarities with Joe Slater and Lawrence Creed are alarming. It seem the symptoms develop at uneven rates, but I fear everyone on the boat might be affected with this. Whatever it is.
Lawrence Creed
Second consultation with Lawrence today. The headaches are getting worse, to the point where he can no longer function normally. The paranoia has not abated and he has developed a new symptom: night terrors. I prescribed an anti-depressant, but if his development is anything like Joe's, I fear he will only get worse.
Joe Slater
I saw Joe again today. This was the fourth consultation, and I'm at a loss. He was barely coherent, his left leg twitched and he obsessively scratched his right arm. Paranoia has developed into severe delusions. Consulted with Hartmann in New York who suggested the symptoms are more likely signs of schizophrenia, which echo my earlier diagnosis. With others from the boat presenting with similar symptoms, however, and the patient's lack of response to medication, I fear this might be something environmental. Something eating away at the brain. Prescribed clozapine, but am not optimistic.

Case #42908 - The Fortune Teller

Regarding Patient
Madame Roget (real name unknown)
Contact Details
Lovecraft Lane
Referral
Self Appointment
Reason for Referral
Not disclosed
Method
M Roget seems to suffer from a variety of deviant sexual fantasies, not least of which involve an inappropriate Doctor-Patient relationship.


Trivia

  • When you ask Norma Creed about the fog, she quotes The Rime of the Ancient Mariner
  • The phrase "In inferno nulla est redemptio" on the picture in the Franklin Mansion comes from a responsory of the Catholic Office of the Dead, in the third Nocturn of Matins, translated as "There is no redemption in hell".
  • The image for the memory of language is from "Mont Blanc" by Percy Shelley. See Wikipedia - Mont Blanc (poem)
  • The image for the memory of vision is a painting done by the artist Raphael and the quote is what is was engraved on his sarcophagus when he died, written by Pietro Bembo
  • The image for the memory of leadership is the Cyrus Cylinder, a translation of which can be found at the British Museum
  • The image for the memory of wealth is a picture of Xanadu, the fictional estate of the title character in the film Citizen Kane

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