Welcome to another episode of Trophy Room, where I reminisce about past video game adventures and indulge in a healthy (?) dose of self-adulation while I’m at it.
Once again it’s a tale about The Secret World. As I’ve said before its designers didn’t shy away from facing players with pretty tough challenges. What’s more though, contrary to many other game developers they’ve also managed to actually make me feel a desire to conquer them all. Or most of them, anyway.
Like, say, the “Master Planner” achievements.

To the surprise of absolutely no one I’ve been a huge fan of TSW’s extremely flexible skill- and gear-system right from the start. More than any other I’ve experienced it allows players to adapt to pretty much any situation, and boy, have I always made heavy use of that.
For example, I have no less than three different tanking setups for the dungeon Hell Raised alone: one with more stuns to interrupt nasty boss attacks, another for a bit more party-wide damage output, and a third sporting additional movement abilities for the final boss. As you can freely switch between templates whenever you’re out of combat there’s no reason not to use the tools you have at your disposal like this.
Unless you’re after the Master Planner achievement for the dungeon you’re running, that is, because in order to get that the whole group has to commit to one set of gear and skills for the entire run. Fortunately you can talk things through and, well, plan the course of action with your mates first, so it is possible to do this even via the group finder. But once you click on the thing at the dungeon entrance which activates a Master Planner run everyone’s commited to whatever they’ve chosen at that point. If any one player changes anything before the final boss is defeated no one gets the achievement.
The reward for pulling this off successfully is a unique outfit fitting each dungeon’s theme, so it won’t surprise you to hear that I was very keen on getting these done. Not to mention, in my opinion most of the game’s dungeons are extremely well designed and challenging in a fun way, so just like with scenario missions I really wanted that feeling of accomplishment, rewards or no.

And thus it happened that four guildies and I set out one evening in March ’14 to master plan our way through The Ankh, a dungeon of slightly above average difficulty by TSW’s standards (which translates to: usually most people didn’t even run it because they just wanted to farm their currency as quickly and easily as possible).
Since we weren’t going to be able to adapt to any specific circumstance we went with the most flexible group setup of tank, direct healer and three ranged DPS, me being the former.
As mentioned above I would normally adjust my build for some of the bosses. In case of The Ankh this means having an ability to pull enemies towards me as well as a teleport for the second and last boss, a specific AoE-attack which builds some stacks of defense on myself for the third (it’s almost impossible to survive the encounter’s initial attacks otherwise), and a rocket launcher modded for additional runspeed after using rocket jump (!) for the final boss.
For the MP attempt I obviously had to keep all of these in for the whole run, while also having the usual means of interrupting nasty attacks and, well, dealing a bit of damage to get and hold aggro. There wasn’t a whole lot of wiggle room, is what I’m saying.

Once we had our builds sorted it was time to get going.
The first boss of a dungeon is usually there to warm up a bit, to acclimate oneself, if you will. As first bosses go the Squalid Hekaturgist (don’t ask me) isn’t the easiest though, what with players having to always keep their distance to some floating orbs that continuously move in and out of the center of the arena while fighting. It’s almost like a dance. I think we wiped twice before everyone got the rhythm down.
After that players face Dr. Klein, the dungeon’s main antagonist, for the first time.

This fight is the first real test for any group, and probably the main reason why most players didn’t want to include the dungeon in their daily rotation.
There’s more dodging of flying orbs and wave attacks (on a fairly narrow bridge no less, as you can see), a steep DPS and HPS check, as well as a killer-wave that needs to be teleported over with almost perfect timing by the tank and dodged by everyone else.
I don’t remember exactly how many attempts we needed, but I think we almost entered two-digit territory.
The next two bosses didn’t give us too much trouble. The fifth, however, is again a bit on the mechanics-heavy side and also spawns pretty strong adds from two different directions. Took us quite a few tries to get him down.
By then we’d been underground for nearly two hours or so, quite a bit longer than anticipated, and one of our DPS had to leave. Needless to say, since your team isn’t allowed to change anything during a MP run you can’t sub in a new player either.
We’d come this far though! Since a lack of damage output hadn’t been our main problem in the previous fights we decided to tackle the final boss and his pet abomination anyway.
Time to challenge Dr. Klein again, this time accompanied by Melothat, The Colossus.
The main difficulty now became that our two remaining DPS couldn’t hold back at all – they needed to go in full guns blazing, which made getting and keeping aggro quite a challenge for me. Whenever Melothat did switch onto one of my mates he would either place puddles of filth below their feet or outright kill them all with his strong cleave attack.
Twice during the fight Mel becomes immune to damage and receives a channeled buff from his master, which is when I had to run halfway around the arena (this is where the rocket launcher came in handy), up some stairs and along a rather narrow scaffolding to smack Klein in the face a couple of times. Then I had to jump back down to my tanking position for Mel without landing in a big pool of filth and continue the fight.

Once the big guy goes to sleep for the third time Klein teleports down to us and casts his big-ass wave again. My mates just needed to step aside, but I had to teleport over the wave again and then to immediately stun him.
As soon as Mel finally dies the whole group has to run up the scaffolding, all the way to the top of the arena, where we first have to kill two adds and then, finally, Klein himself.
As you probably have guessed absolutely nothing went wrong during all of this.
Hah, just kidding. Pretty much everything that can go haywire over the course of this fight did so at least once. I vividly remember one wipe that happened because I, after everyone having performed perfectly up to that point, fell into the damned pool of filth after hitting Klein for the second time, couldn’t for the life of me climb out again and died.
But we persevered…and we did it!

And thus one heroine and three heroes defeated the dungeon’s final boss and got their Master Planner achievement. Of course we had to change into our new garments right away and pose on-site, basically standing on top of Klein’s dead body. Served him right for giving us all that trouble!
And what do you know, in order to get adequate screenshots for this post I ticked yet another box on my list of personal achievements: I just now finished The Ankh solo. On normal mode, obviously. I may be German, but crazy I ain’t!
OR AM I ???
Blaugust 2024 post count: 5


























