The Last Train to Cairo (Mission)

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The Last Train to Cairo
MissionTitle TheLastTrainToCairo.png
Region: Valley of the Sun God
Zone: Scorched Desert
Start Location: Marya Encampment
Start Coords: (900,310)
End location: Marya Encampment
Given by: Nassir
Type: Action
Recommended Level: 40
Requires: The City Before Us
Reward: 4,950 Experience
Repeatable: Yes
Story Arc: The Last Train to Cairo
Previous Mission: The City Before Us
Game Version: SWLicon.png SWL
Added in: Update 2.0

The Atenists are transporting an ancient and unstable explosive on a train heading to Cairo. You've recovered the means to contain the device. All that's left now is to stop them in time.

Journal Entries

Mission Action.png The Last Train to Cairo       Main Mission
REPEATABLE (Recommended Level 40)
The Atenists are transporting an ancient and unstable explosive on a train heading to Cairo. You've recovered the means to contain the device. All that's left now is to stop them in time.
Tier 1
Saïd has pinpointed the location of the train and Nassir is willing to get you there. The rest is up to you.
  • Get the keys to the Jeep.
Tier 2
Make your way to the head of the train and secure the destructive device.
  • Advance to the locomotive.

The leader of the Atenist uprising has been under great pressure from his secret partners to repeat the success of Tokyo. Finally, a second device of equal calibre was uncovered. Keep him from delivering this ancient weapon. Keep Tokyo from happening again.

  • Stop the train.


There are 2 tiers to this mission.

Tier 1/2

  • Get the keys to the jeep.

Tier 2/2

  • Advance to the locomotive.
    • This mission takes place in three sections - Boarding, Tunnel and Showdown. Keep moving forward until you reach the front of the train.
    • At points, you will be required to climb on the sides and top of the train, sometimes needing to use unlocked doors to reach them.
  • Boarding
    • For the first section of 24 cars, the train is speeding at afternoon through a canyon.
    • Advance along the train, killing enemies as you go. Once you hit a locked door that needs a green key card (after car 12, at (59,253)) turn and enter the carriages behind you. Fight the Atenists in car 10 (58,214) for the green key card in order to proceed.
    • The door at the end of car 21 (58, 384) will set off an alarm when used, summoning Cultist Cogs and Paracultists to attack. After a few waves, a helicopter following the train will set fire to the cars. At the last minute, an Atenist Freight Hauler will open the door - run past or defeat him and jump into the tank on flatbed car 24.
    • A cutscene will play.
  • Tunnel
    • Cars 25-50 are traversed in a tunnel with onrushing ceiling light hazards and dangerous gaps between car rooftops. Headlamps can be found in the first few cars, if needed.
    • The door at the end of car 27 requires a yellow key card. Turn around to find a well-lit yellow key card behind a table in car 26 (189,64).
    • Platforming through the next section can be difficult. Remember that you can adjust your speed for more precise jumping.
      • Atop cars 30-33, onrushing tunnel ceiling lights can be sidestepped left-right before you drop down to relative safety onto some flatbed cars.
    • Atop cars 36-41 are more ceiling lights but on lateral pipes which must be leapt over. Mind that there are gaps betweenbetween som of the cars that will also need to be jumped.
    • A final rooftop stretch across cars 43-48 combines both types of ceiling light obstacles.
    • Defeat the Atenist Freight Hauler on flatbed cars 49-50.
      • He has a powerful ground attack, with ground-effect assistance from a nearby Abdel Daoud. Impairs helpful.
      • Upon boss' defeat Daoud flees forward toward the locomotive as the train emerges into the canyon at twilight.
    • A cutscene will play.
  • Showdown
    • Cars 51-76 are traversed rushing through the canyon at twilight.
    • Pick up the purple keycard dropped by the miniboss to proceed.
    • The rooftops of cars 55-58, 61-65, 67-70 and 73-76 are sites of four boss fights with a strategically retreating Abdel Daoud. Quickly-activated sprints are useful to approach him past his ground attacks, and having reached him, impairs are useful - especially during the fourth fight.
    • Break through car 64's skylight after the second Daoud fight to obtain a red key card.
    • After the third Daoud fight, jump through the skylight of car 70 to get the blue key card.
      • This car also contains the missing statues required for the story mission and needed to access the City of the Sun God.
    • Backtrack to car 67 (311,321) and unlock its red and blue keypads to obtain the gold key card. This will open the door past car 72 (311,384) for the final Daoud battle.
    • A cutscene will play.
  • Stop the train.
    • After dispatching Daoud, drop down the skylight of car 75 and destroy the coupling linking that car, which contains the Filth bomb, to the engine/locomotive car pulling the train.
    • A cutscene will play.


Dragon.png FROM: The Dragon
To: <Character Name>
SUBJECT: The Last Train to Cairo
The great news, I’m sure, is obvious. You really have done an excellent job.

Now the not so great news: I’ve been analysing the codes and messages tucked inside some of your reports. We generally want your relationship with all members of the connected to be rooted in freedom and exploration. The end results are meant to stretch the models, not hinder them. But they also serve to expose glitches in the system.

Consider this particular glitch exposed now. He is being disconnected.

I’m not sure how much you know – or need to know – about rogue agendas. I don’t know how many others may share them. So I’m just going to make my position as clear as I can: not everything needs a name.

I trust you agree.

Illuminati.png FROM: The Labyrinth
To: <Character Name>
SUBJECT: The Last Train to Cairo
I suppose a confirmed kill on Abdel would’ve been too much to ask? God forbid I get what I want for once. Yes, overall, these are tolerable results. A second earth shattering explosion has been averted etc. You’ve earned your high-five.

So high-five.

However, just to complicate things, I’m going to let you in on something. I’ve recently learned that that ship in Cairo was scheduled for London. As in, boom goes Temple Hall.

Ugh. It’s probably better that we didn’t know this earlier.


Templars.png FROM: Temple Hall
To: <Character Name>
SUBJECT: The Last Train to Cairo
The Force-Marshal had us all bracing for the absolute worst. Went as far as digging up the floor and stocking the emergency vaults, would you believe? I understand the need for worst-case scenarios, but I was also quick to praise the resourcefulness of our agents in the field.

I knew you’d come through.

Though the crisis has been averted, we are still somewhat in the dark about who the Atenists ultimately deliver to. Someone pulled the strings on this – as they did on Tokyo. The Kingdom claim they don’t know who it is. Phoenicians? Morninglight? Orochi? Some ungodly mixture of all three? Someone else entirely? To be honest, I’m not ready to discount the Dragon or the Illuminati either.

It is a mystery we shall have to unravel at the site of the original crime.

Fear not, that time will come.

R. Sonnac

"Secret World Legends"
Exp.png 4950
Anima Shards.png 750
  SWL Patron Icon.png Patron Bonus
Exp.png + 495
Anima Shards.png + 113
Weapon Reward Bag.jpg 1 Weapon Reward Bag
Talisman Reward Bag.jpg 2 Talisman Reward Bag
Glyph Reward Bag.jpg 1 Glyph Reward Bag
SWL Agent Dossier Reward Icon.png 1 Agent Dossier

First Time Completion Rewards
Theatrics icon.png 1 Egyptian Theatrics
XP Per Tier
  • Tier 1: 1650 Exp.png
  • Tier 2: 3300 Exp.png


Nassir: I am the Bruce Willis and you...
Nassir: You are Rocky Bilboa!
Nassir: Together with old manager we chase train and save the world!
Saïd: Do I dare inquire?
Saïd: Who have you got me playing in this spectacle?
Nassir: You are wrinkly manager man. Your job is to be old and die so we can learn and be sad.
Nassir: Also, you pay for gas.
Saïd: Delightful... So, shall we? I have other appointments today.
Saïd: (to you) I suppose you want to ride shotgun?
Saïd: Don't mind me, I'll stretch out in the back.
Nassir: (now driving the jeep) We go blow the shit out of train!
Saïd: We catch the train, Nassir.
Saïd: More precisely, you get us there while I contact the people I need to.
Saïd: Our action hero will do the rest.
Saïd: (As the jeep pulls up to the train, a narrow canyon is approaching) Sorry to be a bother, but is that what I think it is? We're all aware of how a canyon works, yes?
Saïd: For the love of all things ancient, get closer.
Nassir: (As you prepare to jump from the jeep to the train) Sure you don't want me to jump? Want me to throw you?
Saïd: Yes, I'm sure that's exactly what they want. For you to throw them. Why don't I do a little dance whilst we're at it?
Nassir: You jump now! We will come back! We go for help! You stop the train!
Nassir: No sign of the villain. He is either dead or waiting for sequel.
Saïd: Sequel? Oh, splendid. I for one cannot wait to do this again.
Nassir: I even let you drive next time. We blow all the terrorists up!
Saïd: Nassir, the notion of our relationship blossoming beyond today fills me with a special kind of...
Saïd: ...dread.
Nassir: I like you, but you have a big problem. You are chained to past, scared to start fresh with good people.
Nassir: The Marya are good people.
Nassir: You work more with us and you will stop feeling like asshole.
Nassir: You see me, I am like Robert Deniro when I analyse the shit.
Nassir: I find the root of your problem.
Saïd: Yes, you are remarkably astute.
Nassir: Now we all go to celebrate and feel good. Together we diffuse the big threat!
Saïd: Someone remind me, what exactly did I get out of all this?
Nassir: We are great friends now. You are in my blood.
Saïd: Ugh, surely not.
Saïd: That sounds, unhygienic
Nassir: Only way for you to break friendship now is to stab the Marya in the back.
Nassir: Do that and I will not hesitate to kill you many times.
Saïd: I suppose I can live with those terms.
Saïd: Fine, I reluctantly accept.
Saïd: But next time I get to play Rocky.
Nassir: Ha! It is deal!

Other Information

  • Legend The Breaks In Time, #6 can be acquired during the tunnel sequence in tier 2 by dropping down before the first black tanker wagon (189,241).

Related Achievements

  • This mission is required for the The Last Train to Cairo achievement. This achievement is divided into 3 independent parts (Boarding, Tunnel and Showdown). If you fail to get the achievement for a part, you may quit and log back. That will send you back next to Nassir, where you will have to pick up the keys of the jeep again and restart the mission from the Boarding part.





Solomon Island Missions ▪ Kingsmouth ▪ Savage Coast ▪ Blue Mountain
Valley of the Sun God Missions ▪ Scorched Desert ▪ City of the Sun God
Transylvania Missions ▪ Besieged Farmlands ▪ Shadowy Forest ▪ Carpathian Fangs
Tokyo Missions ▪ Kaidan
South Africa missions ▪ New Dawn
Faction Missions ▪  Dragon ▪ Illuminati ▪ Templars
Other Missions ▪  Hub Cities ▪  Scenarios ▪  Seasonal ▪  Events