Runaway Lights

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SWLicon.png This article concerns content for Secret World Legends. For the TSW Classic version, click here.

Runaway Lights
MissionTitle RunawayLights.jpg
Region: Solomon Island
Zone: Kingsmouth
Start Location: Kingsmouth Municipal Airport
Start Coords: (901,701)
End location: Kingsmouth Municipal Airport
End Coords: (946,739)
Given by: Ellis Hill
Type: Action
Recommended Level: 15
Reward: 4,000 Experience
Repeatable: Yes
Game Version: SWLicon.png SWL
Added in: Update 2.0

According to Ellis Hill, the generator at the airport has been acting up and the reliability of the runway lights suffers from it. The sea beasts get bolder in the dark, so it’s in everyone’s interest that the lights stay on.

Journal Entries

Mission Action.png Runaway Lights       Main Mission
REPEATABLE (Recommended Level 15)
According to Ellis Hill, the generator at the airport has been acting up and the reliability of the runway lights suffers from it. The sea beasts get bolder in the dark, so it’s in everyone’s interest that the lights stay on.
Tier 1
The generator supplies a network of wiring systems all over the airport. They might need maintenance. First check out the blueprints, then head to the runway passages to fix any potential problems.
  • Examine the airport blueprints on the wall
  • Check the wiring in passage one
Tier 2
The wiring in the first passage was soaked in water, creating hazardous conditions in the damp chamber. Get to the next passage and check the wiring.
  • Check the wiring in passage two
Tier 3
The second passage was full of draug, pouring in from the ocean. The wires were unharmed. Move forward and check the wires in the third passage.
  • Check the wiring in passage three
Tier 4
The third passage contained chemical spills and checking the wires was difficult. Having dusted off the box, it's time to head to the last tunnel.
  • Check the wiring in passage four
Tier 5
More draug had infiltrated the passage system but here, too, the wiring was okay. The problem must lie with the generator itself. Find it and ensure it's running smoothly.
  • Go to the generator room
  • Defeat the Circuit Breaker

Associated Missions


There are 5 tiers to this mission.

Tier 1/5

  • Examine the airport blueprints on the wall
    • On the wall, just to the left of of the door as you're heading out of the building
  • Check the wiring in passage one
    • This will be the passage with the electrified water, entrance is at (849,790)
    • The switch is on the back left corner
    • To avoid the water - jump over the railing to the left as you come in, then run around the ledge against the wall. You'll have to jump over the passage the water come in through as well.

Tier 2/5

  • Check the wiring in passage two
    • Entrance is at (856,800)
    • There will be a couple of Draug in here you need to kill to reach the switch, but no environmental hazards
    • Switch is on the back wall, near the back left corner

Tier 3/5

  • Check the wiring in passage three
    • This will be the passage with green/poisonous water, entrance is at (878,770)
    • Stepping in the non-safe water makes you Afflicted with a strong DoT as well as making you Hindered with a Snare.
    • The safe path through the water can be extremely difficult to see, depending on your graphics settings
    • If you can't see the safe water - your best bet:
      • Going in - Jump over the railing and into the alcove on your right - in the alcove is safe. From there you jump out as far as you can and try to make it to the safe ledge.
      • Coming Out - There is a barrel part way across between the ledge and the stairs, near where you got onto the ledge from the alcove. Jump onto the barrel. If you miss, get up on top of it and rest and heal before proceeding. From there - jump and run as fast as you can to the steps. Go for the base of the steps, not jumping over the railing. It will depend on your health if you can make it or not. Obviously a tank or someone with a healer helping has the best chance.
    • If you die on the way out, resurrect on the stairs and exit the tunnel from there.

Tier 4/5

  • Check the wiring in passage four
    • Entrance to this tunnel is at (918,762)
    • Similar to passage two, there is only a couple of Draug to worry about

Tier 5/5

  • Go to the generator room
    • From passage four, use the passage that leads north-east, outside the airport under the fence
    • Go right, along the fence, and then go back in through the next tunnel you come across
    • TIP There is a Lairs area very close to the fence, your chances of surviving an encounter are extremely low but you should be able to avoid them.
  • Destroy Circuit Breaker
    • He will activate as you near the generator in the room


Dragon.png FROM: The Dragon
To: <Character Name>
SUBJECT: Runaway Lights
The airport is a significant access point. Now, if anyone tries to come or go, we will know about it.

However, one begins to wonder: are there enough generators in the world to pierce the mysteries of Kingsmouth?

It feels as though we are lighting candles in the void. Each new flicker emphasises the darkness around us. But we will persist. We shall light a thousand if we must. We shall sooner burn the island in a blaze of revelation than allow ourselves to remain ignorant of its truths.

Illuminati.png FROM: The Labyrinth
To: <Character Name>
SUBJECT: Runaway Lights
I would love to shine a giant floodlight on Kingsmouth. However, until we get that tech you'll just need to clarify things one fuse box and generator at a time.

As for Ellis Hill - we ran a check and it seems he's new in town. He took the job at the airport a short time before the island started swallowing itself. I'm not saying not to trust him. I'm saying not to trust anyone.

They sure as hell don't trust you.


Templars.png FROM: Temple Hall
To: <Character Name>
SUBJECT: Runaway Lights
Nothing wrong with shining a light upon affairs at the airport, even if they remain a touch murky. If anyone is flying in and out of Kingsmouth – or has done so recently – we certainly want to know about it.

There are many groups in the world whose interests would be piqued by Kingsmouth’s occult brand of chaos, and not all will have the luxury of Agartha. Given that darkness has dominion over the sea, air travel would seem the most likely source of transport.

R. Sonnac

"Secret World Legends"
Exp.png 4000
Anima Shards.png 400
  SWL Patron Icon.png Patron Bonus
Exp.png + 400
Anima Shards.png + 60
Talisman Reward Bag.jpg 1 Talisman Reward Bag
XP Per Tier
  • Tier 1: 500 Exp.png
  • Tier 2: 500 Exp.png
  • Tier 3: 500 Exp.png
  • Tier 4: 500 Exp.png
  • Tier 5: 2000 Exp.png



Ellis Hill: Who the hell goes there? Identify yourself!
Ellis Hill: Hmm, God damn.
Ellis Hill: I thought you might be one of THEM.
Ellis Hill: Better be more careful.
Ellis Hill: Accidents can happen when you sneak up on a man.
Ellis Hill: (Holds out hand) Put it there.
Ellis Hill: I understand perfectly:
Ellis Hill: a man's gotta guard his handshake.
Ellis Hill: Gives away a lot of a person's soul.
Ellis Hill: And I'm not talking about that palm-reading shit.
Ellis Hill: You shake a man's hand, you get a sense of his worth. His past and present.
Ellis Hill: (Holds up hands) See the wear on these?
Ellis Hill: Metalworking hands...
Ellis Hill: for fixing things up...
Ellis Hill: or breaking them, real slow.
Ellis Hill: No secrets, all in plain sight.
Ellis Hill: More than you can say for this island.
Ellis Hill: You got the back and the stomach for digging deep...
Ellis Hill: all manner of shit comes out.
Ellis Hill: But nothing I haven't seen the likes of in my line of work.
Ellis Hill: You're thinking there's nothing dangerous about what I do.
Ellis Hill: You'd be wrong.
Ellis Hill: I can tell you all about what people try to hide behind a coat of white paint.
Ellis Hill: Generator's been acting up. Which is fine during the day, but at night...
Ellis Hill: They get bolder when the lights are out, the sea-beasts.
Ellis Hill: And my aim gets worse.
Ellis Hill: Makes it hard to tell friend from foe.
Ellis Hill: I think it's in everybody's best interest if those runway lights stay on.

Other Information





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