The Last Train to Cairo (Mission)/tsw

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The Last Train to Cairo (Mission)/tsw
Nassir.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
Requires: The City Beneath Us
Reward: Unknown Experience
Repeatable:
Game Version: TSWicon.png TSW
Added in: [[Update Update 1.6]]



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.

Dialogue

Introduction

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!

Finale

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!


Journal Entries

  • 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 key to the Jeep.
  • Tier 2: Make your way to the head of the train and secure the destructive device.
    • Advance to the locomotive.
  • Tier 3: 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.

Rewards

Report

Dragon.pngDragon

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.pngIlluminati

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.

KG

Templars.pngTemplar

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

Walkthrough

There are 3 tiers to this mission.

Tier 1/3

  • Get the keys to the jeep.

Tier 2/3

  • Advance to the locomotive. (including the locomotive there are 76 cars in total; in-game coordinates reflect the developers' having laid out the three cutscene-divided main sections of train parallel to each other: the sections are stationary, with canyon/tunnel landscape programmed to scroll past and with camera jiggle and some object animation added to suggest movement.)
    • For the first section of 24 cars (coordinates 57,???), 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 atenists in car 10 (58,214) for the green key card in order to proceed.
      • At 56,337 (in the 18th car) there is a handle outside the open door that allows you to climb along the side of the train past several Atenists. The alarm on a door in car 21 will alert those Atenists and have several more dropping down into the three available train cars from a pursuing helicopter, whose missile strike on the train will require you to flee advancing flames, which will do serious damage but into which also-vulnerable enemies can be maneuvered with care. At the last minute a mini-boss will open the door - if desired run past him and jump into a tank on flatbed car 24, which in a cutscene will blow him away along with the rear of the train as the remaining cars enter a tunnel.
    • Cars 25-50 (coordinates 189,???) are traversed in a tunnel with onrushing ceiling light hazards and dangerous gaps between car rooftops.
      • Headlamps found in 25 aren't needed to find a well-lit yellow key card behind a table in car 26 (189,64) and eventually reach the train roof.
      • Atop cars 30-33, onrushing tunnel ceiling lights can be sidestepped left-right before you drop down to relative safety onto some flatbed cars. In climbing crates and tanks in order regain the train roof, backward jumps may provide much-needed precision.
      • Atop cars 36-41 are more ceiling lights but on lateral pipes which must be leapt over. Waiting between some cars are gaps must be carefully avoided because inescapable if fallen into. A final rooftop stretch across cars 43-48 combines both types of ceiling light obstacles before the section miniboss.
      • A miniboss on flatbed cars 49-50 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 purple keycard dropped by the miniboss allows player to proceed.
    • Cars 51-76 (coordinates 311,???) are traversed rushing through the canyon at twilight. The rooftops of car #s 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.
      • After the 2nd Daoud fight, jumping through car 64's skylight lets you battle for a red key card, which then merely opens an empty car with a door requiring a blue key card. (In Secret World Legends this car contains a box of statues required for the story mission and needed to access the City of the Sun God playfield.) Advancing along the train roof instead, after a third Daoud fight the skylight of car 70 allows a jumpdown into an Atenist ambush where the blue key card can be picked up, and then retracing steps from car 71 back to the red and blue doors will unlock car 68 (311,321) with its gold key card which will then get the player past car 72 (311,384) for the final Daoud battle.

Tier 3/3

  • 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.

Other Information

  • Upon completion of this mission, you will automatically be given the The Council Crossing mission.
  • During the tunnel sequence in tier 2, Lore:The Breaks in Time entry 6 can be found by dropping down before the first black tanker wagon (189,241).

Related Achievements

Media

Images

Missions
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