Updated Sixth Coil Guide

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ESTIVAL GUIDE / SIXTH COIL GUIDE

MECHANICS

- You spawn in on one of 4 random "floors", which loop, so 1->2->3->4->1

- Each floor is associated with a main stat

- Each floor has a burden that you can pick up

- Picking up a burden makes all checks harder; with endgame stats, 3 burdens is still 100%able or close to, 4 burdens is around 70-80%

- Almost every action you take except picking up burdens will increment a "coiling" quality

- Every action you take will progress a "mapping the labyrinth" quality

- MAPPING CAPS AT 40 AND IS THE "REWARD" QUALITY (along with burdens)

- Based on RNG, you will have the option to "climb a ladder" or "go down a well". This changes your floor (0-20 airs for ladder, 80-100 airs for well)

- When you decide to leave, you will have to start taking movement options to reduce "coiling ever deeper" to 0 to escape. If

you have all 4 burdens, you get an extra antique mystery


Rewards

Basic reward

Mapping x 2 MoL

Mapping x 10 Cryptic Clue

Antique Mystery if 4x burden


Then, for each Burden

2 x Mapping 50p item

10 x Mapping x 2p item

40 x Mapping renown

So, Mapping Max Value = 7.6e


An optimal run of

17 Enter/Leave, 4 Pickup (39 mapping). 4 cashout, 1a clear menaces

308.9e in 43a = 7.18 EPA

Good luck, "optimal" run is almost impossible

STRATEGY

You want your runs to be a total of 39 or 40 mapping, to ensure none of your actions *dont* generate mapping, which is most

of the rewards after burdens

To achieve this,

1. Wander each floor until you can pick up the floor's burden

2. Wait until a "ladder" or "well" shows up to bring you up or down a floor

3. Remember your first "up/down" movement, you want to only take that movement from now on

4. Repeat steps 1-2 until you've managed to collect all 4 burdens, OR your Coiling+Mapping >= 39

4.1. If you manage to get to your 4th burden before reaching 17 coiling, then hang around on that floor without picking up the burden until you hit 17 coiling. This keeps your checks easier until it's time to leave, then take the burden and leave

4.2. If your stats can't handle all 4 burdens, only take as many burdens as you can manage, and just wander around to step 5, a final exit probability of around 70%+ is acceptable

5. When your Coiling + Mapping >= 39, It's time to leave.

5.1. If you have the rng option to get your next floor to get another burden, it IS worth grabbing that and wasting a few non-mapping actions, otherwise, it's not worth rolling the rng chance to try to get it

6. LEAVE

Extra Notes :

Always take the MoL consuming option if it's a higher chance to succeed than your regular options, it's worth it

The reason we leave at >= 39 is due to parity, we start the maze with 1 coiling already, we take a total of 4 burdens, which raises mapping+coiling to 5, and then, each additional coiling action we do raises mapping+coiling by 2, when we get to 39, the next action we take only provides us with 1 extra mapping for 2 actions instead of 1 action, which is not worth it.|

The above does not apply if you're a newer player and only taking 1 or 3 burdens

Take the weird "door" option if you see it while going forward, it appears at airs 100, increases your mapping by 2, and doesn't increase coiling, it is insane value