Evolution (Guide)
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Mid Zailing Content and Onwards |
The Evolution storyline is a story in which you help the Dilmun Club doing science. It's mainly tracked with the Associating with a Youthful Naturalist quality, but the beginning instead uses
Associating with Radical Academics.
In order to start Evolution, you only need Associating with Radical Academics 75 (See this guide), but in order to complete the storyline you will at some point require the following:
- A Ship
Stone Tentacle-Key (See Time Passing at Hunter's Keep (Guide))
- Access to
Port Cecil and a
Deed to a Port Cecil Business, Encoded in Chess Notation (See Port Cecil (Guide))
- Access to
Godfall
- Recommended: Decent levels in
A Player of Chess,
Monstrous Anatomy and probably more advanced skills.
- Base
Zeefaring 5
Qualities[edit]
Associating with Radical Academics: This quality is mostly used in pt. 1 of the story.
Associating with a Youthful Naturalist: This is the main tracker quality in the story, and the different sections will be based on your progress with this quality.
Naturalist's Acceptance,
Naturalist's Cunning and
Naturalist's Malleability, aka naturalist qualities: These are qualities that show how your relation with the Naturalist is. Has some effect on some actions.
A Meeting of the Dilmun Club: Shows the progress of your current Dilmun Club meeting.
Visiting Cline: Shows your progress while in Cline
Academic Inclination: Affects some text
Besieged by Wax: Progress quality while at Godfall
Knowledge of the Crossroads: Skill at navigating the Loom of Destiny in Irem
Delighted: Unlocks a Zee-Dream card (see Having Recurring Dreams: Rosy Colours Leaping on the Wall) and affects some texts in Pt.5
Spiralling Regrets: Required for some actions in pt. 6
Mortal Philosophy: Acquired in pt. 6, use currently unknown (RP quality?)
Regretful,
Monastic,
Organic,
Mechanical,
Temporal,
Cartographic, and
Mnemonic Comprehension: Preparation qualities for pt. 6
A Name Forged in Amber: The name of your diving-bell
Hull Health: The health of your diving-bell
The Story[edit]
The guide has been split up in several sections based on when the section was released, however you may complete the whole story in one go, should you wish to.
Part 1 - Shells of Regret[edit]
This part starts with Associating with Radical Academics 75, in
Your Lodgings.
Play A Message from the Dilmun Club and attend the meeting.
Once done with the meeting, you should travel to Cline. Cline is located in
Shepherd's Wash. Note that once you're done with this visit you'll end up back in London, so if there are other things you want to do at Zee, do those first.
After Wandering the Streets of Cline, you will get a choice over whether to bring back a fossilised shell or a
living shell. This will determine some text later on, as well as which (mechanically identical) unique item you get in part 6.
Once you have extracted the shell, you will have to leave Cline. As you are leaving, you will find the Naturalist, and may either throw him overboard or talk to him. Either choice will affect your naturalist qualities, and you will find yourself back in London. Report back to the Dilmun Club in
Your Lodgings. This will set
Associating with Radical Academics to 120 and marks the end of this part.
Part 2 - The Mentor[edit]
Covers Associating with a Youthful Naturalist 1-79
Required items and qualities:
Having finished your meeting with the Dilmun Club, it shouldn't take a long time before you are Contacted by a Youthful Naturalist by opportunity card. Eventually you will agree to help him in Ladybones Road. After reporting to your patron or keeping this to yourself, you will have to return to the Naturalist. Give him a
Rookery Password and continue working with him in
Spite. This will cost several items. At this point, the Naturalist will ask you to pop by
Hunter's Keep to retrieve a
Stone Tentacle-Key and deliver it to him.
The next section requires you to find the Naturalist's mentor by taking a trip to Zee, more specifically to the Tomb-Colonies in Stormbones. It might be worth bringing
2 x Favours: Tomb-Colonies, plus excess scandal you want to lose. Travelling by zee sets
Associating with a Youthful Naturalist to 50, as well as increasing your
Scandal. You will also gain some naturalist qualities in the process. Find the mentor and spend favours to progress the story. If you didn't bring favours, you have two choices: Either play cards that give favours, or reduce your scandal to 6 repeatedly, and thereby gain favours.
Once your
Associating with a Youthful Naturalist has reached 61, it's time to head back to London. Parting ways, temporarily sets
Associating with a Youthful Naturalist to 70 and you may zail back to London.
Back in Ladybones Road, A Private Meeting will finish this part of Evolution, setting
Associating with a Youthful Naturalist to 80.
Part 3 - The Experiment[edit]
Covers Associating with a Youthful Naturalist 80-170
Required items and hard challenges:
1 x Volume of Collated Research
1 x Relatively Safe Zee Lane
Deed to a Port Cecil Business, Encoded in Chess Notation (See Port Cecil (Guide) for how to gain this)
Knob of Scintillack (1 per failure)
Bottle of Broken Giant 1844 (1 per failure)
Nodule of Warm Amber (25 per failure)
A Player of Chess 6, 8 and 10 challenges
Monstrous Anatomy 9 challenges
- (Optional: 3 x
Confident Smile, 3 x
Hastily Scrawled Warning Note, 3 x
Sudden Insight)
- (Optional: 3 x
Puzzling Map, 1200 x
Silk Scrap)
Chirurgical Touch is an advantage
Eventually, you will once again be Summoned to the Club, starting another meeting. You will end up with 300 worth of
Rostygold. This will be required later, so don't sell it!
Travel to the Tomb-Colonies again to reunite with the Naturalist, before quickly going back to Zee, this time to
Port Cecil. Before you can get there, something unexpected happens, which has to be dealt with. Reduce your
Troubled Waters to 6 to deal with the situation. Upon dealing with the situation, your
Associating with a Youthful Naturalist will be at 120.
In Port Cecil, you will find The Naturalist on the Shore. In order to progress after this step, you need your own business and two progress qualities:
Camaraderie & Misery and
Cartographic Comprehension.
- For
Camaraderie & Misery, you will need to do the Port Cecil carousel 3 times with
Iron & Misery Scintillack Extraction higher than
Feline Argentation, and spending the rostygold you received earlier.
- For
Cartographic Comprehension, Consider gambling under How to Advance a Science. This will lead to 3 tough chess-matches which you have to win. Losing a game means losing your stake. Be sure to bring several
Broken Giants, which cannot be found locally, and preferably a substantial store of
Warm Amber, which can only be locally earned slowly via an alternative success. The hardest game is an
A Player of Chess 10 challenge, staking 25 Warm Amber each game.
With both parts done, Consider logistics. This will lead to another cycle of the Port Cecil carousel, but this time you must make sure to both:
- have the Lamp-cats win
- Survey the terrain with the Youthful Naturalist 3 times successfully at Low tide. This is a
Monstrous Anatomy 9 challenge.
With this done, you can Conduct an experiment. Finishing this and the subsequent actions will set Associating with a Youthful Naturalist to 141-143, as well as affecting your naturalist qualities.
The Fruits of Science will give you your first special reward, and you will now have a choice. Either you may do an operation, which may cost some second chances if you threw the naturalist overboard in part 1, or you may decline to do so.
Lending your assistance costs
3x Puzzling Map and
1200x Silk Scrap, and leads to a hard
Monstrous Anatomy challenge (16, but decreases on failures) which may be completely avoided if you have
Chirurgical Touch. Declining means you'll have to do another cycle of the Port Cecil carousel.
Speak to the Naturalist another time and your Associating with a Youthful Naturalist will reach 170.
Head back to
Ladybones Road in London to conclude this part of Evolution, increasing
Associating with a Youthful Naturalist to 175.
Part 4 - The Journey[edit]
Covers Associating with a Youthful Naturalist 175 - 320
Required items and hard challenges:
Once again, you'll draw an opportunity card in London. This time playing the card will cost a lot of candles. Upon paying the candles, a meeting will ensue, in the process granting you an Essence of Life. You will also gain a small reward, and be requested to zail to
Port Cecil again. Before you reach Port Cecil you will be ambushed, and if your
Zeefaring isn't very high, you may experience some Nightmares.
Once you've reached Port Cecil, you should use your essence in order to revive the naturalist. As the Bishop requested, you should head to
Aeschaven, in Godfall, but in order to get the naturalist with you, you'll need a
Relatively Safe Zee Lane. Your
Associating with a Youthful Naturalist should now be at 200.
In order to actually zail to
Aeschaven, you'll first need to discover Godfall. Refer to Pilgrimages in Godfall (Guide) for this. If you haven't already unlocked pilgrimages, this would also be a good time to do so. Talk to the abbot-commander, and have the naturalist wrestle him. The Wax-wind will return, and you will experience a different pilgrimage carousel than usual, as you will have to battle with the wax-wind for each station, and you will have the naturalist perform rituals instead of yourself. At Associating 270, you will have a surprise, and gain a
Shattered Mask and
Knowledge of the Crossroads. By the end of your journey, associating should reach 320.
Back in London, there will be a universal storylet setting Associating to 325, marking the end of this section.
Part 5 - The Pirates[edit]
Covers Associating with a Youthful Naturalist 325-474
Required qualities, items and hard challenges:
- Access to
Gaider's Mourn (Requires Base
Zeefaring 5)
Corsair's Colours (See Piracy (Guide) for how to gain this)
10000 x Stashed Treasure
10 x Phosphorescent Scarabs
Mostly-Cooperative Chart of the Eastern Unterzee (not consumed) OR
3 x Puzzling Maps
1 x Whirring Contraption
At Associating with a Youthful Naturalist 325 you may Report to the Dilmun Club. This starts another meeting, setting
Associating with a Youthful Naturalist to 330 . You will also start drawing Making Contact with a Contact which allows you to increase
Tracking Down the Charwoman up to 3 (this takes 3 successes). A storylet in
The Labyrinth of Tigers, coil 2 will increase this further up to 4. With both the meeting done and having tracked down the Charwoman, you may Prepare to continue your research. After having done all these steps, it's time to return to
Godfall. Upon approaching
Shepherd's Wash, a storylet will autofire with options depending on
Delighted, changing what you see as you approach
Godfall. Upon arriving at
Godfall, you should follow the storylets on Blood and Feathers until you have
Associating with a Youthful Naturalist 365.
To progress further you will need to do another pilgrimage and Interrogate the Rowdy Corsair when the option appears. This will set your progress to 370, at which point you'll need access to Gaider's Mourn in order to progress. Once there, you'll need to obtain the assistance of the Rowdy Corsair's crew. After paying them in
Stashed Treasure, supplying them with maps, and doing a bit of planning, you'll be able to Hear the name of the Delight from your
Almost-Tame Blue Prophet and pursue it as a Bounty. After you track it down, by donning your
Shattered Mask as a disguise and using a
Whirring Contraption's parts for a cage, you'll be allowed to board.
Aboard the Delight, Delighted will change the appearance of everything; without it, you may receive
Nightmares from the ambient horrors around you. If your
Nightmares get too high a storylet will autofire prompting you to equip your mask, removing all
Nightmares. There are three floors, and you need to spend one action on each floor passing time to unlock an action that grants a
Sacristan's Benediction. Once you have 3
Sacristan's Benediction, you can Enter the Second Sacristan's cabin on the middle deck to rescue the Youthful Naturalist, the conclusion of which will see you become affiliated with
The Crew of the HMS Ramillies. Then, after catching up with the Youthful Naturalist, return to London to end the chapter.
Part 6 - The Garden and the Diving-Bell[edit]
Covers Associating with a Youthful Naturalist 475-625
Required qualities, items and hard challenges:
Tribute 20
5 x Cellar of Wine
- Several items that are also gathered in the chapter
- 3 (fairly easy)
Kataleptic Toxicology challenges
- 7
Zeefaring 7 challenges (some can be passed with other requirements)
A Player of Chess 7 challenge
- No
Wounds
Just like the other chapters this chapter starts with a meeting. This time you will be tasked with killing the shell you just provided in order to get hold of it once again. After navigating the meeting room and passing some Kataleptic Toxicology checks, you will gain either the
Slaughtered Shell or the
Twice-Slaughtered Shell. Talk to the Naturalist on your ship in order to continue from here. You get tasked to gather some comprehension in order to make your Diving bell. This requires visiting
The Court of the Wakeful Eye,
Port Cecil,
A Khaganian Patrol Vessel (
The Salt Steppe card) and 2 x
The Fleet of Truth (card requiring some
Troubled Waters).
Having gathered said comprehension and items, prepare to build the diving-bell and zail to Godfall in order to continue the trek. (Bring
5 x Cellar of Wine or your trip will be wasted.) Having assembled the diving-bell, you will have to chart the currents in the 7 seas by equipping your shell and drawing cards in the different zee-regions.
Once all of the regions were mapped, the player can talk to the Naturalist to finalize the construction, and then, the player can draw one card to use the diving bell. The card is drawn while the shell is equipped, and can be drawn in any sea region. The player cannot have any Wounds while diving, but having other menaces (and equipping menace-boosting equipment) will prevent some menace gain. After diving and resurfacing another meeting with the Dilmun Club begins, including an increase to a naturalist quality. Ending the meeting concludes Part 6.
Part 7 - Irem[edit]
Covers Associating with a Youthful Naturalist 630+
Required qualities, items and hard challenges:
7777 x Drop of Prisoner's Honey
1 x Relatively Safe Zee Lane
Recommended, in order to gain Zeefaring Ztudies 2:
7 x Zee-Ztory
7 x Memory of Distant Shores
Southern Wind,
Northern Wind, and
Eastern Wind
777 x Stashed Treasure
- Base
Zeefaring 6
Once again, this chapter starts with a meeting in London: Fresh from Blackfinger Street. After finishing the meeting you will be tasked to do the final leg of the journey - travelling to Irem. This requires spending honey and a Zee Lane. Having made an Iremi Zee-Chart, you should zail to Irem. Bringing the recommended items will make it easier to clear
Troubled Waters at Irem and will allow you to gain Zeefaring Ztudies 2 in the process (This can be done in The House of Snow and Brine).
In Irem, you will exchange your tentacle keys from the previous steps for increased understanding of the Crossroads and unlock the Destiny of the Youthful Naturalist. Proceeding will put you in a weave between 4 different areas: A Forking Future,
A Mortal Future,
A Vivisected Future and
A Manifold Future. Each location has 3 different cards, in addition to menace cards from Nightmares and Wounds.
The cards will earn you three qualities:
Silken Warp,
Sinewy Warp or
Bombazine Warp. They allow you to move to one of the other futures, depending on the Warp color. The same Warp will always move you to the same future (see table below), unless you are already there, in which case you will be moved back to A Forking Future.
The starting location has access to all 3 Warps, but this isn't true for all of them! The cards have different borders according to which types of Warps they give:
Quality | Border | Described Colour | Found in which futures? | Destination |
---|---|---|---|---|
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Silver | Forking, Vivisected, Mortal | Mortal or Forking |
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Dark green with red spots | Forking, Manifold, Vivisected | Vivisected or Forking |
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Dark green | Forking, Manifold, Mortal | Manifold or Forking |
Item Card | ![]() |
Gold | Mortal | N/A |
In order to proceed you need to visit each of the futures at least once, unlocking three comprehension qualities. This is done by using cards to gain warps and the loom storylet for navigation. Whenever you enter a new future you lose any warps you may have, but your cards remain. In addition to this, you will need to raise one of your naturalist qualities to 7, while keeping the others below 7.
Each card has one option to adjust your naturalist qualities, but the quality you want might be more accessible in a different future.
Since each card only has one option for changing the qualities, the below table contains the card name and not the action name.
Card | Found in Which Future? | ![]() |
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---|---|---|---|---|
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Forking | +2 CP | +2 CP | +2 CP |
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Forking | +3 CP | +3 CP | - |
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Forking | - | +3 CP | +3 CP |
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Mortal | +5 CP | -3 CP | |
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Mortal | +5 CP | - | -3 CP |
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Mortal | +4 CP | - | +3 CP |
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Vivisected | -3 CP | +4 CP | |
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Vivisected | - | +3 CP | -3 CP |
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Vivisected | -2 CP | +4 CP | - |
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Manifold | - | -3 CP | +4 CP |
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Manifold | -4 CP | +3 CP | |
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Manifold | - | +3 CP | +3 CP |
The different naturalist qualities lead to different destinies for the naturalist:
The Wheel of Fortune (Malleablility)
The Hierophant (Acceptance)
The Hanged Man (Cunning)
Regardless of your choice, choosing a destiny will end the storyline and unlock advanced destinies, but there are also a storylet and a card back in London. See Irem (Guide) for a more in-depth guide to the advanced destinies. Based on your choice, one of the members of the Dilmun Club will give you a reward on Another File for the Archives: An item worth 312.5 , as well as connections with the relevant faction(s). Additionally, you will (eventually) draw A dream about jellyfish giving a
Fluke-Core
Other effects:
- An extra option on ...or you could just give up
- The Seekers of the Garden card gets an extra branch, useful for gaining favours.
This concludes the story of the Youthful Naturalist.
Rewards[edit]
Part: Item Name | Item type | Stats/Uses |
---|---|---|
Part 3: ![]() |
Home Comfort |
|
Part 4: ![]() |
Hat |
|
Part 5: ![]() |
Affiliation | |
Part 6: ![]() ![]() |
Clothing | |
Part 7: Access to advanced destinies and Irem | See Irem (Guide) |