Firmament (Guide)

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Firmament is a story concerned with Roof exploration and alternative histories. Progress in the storyline is tracked with the Firmament quality.

To start Firmament, you need Involved in a Railway Venture 50 (See Railway Beginning (Guide)). Do not feel obliged to start it immediately - despite the urgency of the description, the rain "emergency" has no in-game effects.

Part 1 of Firmament is a coda to The London Horticultural Show (historical). If you were not present for that Estival (Guide), you may wish to play through Relive the Starved War in The Sacroboscan Calendar (Guide) before commencing. Doing this does not have any mechanical effects but may help with comprehending events - Firmament is written in a highly obscure and difficult to follow style, even by Fallen London standards.

Qualities[edit]

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.

Prologue - The Rain[edit]

When Involved in a Railway Venture reaches 50, you will immediately draw the card The Fire in the Looking Glass. Play it and dream of fire, books and woods.

Upon waking up, you discover that it's raining. All over the city, the rain is causing flooding: Ladybones, Spite, Watchmaker's Hill, Veilgarden, and your Lodgings. Perform any action on those storylets and raise Rising Damp to at least 3.

Once that condition is met, A Drip Becomes A Drop will become available in Your Lodgings. You will be summoned to a meeting with the Admiralty and the Masters and be recruited to explore the Roof to find a way to stop the rain from drowning everything.

When the meeting is done, you'll be redirected to Station IX.II to decide on what type of airship you'll be using:

Airship Stats
Sparrow-class Airship
Vigilant-class Airship
Obliterator-class Airship

Aerial Prowess and Aerial Armament are used for challenges on Travelling through the Air, which cost an action and reward a few minor items on success. The mechanical differences between the 3 airships are little, so feel free to choose the one that fits your aesthetic.

Once you've decided what your airship will be, you can Give the order for your airship to be built, which activates a living story with a countdown of 1 week and sets Firmament to 35.

Part 1 - Hallow's Throat[edit]

After 1 real-time week has passed, a message in your Message Tab will set Firmament to 40 and inform you of the airship's completion. Return to Station IX in Watchmaker's Hill to claim the airship.

Open the Map and select Hallow's Throat as your destination.

No-one at Hallows Throat actually knows anything about the rain, but there are things to do nevertheless, including making a movie, reshaping yourself, and drinking Starved liquids at the pub. Exploring the Throat will allow you to hire the Forlorn Shephard and eventually enter the Gullet to continue the story. Choices you make in the Gullet may affect your relationship with the crew but will not affect the outcome. What happens may make more sense once you play through Firmament Part 3.

After your visit to the Gullet you will be informed that the rain is actually coming from the Midnight Moon. To unlock this destination you need to bribe the roof-smugglers.

Required items to open the next destination:

Ecdysis[edit]

Unlocked by exploring Hallow's Throat and the local bar, Ecdysis is an activity that provides monetary rewards that can be sold for echos and stuivers, or (on repeat visits) boons to main attributes or Shapeling Arts. For more information, see Ecdysis (Guide).

In addition, after completing the story at the Gullet and at least one round of Ecdysis, you can receive a one-time boost to Chthonosophy.

The Kinetoculus[edit]

If you have been Restored to the Court, you can speak to A Starved Man with a Moving Camera about making movies on the Roof. You can make a film at each major Roof location, and the results depend on whether your choice of lens and film emulsion.

The two lenses can be swapped for only the cost of an action. The wide-angle lens will create a film of the Roof location itself, while the telescopic lens will create a film of a location below, on the Unterzee.

The three emulsions each cost 200 Stuiver, and must be purchased again after each use. Peligin film emphasizes the dark and monstrous aspects of the subject. Violant film emphasizes the close and personal, and connections between people. Cosmogone film emphasizes warmth and beauty.

Taking a new film at a given Roof location replaces the old one, and film for each location can be developed and viewed back at Hallow's Throat. The Cinematographer promises this will lead to profit in the future, but no use for films has been found beyond viewing, presumably this will come in a future update.

Part 2 - Midnight Moon[edit]

Required items and hard challenges:

To unlock Part 3 after the end of Part 2, you will need:

Anticandles can be sourced in the Stacks.

The Stacks[edit]

See The Stacks (Guide)

Lost Naples[edit]

Options
Results
1 Swim 10 x Tantalising Possibility
Siesta 1 x Via Madonna (up to 3)
1 x Memory of Distant Shores
Breakfast 1 x Solacefruit
2 Explore the city 1 x Memory of Light
Visit the Royal Palace 1 x Via Madonna (up to 3)
1 x Memory of Distant Shores
Siesta 1 x Solacefruit
3 Dine 1 x Via Madonna (up to 3)
10 x Tantalising Possibility
Take a boat 1 x Memory of Light
Siesta 1 x Solacefruit
4 Visit the Gran Caffè Gambrinus 1 x On the trail of Ambergris (up to 3)
1 x Hand-picked Peppercaps
Visit the Locanda del Cerriglio 1 x On the trail of Ambergris (up to 3)
1 x Bottle of Morelways 1872
Visit the Caffè dell'Epoca 1 x On the trail of Ambergris (up to 3)
1 x Withered Tentacle

Choose the option which will raise Via Madonna on each turn of Time Passing in Naples. Once it reaches 3, you can Visit the Madonna of Naples. You can only ask her a few questions at this point. Return to Naples and increase On the trail of Ambergris.

It's only possible to raise On the trail of Ambergris on Time Passing in Naples 4, so you must loop through the day at least 3 times. Once it reaches 3, Make contact with the ambergris miners. Greet the lost miners of the Midnight Moon, which will set On the trail of Ambergris to 4.

Return to Summer and Tell her that you've found her crew, which will set Via Madonna to 4. Next, go back to the miners and Reveal you've found their captain, which sets Via Madonna to 5.

You can then Visit the Esoteric Econium to get the book that Summer requested:

Make a final return to Summer and give her the book.

You will now have to determine the fate of the Midnight Whale. Your crew, the miners and Summer all have opinions. Your choice does not appear to have any ongoing effects. Whatever you choose, it causes the rain to stop. Hooray! (Why does it stop the rain? Don't ask silly questions.)

After the whale's fate is decided, Summer will join your crew. You don't have any choice in the matter.

Part 3 - Zenith[edit]

Open the Map and select Zenith as your destination. After arriving, you will be greeted by the Rightous Drover.

The Ritual[edit]

The next step involves two activities:

At Moon-Miser Readiness 7 and The Lost Shepherd at least 20, you can Present your Moon-Miser and set Moon-Miser Readiness to 8. At which point, you can tell the Drover to start the Ritual:

In The Pools of Breaking and Mending, you Immerse yourself in its waters and discover the fate of the Shepherd's Miser. After emerging, you can either:

The High Sancta[edit]

See The High Sancta (Guide).

You will meet The Red Miser when Towards a Violant Sky reaches above 5:

  • If Hollowed is 1, playing it will show a heartwarming reunion between the Shepherd and his Miser ( The Lost Shepherd is unchanged).
  • If Hollowed is 2, the Shepherd will be angry at you for not telling him and turn against Zenith (Sets The Lost Shepherd to 20).

When Towards a Violant Sky reaches 12, you will reach the Highest Sancta and meet the Pastor.

You will be lead into the Highest Sanctum, where the Vulgate keep their most interesting Apocrypha. The Apocrypha you need to view are: Peer into a niche on the first level, Approach the sound of whirring cogs and Enter a silent gallery on the second level, Approach the nadir of Zenith on the third level. When you've seen all the necessary Apocrypha, Descend to the Highest of the High Sancta.

The Pastor reveals himself as The Prisoner of Zenith, aka the Immanent. You can ask him questions for as long as you want; the Vulgate won't be returning at this moment. Breach the Mortsafe Galleries when you're done.

Memories Removal[edit]

The Rule of Piranesi is: None will leave but by being changed. The Immanent must change to escape his prison, and in doing so destroy some of his memories. There are three paths you can take here:

  • Remove two of his memories as requested: The Immanent escapes (as himself or as the Illuminated Shepherd, keeping only one memory:
    • If the Shepherd is uncertain about his faith ( The Lost Shepherd 25) and knows the truth of the Ritual ( Hollowed 1), then he will merge with the Immanent and later the Illuminated Shepherd will replace the Forlorn Shepherd as navigator.
    • Otherwise, the Shepherd will be sassy with the Immanent, they won't merge, the Immanent escapes Zenith as himself and you'll keep the Forlorn Shepherd as navigator.
  • Remove all three of the memories: The Immanent becomes a willing prisoner of Zenith and you also keep the Forlorn Shepherd as Navigator.

Endings[edit]

Depending on the disposition of the Forlorn Shepherd and what you decided to do with the Immanent, there are 4 endings to this chapter:

Description
How to Reach
1
The Immanent joins with the Shepherd, retaining the memories of Love and Death, and the navigator is now the Illuminated Shepherd.
2
The Immanent loses all of his memories to the irrigo, remains prisoner to Zenith, and the navigator is still the Forlorn Shepherd.
  • Destroy all three of the Immanent's memories.
3
The Immanent changes enough to escape Zenith, losing two of his memories, and the navigator is still the Forlorn Shepherd.
4
The Immanent joins with the Shepherd, lost two of his memories, and the navigator is now the Illuminated Shepherd.

After talking to your crew about what went down, the Last Duchess will reveal the name of her city — Ghent, and also the next destination in your journey. To get there, you will need to Plot a course to Burgundy, which requires:

You can also reunite with your new friend on Firmament: A Shadow in the Gate:

Rewards[edit]

Unique items from the storyline
Part Item Type Stats
2 - Midnight Moon A Crew, Honoured For Services Beyond the Call of Valour Crew
3 - Zenith Violant Moon-Miser Companion
Alchemical Moon-Miser Companion