Firmament (Guide)

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Railsteelsmall.png Early Railway Content and Onwards

Firmament is a story concerned with Roof exploration and alternative histories. Progress in the storyline is tracked with the Firmament quality. See Firmament for a comprehensive list of relevant storylets aligning with this 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.

In A Yawning Grave,

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, Get the lay of the land, and Go looking for a bar raises Lung and Spleen to 2, unlocking Searching for the Rain and will allow you to hire the Forlorn Shephard, eventually entering the Gullet to continue the story. What happens may make more sense once you play through Firmament Part 3.

In Searching for the Rain,

In Ascending the Gullet,

In Spirefall,

In The Essential End,

After your visit to the Gullet you automatically gain 1 x The Admiration of a Duchess, 1 x The Hopes of a Shepherd, and 1 x The Regard of the Dawnseeker. You are 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 via Ecdysis: One More Lesson.

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 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]

Check out The Mills of Industry, The Source of all Water, and The Belly of the Proverbial. Going through Open the Belly of Leviathan requires the following:

In A Drink Off Midnight's Edge, passing a Broad, Dangerous 190 challenge Dive off gives 3 x The Regard of the Dawnseeker.

In Return to the Yawning Grave, Reach out to Tatterdemalion gives 1 x The Regard of the Dawnseeker.

You may also find opportunities to spend time with the Last Duchess in The Cup and the Moon and the Shepherd in The Shepherd's Wash.

In The Cup and the Moon,

The Shepherd's Wash has no effect on The Hopes of a Shepherd.

Open the breach in the Leviathan grants access to the Stacks.

The Stacks[edit]

See The Stacks (Guide).

After reading the book, in Behind the Skin of the World,

The story then proceeds to Naples.

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.) Do note that asking Summer to sing at this point (tracked by Summer Sang) will prevent you from gaining her assistance through song in Chapter 5.

But if you are really concerned:

Ways to raise Whalerise:

Ways to raise Whalefall:

To witness Whalerise, Sing to the Midnight Whale of the sun (sets The Leviathan's Call to 1).

To witness Whalefall, Sing to the Midnight Whale of the zee (sets The Leviathan's Call to 2).

After the whale's fate is decided, Summer will join your crew.

In Time and the Gods,

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

Anticandles can be sourced in the Stacks via "Le Précipice de la Tombée," which you can search for after 4 successful jaunts in the Stacks.

The Midnight Trade[edit]

After putting a stop to the rain, you can help out at the Midnight Moon. This activity grants you a Monstrous Anatomy Adornment, and eventually allows you to meet Old Resurrection and work with her to establish outposts for smuggling at further roof locations. For more information, see The Midnight Trade (Guide).

Part 3 - Zenith[edit]

Open the Map and select Zenith as your destination.

While you proceed, in The Illuminated of Zenith,

After arriving, you will be greeted by the Rightous Drover, giving 1 x The Hopes of a Shepherd.

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:

Part 4 - Burgundy: The Feastmen[edit]

Choose Reveal what you've learned in Sogs and Inversions to gain 1 x The Admiration of a Duchess. Choose Suggest she disregard it or Perhaps there's something in it in The Blessed State to gain 1 x The Admiration of a Duchess.

Risen Burgundy[edit]

Upon arrival, you should encounter the storylet Getting One's Bearings in Burgundy and thus meet with The Other Duchess. Praise the other other Duchess raises Tyranny of Burgundy by 1, or Keep your counsel if you wish to keep the quality low. Its value will determine The Tyranny of the Last Duchess at the end of this chapter and, by extension, play a part in the determination of Burgundy's Ruler at the end of the next chapter. You can refer to the table found at the end of The Hunt in Aureate to see exactly how this quality and others you can influence in the next two chapters will impact the rulership of Burgundy.

After the talk, find Midnight in Burgundy from the opportunity deck to proceed. Reaching this point also adds A Night in Ghent to the Burgundy deck, which provides a one-off chance to increase Tyranny of Burgundy by 1 by choosing to Praise the Duchess.

The Hour of Feasting[edit]

This part of the story is tracked via the The Prestige of the Court quality and can only proceed with The Prestige of the Court at least 4. However, this quality meddles with many other qualities available at the feast, possibly causing confusions for players. See The Great Hall to plan your actions accordingly.

A possible route to go through this process:

If you are still short on or wish to grind The Prestige of the Court, you can Join the lower tables and then either Talk to Summer or Talk to Tatterdemalion.

Once The Prestige of the Court is at least 4, play Feast! to start the feast. The feast has 3 stages, each stage can raise The Prestige of the Court by up to 3 depending on the chosen option.

  1. Choosing a seat in A Feast of Burgundy has no mechanical impact.
  2. In The Steps of Burgundy, you can show your affection towards one of the group: the Last Duchess, Tatterdemalion, Summer, the Shepherd, or simply no one at all. Dancing with someone gives you one favour with the chosen person.
  3. During The Masque, you can Play the truth to raise The Prestige of the Court by 3.

The outcome of the feast is determined by The Prestige of the Court:

If you want to lower the The Prestige of the Court before concluding the feast to control the resulting Tyranny gain, you can do so by failing to Sneak away (e.g. with the Weasel of Woe equipped).

In The Duchess in Extremis, you can:

In Summer Storm, either Accept Summer's explanation at face value or succeed the Chthonosophy check on Look for a deeper insight to gain 1 x A Dream of Summer. Pinning the butterflies does not affect the game mechanically.

On the hunt for the Feastmen[edit]

This part of the story is tracked via the A Breach in a Garden Green quality and advances with A Breach in a Garden Green 5. Raise this quality to 4 with the following actions:

A Kingdom on the Roof storylet action:

Opportunity card actions:

Once A Breach in a Garden Green reaches 4, choose Sneak into the enclosed garden from A Kingdom on the Roof to advance.

Through Firmament: Into the Garden Green, you will find yourself in the Stacks again. It might be a good idea to raise your Chthonosophy caps before proceeding, as you must perform 4 rounds of book-hunting to proceed the story and time spent in the Stacks can be a good opportunity to train Chthonosophy to its new cap. See Raising Attribute Caps (Guide)#Chthonosophy for how to raise its caps.

By entering the Stacks again, choose Search for the Feastmen and use The Stacks (Guide) to help you. The Last Duchess will leave your team, either temporarily or for quite a while. Nevertheless, you will get to Speak with the Last Duchess (Another Burgundy):

The Calendar of All Seasons[edit]

Return to the Stacks and carry out three more rounds of book-claiming: Look for a copy of The Last of its Kin, Look for a copy of The Other Half, and Look for a copy of Should it have been Otherwise. Note that your choices here will impact which of the members of the Calendar survive a battle in Chapter 6; recruiting Wrong Months will lead to deaths.

After Look for a copy of The Last of its Kin,

  • Save Iron offers Iron a seat in the Calendar and grants you 1 x Wrong Months. Stones die in the process, and in your vision Iron kills you – if that is what you care about.
  • Spare Stones offers Stones a seat in the Calendar. Iron dies in the process, and in your vision Stones kisses you – if that is what you care about.

After Look for a copy of Should it have been Otherwise,

Finally, Returning to the Calendar of All Seasons.

You will get to meet the Last Duchess again. In A Dream of Burgundy,

Now you witness the birth of an important decision at The Doubts of a Duchess. With 7 x Tyranny of Burgundy, she would be certain that she is indeed Burgundy and sets The Tyranny of the Last Duchess to 1. Otherwise, she doubts that and sets The Tyranny of the Last Duchess to 2. However, if you have 7 x The Admiration of a Duchess, you can convince her to think the opposite way, without any cost of admiration.

When Leaving the Bower, you may decide to Abandon the Duchess, setting The Rule of Burgundy to 1 and later lowering 7 x The Admiration of a Duchess. Otherwise, you may Open the door, restoring the Last Duchess as your First Officer and setting The Rule of Burgundy to 2.

Take part in an argument at Firmament: Beyond the Garden and wait for the Grand Contest.

Other things to do in Risen Burgundy[edit]

See Risen Burgundy (Guide).

The requirements to commence with the Grand Hunt and begin Part 5:

Part 5 - Burgundy: A Grand Hunt[edit]

No matter your preference, you will be assigned as the major-domo of The Last Duchess - though this does not commit you to supporting her in the Grand Hunt. There are three things that you must do to prepare for the event, all of which can be started in Firmament: To Court Burgundy, and can be done in any order.

Note: The determination as to who rules Burgundy at the end of this chapter depends on who has the most progress at the end of the Hunt ( The Last Duchess' Progress or The Duke's Progress). The nature of their rule is dependent on the corresponding value of The Tyranny of the Last Duchess (from the previous chapter) or passing the threshold of Ducal Doubts (through your choices in this chapter).

Alternatively, if the Last Duchess is not a tyrant ( The Tyranny of the Last Duchess equal to 2), a reconciliation between her and Maximilian will occur if his faith in The Calendar of All Seasons is shaken by you helping to instill sufficient Ducal Doubts during this part of the story - this occurs regardless of the winner of the hunt. It appears that having Ducal Doubts is the minimum level needed to sway Maximilian's opinion.

Appeal to the Duke[edit]

You must make an Appeal to the Duke. Your conversation with him will vary depending on whether you supported him or The Last Duchess at the end of the previous chapter, but there are no mechanically relevant choices here.

Petition Burgundy[edit]

You must approach the three factions of Burgundy to see who they support. You are able to sway their opinion to your preferred candidate, though this may cost you if you have not supported the faction in previous chapters.

Once you have polled all three factions, you return to the Court and, based on who has majority support among the factions, either the Last Duchess ( 1 x The Last Duchess' Progress) or Maximilian ( 1 x The Duke's Progress) gains progress towards the rule of Burgundy.

Locate a Golden Stag[edit]

There are several steps to bringing the mythical Golden Stag to Burgundy for the Grand Hunt.

  • You begin in Burgundy with research into the Stag and its likely whereabouts. This involves checks of Monstrous Anatomy, Glasswork, and/or Chthonosophy. An additional option to progress is present if you met the Stag during the Exceptional Story (FATE) The Fair Unknown.
  • You then proceed to your Parabolan Base-Camp for a hunt where you must locate an Aureate Stag.
  • Having reached an accord with an Aureate Stag, you must then move to your Laboratory to perform a short experiment to determine how to bring the Stag to this side of the mirror.

Final Things before The Grand Hunt[edit]

Once you have completed the three above steps, you may announce to the Court in Burgundy that all is ready for the Grand Hunt to begin. However, Maximilian has still not obtained a major-domo of his own, so you must return to The Calendar of All Seasons to obtain one. If you choose to Ask whom Max would prefer, you will gain 1 x Ducal Doubts. After this, your suggestions are not mechanically relevant, as, in the end, The Only Possible Choice is effectively made for you.

This taken care of, Maximilian will request that you accompany him to petition The Last Duchess one final time. If you choose to accompany him, you will gain 1 x The Admiration of a Duchess and if the Last Duchess is not a tyrant, he will gain 1 x Ducal Doubts.

The Hunt in Aureate[edit]

You may then finally begin The Grand Hunt. Before beginning, note that you will be able to call upon the aid of the Manager of the Royal Beth in support of the Last Duchess if at least one of the following conditions is met:

In the woods you will experience three different scenes (Follow the shadows, Follow a silver light, and Find Maximilian). In each, you will face the same mechanical choice - you may choose only one each time:

You also have the opportunity to Follow a song if you did not choose to have Summer sing in Lost Naples and if she took the place of Burgundian June when given the chance ( Another June is 1); this allows you to gain one progress of either type and 1 x A Dream of Summer.

Once the stages of the hunt have been concluded, the claimant with greater progress ( The Last Duchess' Progress compared to The Duke's Progress) faces the Aureate Stag. If the two are tied, you will be forced to choose who wins. At this point, The Victor in Burgundy and Burgundy's Ruler will be decided.

Conditions
Results

Rallying Burgundy against The Vulgate[edit]

There is little time to savor the victory. Although The Hunt is Up, the Vulgate come to lay siege to Burgundy. You will need to consult with the victor to determine how to proceed with plans to defend the city and plan the counterattack.

The requirements to distract the Vulgate and unlock Part 6:

New things to do in Risen Burgundy[edit]

See Risen Burgundy (Guide) for details.

Part 6 - Sousward, Ho![edit]

Note: This section remains a work in progress as a final few details regarding unlock conditions are discovered and confirmed. Things may still not be 100% accurate, particularly beyond Cri de Cog.

To The Sous[edit]

Employ all those explosives you've gathered to distract that Vulgate and punch a hole in their line, allowing your escape from Burgundy. You will be granted Discovered: The Sous and then allowed to fly to this new location. Upon your arrival at The Sous, you'll need to Speak to a Resident Gravetender and raise Beneath the Utmost Grave high enough to access the catacombs. See [Upcoming Sous Catacombs Guide] for details on general notes for traversing the catacombs. If you also choose to Search for signs of life before proceeding, you'll have an option to uncover some extra lore later on in this chapter, which is locked behind Transplants from Above 1.

Following this, you'll have to determine a plan of action through consultation with your crew. This investigation requires 1 Puzzling Map, 5 Glass Gazette, and 5 Roof-Chart.

Beginning work on The Machine[edit]

Enter the catacombs via The Bones Above the Sous and perform the catacomb carousel; at the end, you'll be able to Force a way to the Machine to uncover a Machine of the Red Science that could serve to eliminate the Vulgate assailing Burgundy.

Tatterdemalion and Summer will begin work on the machine after you provide 10 Railway Steel. During The Engineer and the Pilot, you will gain one favour with the crew member you support ( The Regard of the Dawnseeker or A Dream of Summer). There is no negative mechanical impact on the favour of the other crew member and this choice is not tracked.

You must now complete two separate storylines in the order of your choice:

  • Track the Enemy of Burgundy through the catacombs and foil their plan to weaken the city.
  • Join with Beltane to carry out a Parabolan War campaign to breach the defences of Zenith.

Between these two storylines, you'll have to return to the Sous and play The Machine Breaks (triggered by A Cry from the Machine 2). It will again give you the opportunity to side with Tatterdemalion or Summer, gaining one point of renown with the one you support ( The Regard of the Dawnseeker or A Dream of Summer). This choice is tracked with the quality Broken Machine. Completing this, you are able to return to complete the path (Enemy in the Catacombs or Parabolan War) you did not choose first.

The Enemy of Burgundy[edit]

The Enemy of Burgundy is the character that you tracked at the end of the previous chapter, and is determined by the current Ruler of Burgundy. The Last Duchess ruling will hunt Maximilian, Maximilian ruling will hunt the Last Duchess, and the pair ruling in unison will hunt the Other Duchess.

To proceed, Enter the catacombs via The Bones Above the Sous and complete another standard carousel. At the end, choose to Pursue Burgundy's enemy. Track them until you reach Maximilian's tomb. Therein, your choice will determine the fate of the Rulers of Burgundy - choices that cause Maximilian to confront his remains (by allowing him to enter into his tomb, or to follow the Duchess into his tomb) will lead to his destruction. The resolution of this confrontation is tracked with Burgundy's Tomb. Afterwards, head to Burgundy to consult with the ruler of the city in Firmament: Heavy Sits the Crown and wrap up this thread. You will receive A Cry from the Machine, directing you to return to the Sous.

Breaching the Defences of Zenith[edit]

First, you'll have to touch base with the War Council in Burgundy in Firmament: A Duchy Holding On. This will direct you to lead a Parabolan War campaign with the aid of Beltane against the Vulgate to discover the hidden route into Zenith. This is a 5-stage campaign that is mechanically limited compared to other long campaigns: you cannot employ your train nor progress the war from London and you do not choose a general to assist you.

You will have an opportunity to speak with the members of the Calendar who have accompanied you during the inter-stage breaks, and the chance to understand more of their origins by entering their dreams at the conclusion of the campaign. It is signposted, but ensure you speak and dream with Beltane last, as his options progress the story.

Upon reaching Zenith, Beltane will ask you to promise that you will support the Calendar the way they have supported Burgundy in this fight - your choices are to promise honestly or to promise, but lie (although this choice does not appear to be tracked). With the Calendar ensconced in Zenith, you receive A Cry from the Machine and make to return to the Sous.

Cri de Cog[edit]

With the Enemy of Burgundy dispatched and the Calendar in position in Zenith, return to The Sous. In Cri de Cog, you must choose which crew member will pilot the train against the Vulgate. This choice is tracked via Icarus in Flames - 1 for Summer, 2 for Tatterdemalion, 3 for both.

  • If you Choose Summer, she will suggest that Tatterdemalion join her in the cockpit. With The Regard of the Dawnseeker 7, he will join her.
  • If you Choose Tatterdemalion, he will enter the cockpit alone and the story will proceed. Summer's reflection may join during the battle to aid in control of the machine as noted below.

Having both pilots in the cockpit will allow you agency over the final choice(s) at the end of the battle and the survival of the Vulgate and the Calendar on the field of battle.

That decided, it is time to loose the train upon the Vulgate. Deploy the Machine with 100 Bessemer Steel Ingot and 50 Roof-Chart. During your attempt to breach the inversion of Burgundy, if you chose Tatterdemalion as the pilot, Summer's reflection may appear mid-flight in the cockpit. It is unclear what, if anything, determines this occurrence; it will alter the value of Icarus in Flames to 3: Tatterdemalion and Summer.

You join the battle in progress at the Walls of Burgundy. The strength of the defenders is augmented by the forces of the Calendar for a final push against the Vulgate. The members of the Calendar who ride out are represented by Calendrical Remnants - they will suffer losses depending on your choices during recruiting in the Stacks during Chapter 4, as tracked by A Bad Month.

The number of leaders remaining does not appear to impact the success of the battle or their willingness to remain your ally if you assist them during the fight.

Next, in Call the Ships to Port, you must choose whether to aid the Calendar.

This impacts which Calendar members survive the battle and whether they are open to being your allies going forward.

The penultimate act of the battle comes with The Fire of the Dove, in which the Vulgate you met in Hallow's Throat arrives - if it survived your meeting (if Vulgatis = 1). It comes to take its vengeance, and enters the Machine, ready to impose a reality of its choosing upon the field of battle. This will allow you to rewrite one occurrence from the battle if conditions are met.

If the Vulgate perished ( Vulgatis = 2), the Machine will simply Plough on.

The final choice comes when the last wave of Vulgate stand before your guns in Choirs Ignite. With Summer and Tatterdemalion working together to control the Machine ( Icarus in Flames = 3), you must choose.

Without Summer and Tatterdemalion piloting ( Icarus in Flames < 3), you can only Watch as the Machine crushes the Vulgate, with a similar result to choosing to Destroy the Vulgate leading to The Field of Carnage.

Thus the battle against the Vulgate at the walls of Burgundy is concluded.

The Bells of Triumph[edit]

The battle concluded, you will have a chance to regroup with the Calendar and say final words. Then it's off to Burgundy to Attend the investiture of the ruler(s) of the city.

  • If your actions have led to either the Duke or Duchess ruling alone, you will experience the burning experience that is the Sixth Letter.

Afterwards, you are visited by a nightmare of a red, red castle in the midst of a storm. During A Dream About a Castle you learn that your next destination is Queeneater's Castle. A different experience is had by those who are Stormy-Eyed.

Other things to do in The Sous[edit]

You can set up the next outpost of Old Resurrection's Network. You'll need to first Search for signs of life in The Sights and Sounds of the Sous and then meet with Those Who Descend. The cost to set up the outpost is:

In addition, once you met the stranded miners, you can recruit some of them as a new crew - A Parisian Contingent - for the cost of 5000 x Surface Currency.

You can obtain a Relic of the Revolution through donation of bones to the catacombs. The method of unlocking the storylets which grant you the relic remains unknown, but you can reference Return to the Upper Airs for the known recipes. Completion of a catacomb carousel that includes donation of a given valid recipe set may grant you a A Relic from the Sous:, which you can take to your laboratory to study. Complete Determine the true nature of this bone with the option to Determine the true nature of this bone (Sous) and you will have your relic.

To prepare for the journey to Queeneater's Castle in Chapter 7 (once it is available), you will need:

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 Item Effects error, given page is not an item.
3 - Zenith Violant Moon-Miser Companion
Alchemical Moon-Miser Companion