Firmament (Guide)

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

To start Firmament, you need Involved in a Railway Venture 40 (See Railway Beginning (Guide)).

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 40, 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.

Required items to open the next destination:

Part 2 - Midnight Moon[edit]

Required items and hard challenges:

Part 3 - Zenith[edit]

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

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:

Ascending The High Sancta is relatively simple the first time:

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.

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.

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

  • Immanence 1: The Immanent joins with the Shepherd, retaining the memories of Love and Death, and the navigator is now the Illuminated Shepherd.
  • Immanence 2: The Immanent lost all of his memories to the irrigo, remains prisoner to Zenith, and the navigator is still the Forlorn Shepherd.
  • Immanence 3: The Immanent changes enough to escape Zenith, losing two of his memories, and the navigator is still the Forlorn Shepherd.
  • Immanence 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 collect your very own Moon-Miser 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