Firmament (Guide)
Early Railway Content and Onwards |
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]
- Firmament: This is the main tracker quality in the story, and the different sections will be based on your progress with this quality.
- Vulgatis: Tracks the fate of the Vulgate you met in the Gullet.
- The Hopes of a Shepherd, The Regard of the Dawnseeker, The Admiration of a Duchess, The Quality of Service, A Dream of Summer: Qualities that track certain crew members favourability and if they're willing to listen to you.
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 |
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Sparrow-class Airship |
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Vigilant-class Airship |
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Obliterator-class Airship |
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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:
- 5 x Favour in High Places
- 5 x Blackmail Material
- 25 x Sworn Statement
- 10 x Bottle of Broken Giant 1844
Part 2 - Midnight Moon[edit]
Required items and hard challenges:
- Monstrous Anatomy 7 or Artisan of the Red Science 7 or A Player of Chess 7 challenge (requires 12 to 100%)
- 5 x Ascended Ambergris
- 3 x Memory of a Much Lesser Self
- 5 x Strong-Backed Labour
- 100 x Mourning Candle
- 10 x Anticandle
- 5 x Memory of Light
- 200 x Phosphorescent Scarab
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:
- Miser-Bonding, which involves bonding with your Miser over a 7 action cycle. Most action on the storylet will raise Moon-Miser Readiness by 1 and cap at 7.
- Help the Shepherd figure out how he stands in regard to Zenith.
- Investigate the Pools:
- Ask the Historiated Herder and the Righteous Drover about the Rites and the Hollowed. Each time you ask them a question, Moon-Miser Readiness will lower by 1.
- After getting their opinion, you can tell the Shepherd:
- Tell him that the Hollowed One is a heroic figure: + 1 The Shepherd's Revelations
- Tell him that the Hollowed One is a victim: + 1 The Shepherd's Rejections
- Tell him you do not know the fate of the Misers: + 1 The Shepherd's Revelations
- Tell him you know the fate of the Misers: + 1 The Shepherd's Rejections
- If you have The Hopes of a Shepherd at least 5 and one of Shepherd's qualities at least 2, then you can convince him to favour one quality and abandon the other.
- Convince him otherwise: Raises The Shepherd's Revelations to 3 and removes The Shepherd's Rejections.
- Convince him to abandon his doubts: Raises The Shepherd's Rejections to 3 and removes The Shepherd's Revelations.
- Hear the Forlorn Shepherd's decision (Rejection): If The Shepherd's Rejections > The Shepherd's Revelations then The Lost Shepherd will be 20 and "The Shepherd is against the teachings of the Illuminated."
- Hear the Forlorn Shepherd's decision (Revelation): If The Shepherd's Revelations > The Shepherd's Rejections then The Lost Shepherd will be 25 and "The Shepherd believes there is more to the Hollowing than he has been told."
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:
- Tell her it is time (No Counterfeit): This option will get you Marked by Zenith, and later the Violant Moon-Miser Companion. We currently don't know what effect Marked by Zenith will have.
- Tell her it is time (Counterfeit): This option cost 1 x Oil of Companionship and 1 x Vindication of Faith, won't get you Marked by Zenith, and later the Alchemical Moon-Miser Companion.
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:
- Reveal what you have seen, which will set Hollowed to 1.
- Keep your peace, which sets Hollowed to 2 and ensure the Shepherd will act against the teachings of the Illuminated for future decisions.
Ascending The High Sancta is relatively simple the first time:
- When Blindfolded, For Your Own Good is 1, you will draw 3 cards. The drawn cards come from three pools based on Towards a Violant Sky. Each card gives a 12.50 in items and Impressions in Violant equal to 850 + 100 x Towards a Violant Sky. This changes Blindfolded, For Your Own Good to 2 and clears the hand.
- When Blindfolded, For Your Own Good is 2, you again draw 3 cards, though they are each identical copies of Lost in the Black, and the only option is Stumble onwards. It will raise Towards a Violant Sky by 2 and lower Blindfolded, For Your Own Good to 1.
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.
- Remove only one of his memories: The Immanent escapes in the form of the Illuminated Shepherd, retaining the memories of Love and Death:
- Choose Let him be changed, which redirects you to The Changing of the Prisoner. Destroy the memory of the Stars and only the memory of the Stars.
- 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 reject the Immanent and you'll be redirected to Escaping Oneself to continue removing memories.
- Choose Let him be changed, which redirects you to The Changing of the Prisoner. Destroy the memory of the Stars and only the memory of the Stars.
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:
- 5 x Ratwork Mechanism
- 100 x Starved Expression
- 1 x Crackling Device
- 1 x Direful Reflection
- 15 x Extraordinary Implication
You can also collect your very own Moon-Miser on Firmament: A Shadow in the Gate:
- Violant Moon-Miser if you didn't counterfeit emotions.
- Alchemical Moon-Miser if you did counterfeit emotions.
Rewards[edit]
Part | Item | Type | Stats |
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2 - Midnight Moon | A Crew, Honoured For Services Beyond the Call of Valour | Crew |
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3 - Zenith | Violant Moon-Miser | Companion |
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Alchemical Moon-Miser | Companion |
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