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==Qualities==
 
==Qualities==
 
*{{IL|Firmament}}: This is the main tracker quality in the story, and the different sections will be based on your progress with this quality.
 
*{{IL|Firmament}}: This is the main tracker quality in the story, and the different sections will be based on your progress with this quality.
*{{IL|Vulgatis}}: Tracks the fate of the Vulgate you met in the Gullet.
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*{{IL|The Hopes of a Shepherd}}, {{IL|The Regard of the Dawnseeker}}, {{IL|The Admiration of a Duchess}}, {{IL|The Quality of Service}}, {{IL|A Dream of Summer}}: Qualities that track certain crew members favourability and if they're willing to listen to you.
 
 
==The Story==
 
==The Story==
 
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.
 
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.
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===Part 3 - Zenith===
 
===Part 3 - Zenith===
Open the Map and select {{IL|Zenith}} as your destination. After arriving, you will be greeted by the Rightous Drover.
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Ascending {{IL|The High Sancta}} is relatively simple the first time:
  
The next step involves two activities:
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*When {{IL|Blindfolded, For Your Own Good}} is 1, you will draw 3 cards. The drawn cards come from three pools based on {{IL|Towards a Violant Sky}}. Each card gives a {{e}}12.50 in items and {{IL|Impressions in Violant}} equal to 850 + 100 x {{IL|Towards a Violant Sky}}. This changes {{IL|Blindfolded, For Your Own Good}} to 2 and clears the hand.
*[[Miser-Bonding]], which involves bonding with your Miser over a 7 action cycle. Most action on the storylet will raise {{IL|Moon-Miser Readiness}} by 1 and cap at 7.
 
*Help the Shepherd figure out how he stands in regard to Zenith.
 
**[[Investigate the Pools]]:
 
***[[Watch proceedings]]: + {{IL|The Shepherd's Rejections|1}}
 
***[[Intervene (The Rockpools of Zenith)|Intervene ]]: + {{IL|The Shepherd's Revelations|1}}
 
**Ask the Historiated Herder and the Righteous Drover about the Rites and the Hollowed. Each time you ask them a question, {{IL|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]]: + {{IL|The Shepherd's Revelations|1}}
 
***[[Tell him that the Hollowed One is a victim]]: + {{IL|The Shepherd's Rejections|1}}
 
***[[Tell him you do not know the fate of the Misers]]: + {{IL|The Shepherd's Revelations|1}}
 
***[[Tell him you know the fate of the Misers]]: + {{IL|The Shepherd's Rejections|1}}
 
**If you have {{IL|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 (Forlorn Shepherd)|Convince him otherwise]]: Raises {{IL|The Shepherd's Revelations}} to 3 and removes {{IL|The Shepherd's Rejections}}.
 
***[[Convince him to abandon his doubts]]: Raises {{IL|The Shepherd's Rejections}} to 3 and removes {{IL|The Shepherd's Revelations}}.
 
**[[Hear the Forlorn Shepherd's decision (Rejection)]]: If {{Use|The Shepherd's Rejections|Type=Math}} > {{Use|The Shepherd's Revelations|Type=Math}} then {{IL|The Lost Shepherd}} will be 20 and "The Shepherd is against the teachings of the Illuminated."
 
**[[Hear the Forlorn Shepherd's decision (Revelation)]]: If {{Use|The Shepherd's Revelations|Type=Math}} > {{Use|The Shepherd's Rejections|Type=Math}} then {{IL|The Lost Shepherd}} will be 25 and "The Shepherd believes there is more to the Hollowing than he has been told."
 
 
 
At {{IL|Moon-Miser Readiness}} 7 and {{IL|The Lost Shepherd}} at least 20, you can [[Present your Moon-Miser]] and set {{IL|Moon-Miser Readiness}} to 8. At which point, you can tell the Drover to start the Ritual:
 
*{{IL|Tell her it is time (No Counterfeit)}}: This option will get you {{IL|Marked by Zenith}}, and later the {{IL|Violant Moon-Miser}} Companion. We currently don't know what effect {{IL|Marked by Zenith}} will have.
 
*{{IL|Tell her it is time (Counterfeit)}}: This option cost {{IL|Oil of Companionship|1 x}} and {{IL|Vindication of Faith|1 x}}, won't get you {{IL|Marked by Zenith}}, and later the {{IL|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 {{IL|Hollowed}} to 1.
 
*[[Keep your peace]], which sets {{IL|Hollowed}} to 2 and ensure the Shepherd will act against the teachings of the Illuminated for future decisions.
 
  
Ascending {{IL|The High Sancta}} is relatively simple the first time:
 
*When {{IL|Blindfolded, For Your Own Good}} is 1, you will draw 3 cards. The drawn cards come from three pools based on {{IL|Towards a Violant Sky}}. Each card gives a {{e}}12.50 in items and {{IL|Impressions in Violant}} equal to 850 + 100 x {{IL|Towards a Violant Sky}}. This changes {{IL|Blindfolded, For Your Own Good}} to 2 and clears the hand.
 
 
*When {{IL|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 {{IL|Towards a Violant Sky}} by 2 and lower {{IL|Blindfolded, For Your Own Good}} to 1.
 
*When {{IL|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 {{IL|Towards a Violant Sky}} by 2 and lower {{IL|Blindfolded, For Your Own Good}} to 1.
  
You will meet [[The Red Miser]] when {{IL|Towards a Violant Sky}} reaches above 5:
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You will meet [[The Red Miser]] when {{IL|Towards a Violant Sky}} reaches 5:
*If {{IL|Hollowed}} is 1, playing it will show a heartwarming reunion between the Shepherd and his Miser ({{IL|The Lost Shepherd}} is unchanged).  
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*If {{IL|Hollowed}} is 1, playing it will show you a heartwarming reunion between the Shepherd and his Miser ({{IL|The Lost Shepherd}} is unchanged). But if {{IL|Hollowed}} is 2, then the Shepherd be angry at you for not telling him and be definitively against Zenith (Sets {{IL|The Lost Shepherd}} to 20).
*If {{IL|Hollowed}} is 2, the Shepherd will be angry at you for not telling him and turn against Zenith (Sets {{IL|The Lost Shepherd}} to 20).
 
  
When {{IL|Towards a Violant Sky}} reaches 12, you will reach the Highest Sancta and meet the Pastor.
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Repeat the loop 6 times until {{IL|Towards a Violant Sky}} reaches 12, at which point 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]].
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After meeting 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 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.
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*Remove two of his memories as requested: The Immanent escapes (as himself or as the {{IL|Navigator: The Illuminated Shepherd|Appearance=Illuminated Shepherd}}, keeping only one memory:
 
*Remove two of his memories as requested: The Immanent escapes (as himself or as the {{IL|Navigator: The Illuminated Shepherd|Appearance=Illuminated Shepherd}}, keeping only one memory:
 
**If the Shepherd is uncertain about his faith ({{IL|The Lost Shepherd}} 25) and knows the truth of the Ritual ({{IL|Hollowed}} 1), then he will merge with the Immanent and later the {{IL|Navigator: The Illuminated Shepherd|Appearance=Illuminated Shepherd}} will replace the {{IL|Navigator: The Forlorn Shepherd|Appearance=Forlorn Shepherd}} as navigator.
 
**If the Shepherd is uncertain about his faith ({{IL|The Lost Shepherd}} 25) and knows the truth of the Ritual ({{IL|Hollowed}} 1), then he will merge with the Immanent and later the {{IL|Navigator: The Illuminated Shepherd|Appearance=Illuminated Shepherd}} will replace the {{IL|Navigator: The Forlorn Shepherd|Appearance=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 {{IL|Navigator: The Forlorn Shepherd|Appearance=Forlorn Shepherd}} as navigator.
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**Otherwise, the Shepherd will be sassy with the Immanent, they won't merge, the Immanent escapes Zenith as himself and you'll keep the {{IL|Navigator: The Forlorn Shepherd|Appearance=Forlorn Shepherd}} as Navigator.
  
 
*Remove all three of the memories: The Immanent becomes a willing prisoner of Zenith and you also keep the {{IL|Navigator: The Forlorn Shepherd|Appearance=Forlorn Shepherd}} as Navigator.
 
*Remove all three of the memories: The Immanent becomes a willing prisoner of Zenith and you also keep the {{IL|Navigator: The Forlorn Shepherd|Appearance=Forlorn Shepherd}} as Navigator.
  
 
*Remove only one of his memories: The Immanent escapes in the form of the {{IL|Navigator: The Illuminated Shepherd|Appearance=Illuminated Shepherd}}, retaining the memories of Love and Death:  
 
*Remove only one of his memories: The Immanent escapes in the form of the {{IL|Navigator: The Illuminated Shepherd|Appearance=Illuminated Shepherd}}, retaining the memories of Love and Death:  
**Choose {{IL|Let him be changed 1|Appearance=Let him be changed}}, which redirects you to [[The Changing of the Prisoner]]. {{IL|Destroy the memory of the Stars}} and only the memory of the Stars.  
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**Choose {{IL|Let him be changed 1|Appearance=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 ({{IL|The Lost Shepherd}} 25) and knows the truth of the Ritual ({{IL|Hollowed}} 1), then he will merge with the Immanent and later the {{IL|Navigator: The Illuminated Shepherd|Appearance=Illuminated Shepherd}} will replace the {{IL|Navigator: The Forlorn Shepherd|Appearance=Forlorn Shepherd}} as navigator.
 
***If the Shepherd is uncertain about his faith ({{IL|The Lost Shepherd}} 25) and knows the truth of the Ritual ({{IL|Hollowed}} 1), then he will merge with the Immanent and later the {{IL|Navigator: The Illuminated Shepherd|Appearance=Illuminated Shepherd}} will replace the {{IL|Navigator: The Forlorn Shepherd|Appearance=Forlorn Shepherd}} as navigator.
 
***Otherwise, the Shepherd will reject the Immanent and you'll be redirected to [[Escaping Oneself]] to continue removing memories.
 
***Otherwise, the Shepherd will reject the Immanent and you'll be redirected to [[Escaping Oneself]] to continue removing memories.
  
 
Depending on the disposition of the Forlorn Shepherd and what you decided to do with the Immanent, there are 4 endings to this chapter:
 
Depending on the disposition of the Forlorn Shepherd and what you decided to do with the Immanent, there are 4 endings to this chapter:
*{{IL|Immanence}} 1: The Immanent joins with the Shepherd, retaining the memories of Love and Death, and the navigator is now the {{IL|Navigator: The Illuminated Shepherd|Appearance=Illuminated Shepherd}}.
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*{{IL|Immanence}} 1: The Immanent joined with the Shepherd, retaining the memories of Love and Death, and the navigator is now the {{IL|Navigator: The Illuminated Shepherd|Appearance=Illuminated Shepherd}}.
 
*{{IL|Immanence}} 2: The Immanent lost all of his memories to the irrigo, remains prisoner to Zenith, and the navigator is still the {{IL|Navigator: The Forlorn Shepherd|Appearance=Forlorn Shepherd}}.  
 
*{{IL|Immanence}} 2: The Immanent lost all of his memories to the irrigo, remains prisoner to Zenith, and the navigator is still the {{IL|Navigator: The Forlorn Shepherd|Appearance=Forlorn Shepherd}}.  
*{{IL|Immanence}} 3: The Immanent changes enough to escape Zenith, losing two of his memories, and the navigator is still the {{IL|Navigator: The Forlorn Shepherd|Appearance=Forlorn Shepherd}}.
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*{{IL|Immanence}} 3: The Immanent changed enough to escape Zenith, losing two of his memories, and and the navigator is still the {{IL|Navigator: The Forlorn Shepherd|Appearance=Forlorn Shepherd}}.
*{{IL|Immanence}} 4: The Immanent joins with the Shepherd, lost two of his memories, and the navigator is now the {{IL|Navigator: The Illuminated Shepherd|Appearance=Illuminated Shepherd}}.  
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*{{IL|Immanence}} 4: He joined with the Shepherd, lost two of his memories, and the navigator is now the {{IL|Navigator: The Illuminated Shepherd|Appearance=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:
 
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:
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*{{IL|Direful Reflection|1 x}}
 
*{{IL|Direful Reflection|1 x}}
 
*{{IL|Extraordinary Implication|15 x}}
 
*{{IL|Extraordinary Implication|15 x}}
 
You can also collect your very own Moon-Miser on [[Firmament: A Shadow in the Gate]]:
 
*{{IL|Violant Moon-Miser}} if you didn't counterfeit emotions.
 
*{{IL|Alchemical Moon-Miser}} if you did counterfeit emotions.
 
  
 
==Rewards==
 
==Rewards==

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