Flash Lays (Guide)

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Laying a Flash Summary
Locked Limited-Length Activity
Setup Progress End
1 A 1+ A 1 A
Progress

Details

Raise Flash Lay's Progress to 75, (up to 100 with bad card draw)
Items Inputs/Outputs
Outputs
Raw EPA 2.5 Raw SPA -
This guide is incomplete. You can help by expanding it.
What needs work: Missing information of fate locked flashes


Flash Lays are stories found in Your Activities and require A Name Whispered in Darkness 3 and A Name Signed with a Flourish 3.

Currently there are 2 repeatable free cases available:

And a number of others are one time fate-locked cases.

The Basics[edit]

The in-game instructions for Flash Lays can be found in Flash Lays: A Guide.

When you start a Flash Lay, you are taken to a special area ( A Flash Lay). Your opportunity deck and hand are replaced by a new deck of special Flash Lay cards. There is no deck limit and cards can be drawn as long as room remains in your hand, but the cards cannot be discarded – playing them is the only way to make space to draw new cards.

Your goal is to reach 75 Progress, then play the appropriate action on the Make your Move: a Confessional Evening card. Alternatively, if you have 100 Progress, you will automatically get the appropriate storylet. If your Nightmares, Suspicion, or Scandal reach five, you will need to take immediate countermeasures or the Flash Lay will fail.

Up your Sleeve is a unique resource that some cards will give you. Up Your Sleeve can be used to remove obstacle cards/convert these to advantage cards and gain additional progress or reduce your menaces.

The Flash lays at a glance[edit]

Flash Lay Difficulty Multiplier Suggested attributes Starting Obstacles Reward
A Successful Spirifer 2 x ~50
  • Value: 15 E
  • 2 x Queer Soul
  • 10 x Brilliant Soul
  • 1 x Muscaria Brandy
  • 5 x Amanita Sherry
  • 10 x Infernal Contract
An Avid Auditor 5 x ~125
The Owner of Triple Orpheus FATE ?? ?? ?? ??
Bildersborn & Nephew FATE ?? ?? ?? ??
A Grasping Couturière FATE ?? ?? ?? ??

Opportunity Cards[edit]

Opportunity cards will allow you to increase Progress, grant Up your Sleeve, or have other effects. Some cards are Obstacle cards - special cards which will automatically fire when drawn and will hinder your progression until the obstacles are eliminated.

Basic Opportunity Cards[edit]

These cards usually have an easy challenge that gives 3 Progress, as well as a hard challenge that gives 7 Progress. They may have additional options that give Progress, but also gives an obstacle. Some choices may take more than one action. One of the opportunity cards allows you to spend Steadfast to gain Progress or Up your Sleeve.

Card Name Option Req Challenge
Spirifer / Auditor
Success Failure
A Competitor in Perfidy Follow discreetly 50 / 125 +3 +4 CP
Eavesdrop on the Eavesdropper 82 / 205 +7 +2CP
A Cordial Chat Gently endear yourself 40 / 100 +3 +2CP
Remind them that time is precious 82 / 205 +7 +2CP
An Embarrassing Encounter "You have the advantage of me -" 50 / 125 +3 +2CP
Lose your acquaintance in the crowd 83 / 208 +3 +2CP
"So sorry – distant relation, honey-addled..." 4 -
  • +5
  • +1
-
Light Entertainment The Most Educational Anatomy Exhibition 50 / 125 +3 +4CP
The Big Top 83 / 208 +7 +2CP
Paying a Visit Discuss the matter at hand 40 / 100 +3 +2CP
Discuss the finer points of their décor 82 / 205 +7 +2 CP
The Perils of Enthusiasm Conceal the stains 50 / 125 +3 +2CP
Send them away 83 / 208 +3 +2CP
Beg your mark to fetch a Constable 4 -
  • +5
  • +1
The Plan Proceeds A strenuous masquerade 3 Actions - +7 -
Bring a suitable gift for your host 2x -
  • +7
  • -2
-
Structural failings Contrive a look at the workmen's plans 50 /125 +3 +2 CP
Play the role of a building surveyor 83 / 208 +3 +1CP
Take the basement passage 4 -
  • +5
  • +1
A Walk in Tyrant's Gardens Learn a little more about your mark 40 /100 +3 +2CP
Deliver an earnest monologue 82 / 205 +7 +2CP
Your Mark at a Salon Decipher the social dance 83 / 208 +7 +1 CP
Introduce your mark to a spy of your acquaintance 50 / 125 +7 +4CP
Change what is being said 50 / 125
  • -2CP
  • -2CP
Your Mark's Hospitality Search the guests' coats 40 / 100 +3 +2CP
Mingle extensively 82 / 205 +7 +2CP
The Value of Character If you can't trade on your reputation... 43 / 208 +2 +2CP
Only a small betrayal 1 -
  • +7
  • -1
  • +1
-
Involve the Boisterous Spinster 1 -
  • +2
  • -1
  • +1
-
Mingle extensively 4 -
  • -3CP
  • -3CP
  • -3
  • +3
-
Ear to the Ground Plant a scandalous rumour about your mark 4 -
  • +3
  • -1
  • +1
-
Treat the staff as equals 50 / 125 +3
+2CP
+2CP
Earn the favour of the Efficient Chef 50 / 125 +2 +2CP
Keeping Up Appearances Open your heart 50 / 125 +2
  • +2
  • +4CP
Bring in an accomplice 50 / 125 +2
  • +2CP
Allay suspicions 2x -
  • -2
  • -2CP
  • -2CP
-
Obstacle: an Awkward Friend Bring your Friend to a meeting -
  • +1
  • +2CP
-
Use your Awkward Friend to distract a Constable -
  • +1
  • +2CP
-
Frame your Awkward Friend
  • 5x
50/125
  • +25
  • -5
  • -1
  • -1
  • -1
  • +4CP
Seduce your Awkward Friend's attractive companion
  • 5x
83/208
  • +25
  • +1
  • -8
  • -1
  • -1
  • +2CP
Obstacle: an Importunate Constable Don't bother to shake her pursuit
  • 33
-
  • +1
  • +2CP
-
Let her follow you to compromising places
  • 33
-
  • +1
  • +2CP
-
Convince her superiors that she is corrupt
  • 33
  • 5x
50/125
  • +25
  • -5
  • -1
  • -1
  • +4CP
Let her know that you could destroy her
  • 33
  • 8x
83/208
  • +25
  • +1
  • -8
  • -1
  • -1
  • +2CP
Obstacle: Legal Complications Tolerate the Constable's company -
  • +1
  • +2CP
-
A sacrifice for the cause -
  • +1
  • +2 CP
-
Get rid of her, quickly
  • 5x
50/125
  • +25
  • -5
  • -1
  • -1
  • +4CP
The Constable is young, naive
  • 8x
83/208
  • +25
  • +1
  • -8
  • -1
  • -1
  • +2CP
Obstacle: an Inconvenient Door Scarper!
  • 33
-
  • +1
  • +2CP
-
Pretend to be a lunatic
  • 33
-
  • +1
  • +2CP
-
Convince the servant to let you in
  • 33
  • 5x
50/125
  • +25
  • -5
  • -1
  • -1
  • +4CP
Turn it to your advantage
  • 33
  • 8x
83/208
  • +25
  • +1
  • -8
  • -1
  • -1
  • +2CP
A Mysterious Stranger Follow them 50%
  • +1
  • -1
  • +1
  • -1
Follow them 50%
  • +1
  • -1
  • -1
Pick their pocket 50/125
  • +2
  • +2CP
  • +2CP
Opening: an Informant Dine with your Informant -
  • +1
-
Establish a false identity with your Informant's help 50/125
  • +3
  • Rarely Also:
  • -1
+2CP
Establish a false identity with your Informant's help 40/100
  • +7
  • Rarely Also:
  • -1
  • +2CP
Opening: a Corrupt Constable Cultivate her slowly -
  • +1
-
Lean on the Constable for information 50/125
  • +3
  • Rarely Also:
  • -1
+2CP
Use her to set up a heist 40/100
  • +7
  • Rarely Also:
  • -1
  • +2CP
Opening: a Ring of Duplicate Keys Hold it in reserve -
  • +1
-
Learn your mark's secrets 50/125
  • +3
  • Rarely Also:
  • -1
+2CP
Personalise your gifts 40/100
  • +7
  • Rarely Also:
  • -1
  • +2CP
Nightmares: an Unsettling Niggle A show of vanity CP 3 83/208
  • +2
  • +2 CP
+2 CP
Could you have acquired a shadow?
  • CP 3
  • 3
-
  • -3 CP
  • -3
-
Scandal: Something you'd care to explain? Damn what they say; press on regardless CP 3 83/208
  • +2
  • +2CP
+2CP
Transfer the blame
  • 3
  • 3
-
  • -3CP
  • -3
-
Suspicion: Fox and Hound Wait until your mark leaves the room, then pick the locks CP 3 83/208
  • +2
  • +2CP
+2CP
Buy a recommendation
  • 3
  • 3
-
  • -3CP
  • -3
-
Make your Move: a Confessional Evening Bide your time - +2 -
Finish your Flash Flash Lay's Progress - Varies -

Obstacles and Openings[edit]

Starting from 33 Progress in the Spirifer Flash Lay and from the beginning in the Auditor Flash Lay, obstacles may be drawn and will autoplay once drawn. If you have 5 x Up your Sleeve you may spend them to get 25 Progress and eliminate the card. You may also spend 8 x Up your Sleeve on a hard challenge to get 25 Progress and convert the card into an opening. If you do not have sufficient Up your Sleeve, you will be forced to do an action to increase your menaces as well as gaining 1 Up your Sleeve. This is inefficient and should be avoided.

Each Flash lay begins with 2 obstacles, and more may be added based on your choices on other cards. In addition, a Mysterious Stranger may be gambled to receive either an obstacle or an opening on one of the cards, if you're not happy with the ones you have already.

Openings allow you to gain Up your Sleeve and Progress easily. A rare 'success' on this card will remove the opening.

Obstacle Quality/Opening Quality Type Card Option
Gain An Avid Auditor for the Ministry of Public Decency Starting Quality
A Mysterious Stranger Follow them_2
An Embarrassing Encounter "So sorry – distant relation, honey-addled..."
Obstacle Obstacle: an Awkward Friend
Opening Opening: an Informant
Gain An Avid Auditor for the Ministry of Public Decency Starting Quality
Obstacle Obstacle: Legal Complications
Opening Opening: a Corrupt Constable
Gain A Successful Spirifer Starting Quality
The Perils of Enthusiasm Beg your mark to fetch a Constable
Obstacle Obstacle: an Importunate Constable
Opening Opening: a Corrupt Constable
Gain A Successful Spirifer Starting Quality
Structural failings Take the basement passage
Obstacle Obstacle: an Inconvenient Door
Opening Opening: a Ring of Duplicate Keys

Menace cards[edit]

If Nightmares, Scandal, or Suspicion reach 3, you will start drawing menace cards. These will allow you to spend Up your Sleeve to reduce your menace, or do a challenge that will increase the menace, even on a success. These are inefficient, so it may be a good idea to keep your menaces low.

Additionally if any of the above reach 5, a storylet will autofire where you can either spend 5 x A Flash Lay: Up your Sleeve to reduce the menace by 5 points, or you will be forced to abandon your flash.

Strategy[edit]

Each flash lay can be divided in 2 or 3 parts:

For stage 0 with the Spirifer flash lay, you can't normally draw obstacle cards. This means you have some time to plan ahead, and it may be worth getting some Up your Sleeve in order to spend later.

For stage 1, you will draw obstacle cards, and dealing with these give you 25 Progress per obstacle. You should try to get some Up your Sleeve to help with these.

For stage 2, you essentially only have to draw the reward card, or build Progress up to 100.

An estimate of 5 progress/action leads to an EPA of ~1 for the easiest Flash Lay and 2.5 for the harder one.