Forgotten Quarter Expeditions (Guide)

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You can start doing expeditions in Forgottenquarter.png Base-Camp once you have Set Up Camp in the Forgotten Quarter. This requires a Route to the Forgotten Quarter and will therefore be available to most players at Graffitihiero.png A Name in Seven Secret Alphabets 5.

In order to start with expeditions you also have to Learn the Traditions of the Forgotten Quarter to gain your first point of Papers4.png Archaeologist unlocking the first expedition; this will cost 1 Scaryeye.png Tale of Terror!!, 250 Crypticsecret.png Cryptic Clues and 1000 Whispered secret.png Whispered Hints.

Expeditions take the form of three stages: Preparation, Excavation and Loot!



The goal of preparing is to get as many Toolbox.png Supplies as possible. The cap is 100, and you can re-use supplies left over from other Ruins.png Expeditions, so there’s no need to worry too much about overpreparing. If anything, it's advisable to cap out at 100 before beginning your expedition; there's nothing more embarrassing than failing because you were missing the single unit of supplies needed to arrive at your objective.

  • Rumours of treasure: Costs 200 Whispered secret.png Whispered Hints. Provides either 1 Supply and 1 Map.png Map Scrap or 2 Supplies. The ratio of the successes is 60:40, gaining us 1.4 S/A (1 or 2) at 1.39 E/S (200 WH are worth 2 Echoes; this earns on average six tenths of a supply and six pennies worth of MS plus four tenths of two supplies, resulting in 2.00 less 0.06 Echoes for 1.4 supplies; 1.9400 ÷ 1.4000 = 1.3857). [1]
  • Blood-red tales: Costs 10 Appallingsecret.png Appalling Secrets. Provides 1 Supply and 1 CP to Sidebarnightmares.png Nightmares. Simple stuff, 1 S/A at 1.5 E/S, making this slower, costlier and more menacing than using the previous method.


Summarized in the table below:

Burly guards and porters
Option Cost Stats for 100% E/S (materials) A/S E/S (est. total)1
Hire Strong-backed Labour None 1.17 E/S 0.67 A/S 2.85 E/S
Recruit Clay Man labour

(10xQuestion.png at a time)23

None .53 A/S 2.26 E/S
Recruit Clay Man labour

(in bulk)2

None .92 E/S .50 A/S 2.17 E/S
Send an Unfinished Man to Spite None 0 E/S 0.89 A/S 2.22 E/S

1Assumes an opportunity cost of 2.5 EPA
2Visiting the Clay Quarters takes an extra action to get in, so the more labour you can get at a time, the better your efficiency. Examples are given for buying ten labour (spending five Mask.png Identities Uncovered and five actions in the Clay Quarter), and the ideal limiting case of buying in very large amounts.
3Visiting the Clay Quarters costs 1 x Scaryeye.png Tale of Terror!! (0.5e) with Clayman.png Mired in Clay ≤ 2, and 2 x Silhouetteman.png Inklings of Identity (0.2e) with Clayman.png Mired in Clay ≥ 3. The above assumes the latter option

For most players, Torsowhite.png Strong-Backed Labour and Ship.png Favours: The Docks will be the way to go.

  1. 1.0 1.1 1.2 With Diamond.png A Person of Some Importance it is better to sell these and buy Torsowhite.png Strong-Backed Labour instead.



Once you’ve finished up your preparations, you can head out on an Expedition! Once you’ve chosen your Expedition, you can’t go back to get more supplies, so be sure to come prepared. If you run out of Supplies, you’ll have to abandon your Expedition, which is a terrible waste. Each of these areas provide different rewards and lore.

The available Expedition areas are:

Your Papers4.png Archaeologist quality cannot be increased beyond level 5.

For training Papers4.png Archaeologist, A thieves' cache and Deep Blue Haven are recommended. For profit, The tomb of the Silken Thread is recommended.

Archaeologist's and Rivals' Progress[edit]

To complete an Expedition, you'll need to increase your Dig.png Archaeologist's Progress to the required amount which is equal to the minimum number of supplies needed to start the expedition. There is no point to acquiring more than necessary. It is also important to know that you can leave your Forgottenquarter.png Base-Camp to do other things. Although this seems a bit inconsistent with the concept of rivals it is very useful if you are missing an item needed to hinder your rivals (more on this later).

There are three options for progression that are always available. These are all broad Owl.png Watchful challenges:

Failing the challenge will consume your Supplies at no Progress gain. Each option, success or failure, changes Forgottenquarter2.png The Airs of the Forgotten Quarter quality. This might unlock rare Airs-dependent cards. Follow2.png Rivals' Progress has a possibility of increasing with each action, with the amount of the increase dependent on which approach was taken and whether or not the result was a failure or a success.

Progress (per Action) = Supplies invested (1,2 or 3) x Chance of success (/ Actions spent; always 1) = S x C

Supplies per Progress = S / P = S / (S x C) = 1 / C (how many supplies you need to spend for each progress only depends on your Watchful stat)

Rivals' progress per own Progress = [Rivals' progress per 1 action] / [own Progress / 1 action] = [RP/A] / [P/A] =  RP / (S x C)

own Progress until 10 Rivals' progress = 9 Rivals' Progress / (Rivals' Progress / own Progress) = 9 / (R/P) = 9 / (RP / (S x C))

We can determine how much progress we can make before our rivals get ten on their own. Note that you start with Follow2.png Rivals' Progress 1 into the expedition and that these are numbers that are average results. You might get unlucky and gain rivals' progress on more than half of your actions. Nevertheless, you can approximate how a certain expedition will go rival-wise. You can also tell how many extra supplies you need to bring if you don't want to invest in 100 of them.

Approach Watchful Success Chance Progress/ Action Supplies/ Progress Rivals' Progress/ Own Progress Average Progress to 10 RP
Cautious 42 50% 0.5 2.00 0.75 12
50 60% 0.6 1.67 0.58 15
59 70% 0.7 1.43 0.46 19
67 80% 0.8 1.25 0.38 24
75 90% 0.9 1.11 0.31 29
84 100% 1.0 1.00 0.25 36
Bold 84 50% 1.0 2.00 0.50 18
101 60% 1.2 1.67 0.42 22
118 70% 1.4 1.43 0.36 25
134 80% 1.6 1.25 0.31 29
152 90% 1.8 1.11 0.28 32
167 100% 2.0 1.00 0.25 36
Buccaneering 135 50% 1.5 2.00 0.67 14
162 60% 1.8 1.67 0.50 18
189 70% 2.1 1.43 0.38 24
215 80% 2.4 1.25 0.29 31
242 90% 2.7 1.11 0.22 41
267 100% 3.0 1.00 0.17 54

Other options unlock under certain conditions, mostly if Forgottenquarter2.png The Airs of the Forgotten Quarter are right. The only really interesting one is A sign? which gives you 4 progress without cost or risk of advancing your rivals.

If you run out of supplies you will have to Resupply ending your current attempt and resetting your progress.

The same happens if your Follow2.png Rivals' Progress reaches 10 and you have to Concede. This however might be averted.

Hindering your Rivals[edit]


Either through the length of your expedition or sheer bad luck, your Follow2.png Rivals' Progress will grow. There are two ways to avoid conceding, though. Both require you to pass a skill challenge. One is the Airs-dependent storylet options that show up every now and then if your rivals' progress is between 3–9. They will reduce your rivals' progress by 2 at the cost of 1 unit of supplies and various items. Note that these are specific to certain characters which needs to be mentioned when you start the expedition.

Should your Follow2.png Rivals' Progress reach 10, you can spend 10 supplies to Confront a Rival. Confronting a named rival will cost 4 actions and end their involvement in the expedition, so you can only do this once per character. Successful countering also drops rivals' progress back to 1, though it doesn't prevent a rival threat to grow up again. If there are no named rivals left, the generic Other Rivals option appears and can be played until you lack the resources to do so.



At the end of certain expeditions you will uncover valuable treasure. Check the expedition conclusions:

Late-game, Minimized Number of Actions for The Tomb of the Silken Thread[edit]

The following is a guide for players who had been playing this game for a long, long time - long enough to accumulate the assets which are necessary for following this guide.

Restrictions: Firstly, there are the following restrictions that the player should cleave to in order to minimize the number of actions that will be needed.

  1. No use of Eye.png Sudden Insights: Using these means that the player will have to factor in the actions which were spent to obtain these Second Chances. This not only extends the number of actions, but also complicates the estimations.
  2. Always use A buccaneering approach: This is obviously the fastest of the three non-luck-dependent methods of accumulating progress. Also, the Follow2.png Rivals' Progress hindrance will only rarely be an issue, as the player will outpace the growth of this quality by using this method. Of course, this means that the player needs to have enough Watchful to garner success on the challenge rolls; there will be more on this later.
  3. Obtain supplies through spending Ship.png Favours: The Docks gained through opportunity cards: As mentioned earlier in this page, this method of gaining supplies is the most economical and efficient in the long-run. This will be needed in order to squeeze the most profit out of any outcome for the expedition. Alternatively, Strong-backed labour from Underclay can be used.

Owl.png Watchful requirements: The player will need to have the assets which are necessary in order to reach the 267-point mark for Watchful, in order to achieve 100% success on A buccaneering approach. After all, no Sudden Insights are to be used, and any setback due to failure can dash away a lot of potential profit. This will often involve increasing your base watchful above 200.

Number of Actions Points Needed: The number of action points is summed together by considering the following stages. Note that conservative assumptions are used, with the main one being no occurrence of good luck.

  • Obtaining Ship.png Favours: The Docks to be converted into supplies: the expedition nominally needs 30 supplies in order to achieve the 30 points of Archaeologist's Progress which is needed to end the expedition successfully (you start with 1).
  • Starting the expedition: 1 action
  • Accumulating progress: The player will need to perform A buccaneering approach several times, possibly followed by other ones. Rivals' Progress is not expected to be an issue, if the player can perform every progress-accumulating method successfully. 29 progress requires 10 actions.
  • Completing the expedition: 1 Action point to end the expedition successfully.

Modifiers due to good luck: As of April 12th., the only known moment when good luck can occur is during the progress-accumulation stage.

  • Good luck in gaining progress: Good luck is scoring A sign?. This grants 4 points of progress, meaning that 4 crates of supplies are saved. This in turn means that the player saves the Action points which are needed to get the Favour for these supplies. The player may also save 1 Action point, if the new value is dividable by 3.
  • It's optimal to take the necessary non-buccaneering action before the very final action of the expedition, so that potential signs will have a bigger effect. You need to draw the sign twice in order for it to save an action on this expedition.