Hell is Missing (Guide)

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Estival2025 a.png

Forget the crossword. You work your way backwards. The society pages are devoted to Mr L_______'s latest birthday party. A Feuding Widow is looking for someone to prosecute after finding her detached townhouse up in the Flit. And the front page: HELL IS MISSING.

Hell is Missing is London's summer estival in 2025. It commenced on July 28th and completed at noon (BST) on September 1st.

Foreword[edit]

This Estival revolves around puzzles, and this guide will (obviously) spoil the solutions to all of them. If you are struggling, but still want to attempt the puzzles on your own before turning to a guide, the event does provide hints via FALLEN LONDON, WHERE SOMETHING IS VERY, VERY WRONG > Seek advice on your present difficulties.

For those who are concerned about running out of time or locking themselves out of rewards, Failbetter has released the following statements:

"There will indeed be one -- possibly several -- warnings before a point where you can lock yourself out of [unique event rewards].

That is generally our philosophy here -- we're not trying to gotcha anyone. Still, do pay attention to such metatext where it exists!" -- George

"Due to the nature of this year's Estival, the usual period to allow for people to catch up on the story will be longer, to give everyone time to explore.

The end has not arrived. When it does, you'll have at least a full week to begin the story, and from then, at least two weeks to play it through." -- Hannah

If you do decide to attempt the event guideless, good luck! May it be a devilishly fun time.

Event qualities[edit]

Currently active qualities[edit]

Boons/Burdens[edit]

Previously active qualities[edit]

The Fallen London community worked together to stem the tide of broken temporal laws. This is further described below, and was tracked using the following world qualities. This activity has been completed and is no longer accessible.

Current Values
Quality Value Percentage
At War with the Years 1500001 100%
Rebuilding a Now 1500039 100%
Digging Through a Timeslip 1500001 100%


Progress[edit]

Starting Estival[edit]

Play A Disagreement with the Morning Paper (under Fifth City Stories, the section that appears at the top of the storylet list in most areas of London) to its conclusion.

At this point, you will have access to a few new storylets in Fifth City Stories. The two main ones are:

Fallen London, where everything is as it should be: This is a collection of minor storylets, some of them relating to the plot. Most of these actions don’t do very much besides giving flavour and some regular items. As far as we can tell, they are all doable only once, or they loop around. Many of them give qualities or shuffle around existing event qualities in some way - we don’t know what effect they all have yet. Beware when exploring these - they give menace!

A few of note…

Fallen London, where everything is as it should be
Option Requirements Cost Reward Repeatable?
Make the required observations Hours Unobserved The Unappointed Moment N/A If The Unappointed Moment changes.
RECALL THE DEATH OF A SAINT Martyrdom of Saint B______ 3 x Palimpsest Scraps Martyrdom of Saint B___ -3 CP Loops when Martyrdom of Saint B___ hits 0. Grants 1 x Uncanny Incunabulum and  ?? ??
Hear a squeaking melody The Kings' Song N/A The Kings' Song +2 CP Loops, granting Marked by Kindness
(Investigate the Affair of the Severed Twelve) Investigating... -15CP Yes
Cheat Death Wounds 3 10 x Memory of Light Yes
Add one Loops on the seventh, removing Seven and granting 3 x  Storm-Threnody
Analyse the vagaries of space Nothing? Yes
Map the threads of mishapen time Wounds 3 10 x Maniac's Prayer Yes
Hunt for evidence of elephants Rat on a StringNo Evidence of Elephants If Rat on a String changes
Fire off your emergency blunderbuss Yes
Make small talk with an acquaintance An Awful Migraine After An Awful Migraine fades

FALLEN LONDON, WHERE SOMETHING IS VERY, VERY WRONG: This is generally your guide storylet, pointing you towards things you can do during the event.

Finally, there's a storylet called Southwark's Declamation which will advance the plot. Play it to its conclusion to unlock the next sections.

After playing Southwark's Declamation there will be essentially three plots you can work on. You can do them in any order, but you will want to do all of them eventually.

Plot 1: Making it to Tuesday[edit]

To advance this plotline, first acquire Fragment of Disordered Time. Obtain these by playing Map the threads of mishapen time or use Correspondence Plaques from your inventory to convert 50 Plaques into 51 Fragments. You can then convert 50 Fragments into one Shard of Almost-Ordered Time. The Shard can be used to get to Tuesday in one of three ways:

  1. From your inventory, you can use the Shard and eat it. Eating the Shard will randomly change your personal day of the week. (You can also boil the Shard to reset your Local Deviation from the Day of the Week, which in turn moves Your Own Personal Day of the Week to the current baseline day.)
  2. From Epistolary Matters in Your Social Engagements, you can mail a Shard of Almost-Ordered Time to another player , with Donate a little time to an acquaintance; if they accept it, this will change the day of the week for both you and them. Unlike eating the Shard, this changes the day in a predictable pattern: +1 to the day of the recipient, -1 to the day of the sender. (Some people have reported otherwise, though. Still some bugs in the system?)
  3. If you don't want to fuss with RNG/math, you can use 7 x Shard of Almost-Ordered Time from FALLEN LONDON, WHERE SOMETHING IS VERY, VERY WRONG to skip this puzzle and immediately make it Tuesday.

The non-random route requires some math and help from other players - boil a Shard to reset your deviation (this also helps with any lingering bugs around day manipulation), and then calculate how many Shards you need to send or receive to move your current day to Tuesday. For example, if boiling a Shard sets your day to day 3, Echinacea, you will then need to send a Shard to another player and have them accept it to move your day back by one, to Tuesday.

A list of days:

  • Day 1: DAY NOT FOUND
  • Day 2: Tuesday
  • Day 3: Echinacea
  • Day 4: Thursday
  • Day 5: Thursday II
  • Day 6: Wednesday
  • Day 7: Eschaton

However you arrive at Tuesday, you can now Greet the messenger from Hell.

Plot 2: Finding the Embassy[edit]

Head to Moloch Street. (Those without access can move there via Visit the Beleaguered Shoppie.) Play Questions for Hell's Representatives, in the regular storylet list, to its end.

(Note: while you’re in Moloch Street, you might want to take the opportunity to pick up your free Estival Tokens under Metaphysical Arrears. These are the event currency for Estival, and can be used to buy special event-currency-exclusive gear from this Estival and past Estivals.)

Now, in each of the four main locations in London (Spite, Ladybones Road, Veilgarden, Watchmaker’s Hill), there will be a new silver storylet called “Reorienting Yourself in [LOCATION]”. You will want to go to any two of these locations and play that storylet. Once you play two, you will be prompted to identify a possible hiding place. A new silver storylet will appear, “Twisted and Hidden Routes” - play that to check your identified hiding place for the Embassy.

If you’re incredibly lucky, you might find the Embassy on your first try. Most likely, you won’t be. So, here’s the explanation of how this works.

There are six possible hiding places for the Embassy. Each hiding place is accessed by playing “Reorienting Yourself” in two of the main London locations, and then playing “Twisted and Hidden Routes”, as you just did. Every combination of locations is a hiding place. The order in which you reorient yourself in each location does not seem to matter, only which specific locations are involved. (So, for example, Ladybones Road then Spite is the same as Spite then Ladybones Road.)

The specific hiding place is different for each player, and changes every hour. Brute-forcing it, therefore, will be very difficult, and you can’t just ask someone else where the Embassy is. Fortunately, you don’t have to resort to brute force! Now that you’ve tried and failed once, you can go to your Lodgings and check the “This Morning’s Gazette” storylet. It will have a new option: 'EMBASSY MOVING STOP PLEASE HELP STOP.' This action will provide a hint to the Embassy’s location in the transmission.

The hints and what they correspond to:

  • Sound of smashing tiles -> Veilgarden-Spite (Childcake),
  • Bad Smell -> Veilgarden-Ladybones (Rendering Yards),
  • Groaning Timbers -> Veilgarden-Watchmaker’s (Stonymonk),
  • Weasels -> Ladybones-Spite (Big King Square),
  • Goat Demons tangled in Laundry -> Ladybones-Watchmaker’s (Sorrywell),
  • Betting Slip -> Spite-Watchmaker’s (Bad Monkey Row)

Alternatively, you can just skip the puzzle altogether: When you attempt to search any hiding place, there will be an option, Locate the Brass Embassy, that will allow you to spend 100 Map Scraps to skip right to entering the Embassy.

Once you find the correct hiding space of the Embassy, you can enter it. Play through the resulting storylet.

Plot 3: The Weather[edit]

To begin, you'll need to draw cards until you pull a silver-bordered, undiscardable card called The Usual Glut of Weather. This card is standard frequency and may take a while to draw; it is also locked with Woeful, so you cannot use a Weasel of Woe to increase your chances of drawing it. It does not have any other requirements.

When you draw this card, DO NOT immediately play it. Instead, play Make small talk with an acquaintance to obtain An Awful Migraine, if you don't already have it. Now that you have the Migraine, play the card. The header will change; keep playing actions here until the title of the storylet changes to A Return to Shelter, and you're presented with the option to "Go home". DO NOT PLAY THIS! DO NOT GO HOME! Instead, click Perhaps Not, and if you have the Migraine, there will be a second storylet titled Nagging Doubts in the Back of Your Mind. Play through this storylet instead, and you should be freed from the illusion of weather.

Alternatively, since enough players have gone through this earlier route, it is possible to possible to force-draw The Usual Glut of Weather by playing Experience a glut of weather for 10 Aeolian Screams, with Seven at 4. You can then Shake off this absurdity to immediately resolve the situation.

Plot 4: Supply and Demand[edit]

This plot is easy to resolve, as it's tied to a World Quality that has been fulfilled (total Estival tokens claimed). In Moloch Street, in Metaphysical Arrears, choose to Ask about business and you will complete this plot.

Law-Hunting[edit]

Once you finish any of the plots, there will be a new storylet in Fifth City Stories: “Bishop Takes Nothing”. Play that to its conclusion, and you’ll unlock a new activity in Watchmaker’s Hill called “To Hunt a Law”.

You want to do each of the above plots as each unlocks a different kind of law to hunt. Locating the Embassy unlocks Spatial Laws; getting to Tuesday and meeting the messenger unlocks Temporal Laws; freeing yourself from the weather unlocks Ontological Laws; and checking in with the merchant unlocks Causal Laws.

Hunting Laws
Option Rewards
Spatial Law
Temporal Law
Causal Law
Ontological Law

The process of hunting a law is the same regardless of type. You choose a law to hunt, and then you must raise the progress quality to 8. You will get more progress if you are in the correct form to hunt the law, detailed below. You can change your form through various options in the storylet. If you have certain T3 professions or qualities, you won’t have to pay the item cost. While hunting, the rogue law might teleport you to one of several different locations. These locations are mostly flavour, although one (the Cave of Nadir) has a special option for extra progress (requires 6 Irrigo). Additionally, as you hunt the law, its shape may change, requiring you change yours to be most efficient as well.

Hunting Forms
Self-Form Rogue Law Form Cost Req. to be free Attribute Failure
Scholar Sigils 4 x Correspondence Plaque Watchful Wounds
Hunter Beast 4 x Tale of Terror!! > 100 Dangerous Scandal
Idea Abstract Idea 4 x Memory of Light Persuasive Nightmares

You can hunt as many laws as you want, but you’ll want to hunt at least one of each type for story progress. In addition, you can optionally hunt 20 laws in total to receive a Crew, A Ragtag Gang of Outlaws, which increases your Artisan of the Red Science.

Each success grants a level of Laws Hunted which as of now, has QLDs, the highest currently discovered level of which requires 77 laws to have been hunted.

A Meeting with Milton[edit]

Once you've reduced each of A Disruption to the Order of Time, A Reorganisation of Space, A Twisted Ontology, and A Confounded Causality to 75 and raised Treating the Symptoms to 4 through resolving the four plots, A Meeting with Milton unlocks to discuss the next steps with Milton, the Implacable Detective, and dear Reginald. This progresses the story and unlocks the next activities.

Stemming the Tide of Fraying Laws[edit]

Once sufficient laws of each type have been hunted by all players, further actions are unlocked to continue stemming the tide of fraying laws. You must have hunted at least one law of the given type to engage in the corresponding activity.

Spatial: Pinning Down the Corners[edit]

Once you have hunted at least one Spatial Law, the A Crystallisation of Space storylet will be available at Moloch Street. (Not the Fifth City Stories! Moloch Street specifically.) This is yet another puzzle that also takes the form of the "traditional" Estival clue hunt. In order to solve it, you will need to collect "clues" from three places in the Neath. Without those clues, you won't be able to do much in here besides talking to the Unfidgeting Writer and giving yourself menaces.

The specific places that you have to look are hinted at by the Unfidgeting Writer: "rosewater, rust, bandage, crag," with "crag" being noted as a place that you've already visited. The clues translate to:

  • Rosewater: The Pillared Sea. You do not have to go to Irem; you just need to be zailing in that zone of the zee. Once you're there, check your ship's storylet list. You should see a new storylet, A Calm Day on the Pillared Sea, where you can acquire the clue.
  • Rust: The Iron Republic. When you land, there will be a new storylet, Day 13: Commemoration that contains the clue. Do note that you need an Iron Republic Safe-Conduct to get here, and you will need to do the entire Iron Republic carousel in order to leave.
  • Bandage: Get exiled to the Tomb-Colonies. (If you have 12 Hedonist and a Counterfeit Head of John the Baptist that you don't mind burning, the fastest route to exile is Kiss its cold blue lips; otherwise, failing checks while hunting a rogue law in hunter form will raise Scandal while also giving you hunting progress. A Weasel of Woe is helpful here.) There should be a new storylet called A Beguiling Staircase that will allow you to collect the clue.

You must acquire all three clues to solve this puzzle. Do note that it is possible that you, individually, cannot solve this puzzle: you must have a ship to reach the Pillared Sea and the Iron Republic, and acquiring the Iron Republic Safe-Conduct is a lengthy Opportunity Deck based grind. If you cannot or do not want to collect the clues yourself, you can skip the clue collection process via the options in Casting Aside Directional Doubts. (You will need 50 Map Scraps per clue that you skip.)

If you are able to collect these clues, collect all of them before re-entering A Crystallisation of Space - you need to use all of them in the same visit. You will then have to input the directions that you investigated previously, one at a time. The incorrect actions are marked with a quality that says "Confusion abounds". Playing those will cause menace. The correct actions will have different quality descriptors.

The actions that you should input, in order, are: West, Right, Down, Anticlockwise.

Once you're finished pinning all four corners, the direction-input actions will vanish, and you'll have to leave. A Reorganisation of Space will be set to 25, and Treating the Symptoms will increase by 1.

Temporal: The Book of All Hours[edit]

Once you have hunted at least one Temporal Law, you will gain access to the storylet Reading the Book of All Hours.

This activity has been finished and is no longer available. The former guide is available within the collapsible spoiler.

We need to work together to contribute actions and resources to build up Rebuilding a Now, At War with the Years, and Digging Through a Timeslip each with a final target of 1500000. Which one you can work on depends on what the present An Unappointed Hour is. Also gains you Reading the Book of All Hours. All values listed as "up to" in the table below depend on player stats and scale up to the listed number at max stats.

When An Unappointed Hour Violet-Blue, Virginiana, Chopin you get The Book of All Hours: Isoptera contributing to Rebuilding a Now

The Book of All Hours: Isoptera
Option Cost/Req Check Rewards Rebuilding a Now Gain
Chapter I: Labour N/A N/A Up to 645 x Whispered Hint 5
Chapter III: All Hands N/A 20
Chapter VI: Coddling A Person of Some Importance PoSI Respectable 8 5
Chapter IX: Verminous N/A Persuasive ≤116? 5
Erratum: Deliverance N/A 1 x Shard of Almost-Ordered Time ?

When An Unappointed Hour is Turcica, Nootka or Setigera you get The Book of All Hours: Ephemeroptera contributing to At War with the Years

The Book of All Hours: Ephemeroptera
Option Cost/Req Check Rewards At War with the Years Gain
Chapter III: Preparations None N/A Up to 322 x Primordial Shriek ??
Chapter V: Provisioning 16 x Crate of Incorruptible Biscuits N/A 20?
Chapter VI: Confluence 1 x Favours: Hell N/A 20 x Brilliant Soul 10
Chapter XVI: Ordnance 8 x Perfumed Gunpowder N/A ??
Erratum: Melodies The Kings' Song N/A ??

When An Unappointed Hour Primrose, ??, ?? you get The Book of All Hours: Cydnidae contributing to Digging Through a Timeslip

The Book of All Hours: Cydnidae
Option Cost/Req Check Rewards Digging Through a Timeslip Gain
Chapter VII: Sustenance 16 x Basket of Rubbery Pies N/A 25
Chapter IX: The Dig N/A N/A Up to 645 x Nevercold Brass Sliver 5
Chapter XXXIII: Zeal N/A 25
Chapter CIX: Warrens Favours: Rubbery Men N/A 4 x Partial Map 10
Erratum: A Saint's Death Martyrdom of Saint B N/A 5

Causal: Back at the Beginning[edit]

After hunting at least one Causal Law, Winding Back the Clocks will autofire, sending you to a suspiciously familiar place. Regardless, you have no choice but to play along. Once you finish doing so, you'll start a Living Story tracked with A Fading Certainty of the Facts of your Escape. In about 23 hours, the Living Story will expire, and you'll be sent back once more.

To break yourself out of this loop, you need to have Seven at six before you get sent back again. (Note: it is impossible to solve this puzzle on the first loop.) To raise Seven, head to Fallen London, where everything is as it should be and play Add one until you reach six. Then wait for the Living Story to expire, and for you to be sent back yet again. Once you're in, play the new actions that show up (marked as requiring An Overpowering Sense of Déjà Vu and Seven) to the end. If all was done correctly, you'll be freed for good, and your Treating the Symptoms will be incremented.

If you don't have the required quality and loop a second time without freeing yourself, you can wait another ~23 hours to get looped again. You can also "force-draw" the event via Get yourself arrested in Fallen London, where everything is as it should be, for 6 Suspicion, 1x Set of Kifers, 1x Comprehensive Bribe, and 1x Blackmail Material. (Note: the "force-draw" will only become available after looping at least twice, including the "introductory" loop.)

Alternatively, since enough players have completed this storyline, it is possible to skip it using Fight back! (Winding Back the Clocks).

Ontological: The Candied Door[edit]

After hunting an ontological law, enter the Fifth City Story (universal storylet) The Candied Door to unlock a scavenger hunt to find the 9 missing 'Masters'. You will get a quality for each one once you have found them.

Only 3 'Masters' are needed to get a special item afterwards, the Companion An Urchin with a Fondness for Cowls and Capes ( Watchful +8, Respectable +1, Chthonosophy +1). There is no additional item or quality rewarded for finding all 9 'Masters', and all corresponding qualities will get wiped once you complete the event.

If you accidentally have dinner without sighting at least 3 of the missing 'Masters' or any of them, you can still obtain the Companion by looking for 3 of the Masters at any time, and then talking to Mr Dinners on Fallen London, where everything is as it should be.

Below are the locations for each of the missing 'Masters'.

'Master' Location
Mr Tiles Khan's Heart - The Nephrite Quarter - Speak to a robed figure. Access to Khan's Heart requires having advanced the railway as far as Balmoral, a fully-upgraded Cabinet Noir, and a Ship.
Mr Socks Use your Puzzle-Damask Scraps - Put the pieces together, costs 5 x Puzzle-Damask Scrap, gives 1 x Much-Needed Gap. To obtain sufficient Puzzle-Damask Scrap quickly, send Shard of Almost-Ordered Time through social actions - three will get you enough Damask, so long as you’ve sent less than seven total. Nine actions and 150 x Correspondence Plaque for 6 Puzzle-Damask.
Mr Generals FBG sidebar "advertisement" (photo captioned "TWENTY-ONE GUN SALUTE"), which hints towards the actual required action - get exactly 21 x Emergency Blunderbuss, then go to Fallen London, where everything is as it should be and play Fire off your blunderbusses.
Mr Hot Cross Buns Buy for 10 x Elided Ellipse from the Redemptions shop in the Bazaar.
Mr Nobody FAQ at the bottom of the Help page contains the access code: https://www.fallenlondon.com/a/HighandLow0725
Mr Lures Fate page, under "Purchase Stories". Doesn't actually cost Fate.
Mr Lemonade Buy for 10 x Elided Ellipse from the Extramural Trading Company shop in the Upper River Exchange. Upper River becomes available once you've built a railway station at Ealing Gardens.
Mr Swears Sidebar lore snippet Who is Mr Swears? contains the access code: https://www.fallenlondon.com/a/balderdrat
Mr Thunders Mr Thunders' profile contains the access code: https://www.fallenlondon.com/a/hollowskull

Law-Forging[edit]

Upon reaching Treating the Symptoms 5 (acquired by completing any of the second-phase activities) a new Fifth City Story entry, The Broken Arm of the Law, will appear. Play through it to unlock this activity. You will go through one round of it as part of the story and can access it afterwards from The Basement of the Brass Embassy in Moloch Street.

When inside, performing any of the actions below will raise your Actus Reus and make progress towards Stability through Combustion, the related World Quality, which will eventually be required for finishing the story. Eventually, you will also gain Void Ab Initio, an activity-specific menace. It will increase the difficulty of checks and, when it reaches 8, will increase a random menace and force you to end the activity.

A list of actions is compiled below. The amount of Actus Reus gained is the same for all the checks, and for the item trades it is equal to the penny value of the items plus the amount of Actus Reus that you would gain from a check. How much that is depends on your base stats. The difficulty of the challenges also scales with base stats in a way that is not yet indicated on the table.

Machinery of Law (checks)
Action Skill Check Ceteris Paribus
Corral a slacking imp Shadowy 0-50 [1]
Thump it Dangerous 0-50
Detangle inflammatory precedents Chthonosophy 8 0-50
Tune the gears' reflections Glasswork 8 0-50
Sweet-talk the furnace into compliance Persuasive 51-100
Find your way back to a vital lever Watchful 51-100
Break a chain Artisan of the Red Science AotRS 8 51-100
Feed the flames of rhetoric Mithridacy 8 51-100
Greasing Fires and Feeding Wheels (item trades)
Action Cost Ceteris Paribus Actus Reus (Excluding Bonus)
Incinerate a stack of infernal paperwork 100 x Infernal Contract 0-50 2000
Fuel the fires with legal errata 4 x Sworn Statement 0-50 1000 [1] [2]
Feed the furnace ancient promises 2 x Cave-Aged Code of Honour 0-50 2500 [1]
Provide a village of souls 1000 x Soul 51-100 2000 [1]
Hand over a collection of souls to the imps 20 x Brilliant Soul 51-100 1000 [1] [2]
Offer an imp a pair of silent souls 2 x Silent Soul 51-100 2500 [1]
  1. 1.0 1.1 1.2 1.3 1.4 1.5 Has variant text based on Ceteris Paribus
  2. 2.0 2.1 Has variant text based on Inter Alia

Once you have spent at least 4 actions firing up the furnace, you are allowed to cash out. Your final reward is determined by the amount of Actus Reus accumulated. There are two cashout options, which each pay in goods whose Penny value is equal to your current Actus Reus, paying out as much of each tier as they can, as described in the Modulo Method.

Payouts
Action Primary Secondary Tertiary Residual (0.01e)
Take payment in spare parts Crackling Device (62.5e) Whirring Contraption (6e) Nevercold Brass Sliver
Ask for tales on Hell's false-saints False Hagiotoponym (62.5e) Verse of Counter-Creed (12.5e) Palimpsest Scrap (0.5e) Whispered Hint

Sidequests[edit]

As you stabilise London, various metaphysical paradoxes in Fallen London, where everything is as it should be will become possible to resolve, some of which will reward event-specific equipment for doing so.

The Matter of Elephants[edit]

After completing The Candied Door, you can resolve the matter of elephants to claim a special reward:

... which gives you An Elephant That Is Yet to Be Refuted.

Closing the Case of the Severed Twelve[edit]

After completing both The Candied Door and Back at the Beginning, you can choose to Conclude the case of the Severed Twelve as long as you have Marked by Kindness, The Kings' Song 5, and Embroiled in the Affair of the Severed Twelve under 60. Doing so will award you one Night-Whisper.

A Shine From Inside The Furnace[edit]

At London, Askance 70 (after reaching Treating the Symptoms 8 and speaking with Milton for the third time), a new puzzle will be introduced. Upon finishing a round of Law-Forging, a new storylet will autofire in which you see something glinting from inside the furnace. You are given the option to climb in or walk away. Climbing in will, of course, kill you.

To be able to retrieve the item without dying:

Notes:

  • The amount of menace CP you get from Cheat Death depends upon the amount of Wounds you have. Essentially, your Wounds CP gets redistributed to the other menaces. Visit the linked page to see the analysis of how many CP will be granted to your other menances based on your current level of Wounds.
  • Going to the menace zones is not strictly necessary -- only reaching 8 in the menaces is. Pre-arranging social actions with a friend or alt and having them accepted before you leave the storylet can reduce the menaces back to 7 before the menace zones autofire.

To Hell, In Dreams[edit]

With London, Askance 70, Treating the Symptoms 8, and Stability through Combustion 250000 through the communal forging of laws, players receive An Invitation to a Council to discuss the final plan to find Hell and return London to (what passes for) normalcy. The plan decided, you must make your way to Parabola; your destination is A Law-Ordained Dream of Hell. If you have a Base-Camp, it can be reached from there via Journey into the Waswood for a dream of Hell. If you do not have access to your own Base-Camp, use the story A Way to Parabola found anywhere in London.

At this point, at first players had to wait until sufficient dreamers had entered the storylet A Law-Ordained Dream of Hell and waited there to achieve Londoners Who Dream of Hell 666 before unlocking the finale. Note: Now that this has been achieved, anyone can complete this storylet at anytime, without waiting for another group of 666. Past this point, the story will conclude, and there is no further access to any Estival activities, unique items or qualities, or Estival item purchasing.

You then will move Beyond the White Walls and Make your way into Hell. At first, you will be stuck in a loop, trapped by Hell's defenses as you increase your Wanderings through Hell. Once this reaches 9, an intervention will grant you The Book of Stolen Endings and send you to the Greater Law Furnace where this all began. In The Fires of Law, you must set to right all of the broken laws and then assist the Bishop in clearing out the Furnace itself.

With all of the hard work done, a familiar face to those who have concluded the Railway appears in A Settling of Accounts as Hell's representative. While choosing to Take your place at Southwark's side is signposted as a dangerous option, no harm will come to you as, regardless of choice, something unexpected happens. Whether you recovered A Shard of Law-Glass from the Brass Embassy furnace or not, it is here now - though you will only keep it as an item after this if you obtained it yourself before the finale. You then Take your leave and return to London. Upon your arrival, you will consider The Matter of Law and choose which memento you will obtain from the story (see corresponding choices below).

Tie-ins[edit]

With Hell disappearing, it has affected a number of storylets that rely on it existing.

Rewards[edit]

Equipment[edit]

Use the Estival Tokens acquired at Metaphysical Arrears to purchase Estival gear (see the item comparison guide).

In the table below, strict Best-in-Slot stats are marked bold, shared Best-in-Slot is italics, and stats which are neither are in regular case.

Item Type Stats Acquisition
A Ragtag Gang of Outlaws Crew Hunt 20 rogue laws in total, then hunt a 21st and when trapping it choose Consider an alternative strategy instead.
An Urchin with a Fondness for Cowls and Capes Companion Successfully find at least 3 Urchins during Hide-and-Seek.
An Elephant That Is Yet to Be Refuted Home Comfort After completing the Candied Door (hide-and-seek) storyline, count 12345 as the amount of No Evidence of Elephants, then find the elephant that doesn't exist in the same storylet.
A Shard of Law-Glass Weapon See A Shine From Inside The Furnace above.
The Founding Principles of an Infernal Enclave Affiliation Completion of the Hell is Missing storyline. Obtained during the foray into Hell during the concluding chapter.

Vanity Qualities[edit]

A Time for Generosity - has its maximum QLD at 7.

Laws Hunted - has its maximum QLD at 77.

Unscarred by Law - if you do Scathless the hard way.

Items[edit]

During your foray into Hell during the final chapter, you'll acquire The Book of Stolen Endings, regardless of choices made.

Depending on your outlook on the whole event, as reflected in your final choice upon your return to London from Hell, you'll obtain one of three mementos to remind you of all the excitement you experienced while Hell was Missing.

Memento Choice
Rose-Ringed Regimental Helmet A triumph
Infernal Pocket Square Another bl_ody crisis that could have been avoided
The Abstract Idea of Something That Is Certainly Not a Dog The shadow of utopia

Permanent Game Additions[edit]

Law Forging may be found in Moloch Street on 02 September 2025. Accessing it requires a Hellish Hymn.

The Enclave within Hell[edit]

The Enclave within Hell can be found in The Marigold Station now. This storylet allows you to access An Oasis within the White City, where Infernal Contract and Partial Map can be grinded at 4 EPA.

The Enclave also possess the capacity for Law-Hunting. Access requires only that one go to the Enclave. Progress must now reach a value of 10, rather than 8, and the rewards are less than before the event ended, now totaling 65£: One item at 62.5£ and one item at 2.5£.