# Hunting the Beasts of the Zee (Guide)

 Mid-Game Content
This guide is incomplete. You can help by expanding it.
What needs work: Current values (from crabs) should be double checked with seals and crocodiles

Once you have Making Progress in the Labyrinth of Tigers 16 you may begin hunting the Beasts of the Zee. Many of these have Monstrous Anatomy requirements and rely on world qualities as well. As these destinations aren't docks, they will not reset Troubled Waters. Every completed hunt will increase your A Hunter of Zee-Beasts by 1. For more information on reaching the locations, see Zailing (Guide).

## Zee Beasts

A cheat sheet for hunting quarries via Hunting the Beasts of the Zee:

Target Zee Location Requirements Rewards Value ( )
Home Waters Monstrous Anatomy 5 75 32
Shepherd's Wash
1-99[1] 19.39 - 53.91[2]
10 Up to 45
70 Up to 45
Stormbones No Plated Seals N/A 1 x  Plated Seal N/A
1. You also gain 2 pincers and a headless skeleton per hunt
2. Based on Base Watchful
3. Can be traded in at the end for various rewards.

## Hunting a Creature

Upon starting a hunt, the player needs to navigate to the requisite Zee region. Once you have reached your destination, the player will need to build their In Pursuit of a Zee-Beast to the required level before they may slay the beast and collect the reward.

### Difficulty Calcuation

 This article is incomplete. You can help the Fallen London Wiki by expanding it. Reason: The challenge of angler crabs doesn't seem to fit with the remaining beasts

Except for the plated seal, the required In Pursuit of a Zee-Beast is 7 + Elusiveness of your Quarry/20. The player only has to meet this threshold. Elusiveness of your Quarry also affects the difficulty of skill checks to raise In Pursuit of a Zee-Beast.

Target Elusiveness Pursuit needed
Feral Crocodiles 70 11
Angler Crabs 1-99 8-13
Lifebergs in The Salt Steppe 10 8
Lifebergs in The Sea of Voices 70 11

For the Plated Seal there is instead a narrow difficulty challenge of In Pursuit of a Zee-Beast 6 that needs to be passed.

#### Angler Crab Scaling

Angler crabs offer scaling rewards and elusiveness based on how many remain in their world quality.

The Logistic Scaling for Elusiveness and Rarity are similar, with both having a midpoint of Estimated Angler Crab Population of 25000 and a scaling factor of -1/5000. The difference is that Elusiveness scales to a maximum value of 100, while Rarity scales to a maximum value of 7000. Elusiveness E scales with crab population C with the following formula:

${\displaystyle E=100\times {\frac {1}{1+e^{\frac {C-25000}{5000}}}}}$

Rarity R scales with crab population C with the following formula:

${\displaystyle R=7000\times {\frac {1}{1+e^{\frac {C-25000}{5000}}}}}$

Values at select breakpoints. Currently there are 8566 Angler Crabs left:

Crabs Left 50000 35986 29236 25000 20764 14014 0
Elusiveness 1 10 30 50 70 90 99
Pursuit needed 8 9 10 11 12 13 13
Rarity 47 700 2100 3500 4900 6300 6953
Piece of Rostygold 24 350 1050 1750 2450 3150 3476

### Hunting Actions

Option Requirement Challenge Success Failure
Make a daring approach +24 CP
Pursue the (Zee-Beast) N/A Zee Peril+ +14 CP  +7 CP
Take a risk In Pursuit of a Zee-Beast 2 Zee Peril+ 75 + +24 CP  -5 CP
Outflank the (Zee-Beast) In Pursuit of a Zee-Beast 2 See table[1] +14 CP  +7 CP
Predict its movements In Pursuit of a Zee-Beast 2 See table[1] +14 CP  +7 CP
Chum the waters 4
• -7 x
• -1 x
• -3 x
• -1 x
Dive below the waves 140[2]
• -5 x
• -2 x
Difficulty567891011121314
2. Might vary with Zee Peril

## Turning in Valorous Deeds

When hunting lifebergs, the player will accumulate Officially Recognised Valorous Deeds, each of which is equivalent to 20 . These can be turned in for the following rewards:

Action Cost Rewards
Claim a crate of clinking souls 1
Claim an armful of discarded steel 2
Claim a box marked "FAULTY ORDNANCE: DO NOT USE". 3
Claim a pile of waterlogged papers 4
Claim a strongbox, illuminated from within 4
Claim a pallet of mouldering rations 5
Claim a suitcase, stamped with a horse's head 10
Claim a consignment of confiscated silks 16

## Strategy

Strategy consists of three matters - building In Pursuit of a Zee-Beast as fast as possible, but also minimising Troubled Waters so that you can avoid docking for a while, and for clippers when hunting Angler Crabs: reducing the amount of actions taken while zailing.

For the first matter, Monster-Hunters have a very useful opening gambit with Make a daring approach that will boost the player instantly to In Pursuit of a Zee-Beast to level 6. Otherwise, the player will have to open up with Pursue the (Zee-Beast). Use the calculator below in order to find the optimal action on average, but bear in mind that there's no point in overpreparing, and if sufficient gain can be gained with Pursuing the Zee-Beast, that should be a priority. Pursuing is equivalent to outflanking and predicting so use whichever has the highest success probability. If the creature's Elusiveness is less than 7 above a rounding point, (eg. 10, 30, 50, 70, etc..) it may be worth chumming the waters if the player is having difficulty making the checks, as this will also lower the required Pursuit by 1 level. Similarly the zubmersible option works if you're less than 5 above a rounding point.

For reducing Troubled Waters gain, it is adviced not to play risky challenges, because opportunities to lower TW are few and will usually sacrifice Zee-EPA or zailing progress. Zubmarine owners and The Heart owners should usually use their options to reduce TW, as these are also often profitable. A False-Star of your Own options and the A Faceted Decanter of Drownie Effluvia should also be used when necessary, as these are very effective. Other options to lower/minimise TW should also be considered. Piracy is a good idea, as long as your skills are high enough that the options are at least very modest (80%). Even so you will have to dock more than someone not using piracy options. It is recommended to dock around TW 6, as the menace cards at TW 7 are hard to use efficiently. Dream cards are a decent alternative to piracy cards when balancing profit, progress and speed, as long as you have a decent way of dealing with the resulting Nightmares in London.

For Clipper owners hunting Angler Crabs the A Giant Angler Crab card is especially useful, as it provides more than 80 Zailing... in a single action, thereby saving an action.

Calculating echoes per action is difficult given the high variability in reaching particular zee regions, the ability to deal with zee menaces, and reward variability, though Lifeberg Hunting is likely profitable when available (about 6+ EPA at the highest), and Angler Crabs become profitable once their numbers are lower (about 3.3 EPA from the get-go, towards 5-6 EPA at the end). Crocodiles approaches 4-5 EPA for extremely dangerous Monster-Hunter pirates.

## Calculator

 template = Template:Calculator/Hunting
form = HuntingGain
result = HuntingGainResult
param = Dangerous|Dangerous|200|int|1-500
param = Elusive|Elusiveness|0|int|0-99
param = Zee Peril|Zee Peril|110|int|100-250