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**The first is the [[Template:Cross Conversion|cross-conversion carousel]]. This averages 1.6 CP MW (and {{E}}0.50) per action and is indefinitely cycleable, requiring only that players have at least 50 of one type of 50-pence item to start. You can use extra actions before [[Time, the Healer]] comes through to line up as many 50p items as possible at Making Waves conversions (e.g., converting them all to {{IL|Vision of the Surface|Appearance=Visions of the Surface}}) in order to maximise the efficiency of the carousel.
 
**The first is the [[Template:Cross Conversion|cross-conversion carousel]]. This averages 1.6 CP MW (and {{E}}0.50) per action and is indefinitely cycleable, requiring only that players have at least 50 of one type of 50-pence item to start. You can use extra actions before [[Time, the Healer]] comes through to line up as many 50p items as possible at Making Waves conversions (e.g., converting them all to {{IL|Vision of the Surface|Appearance=Visions of the Surface}}) in order to maximise the efficiency of the carousel.
 
**The second is at {{IL|Helicon House}}, where the [[The Mirrored Salon|Mirrored Salon]] (once [[Discovered: the Mirrored Salon|unlocked]]) provides a [[Astonish the company with an illusion|grind]] that gives 4 CP MW per action. This may be done four times per visit to the House before the player must leave. By simply exiting the house immediately, this provides '''3.2 CP MW per action and no profit'''; by instead staying in the house to collect a final reward before leaving, players may accrue 2.7 CP MW and around {{E}}1.7 per action, with payout depending on choice of companion.  
 
**The second is at {{IL|Helicon House}}, where the [[The Mirrored Salon|Mirrored Salon]] (once [[Discovered: the Mirrored Salon|unlocked]]) provides a [[Astonish the company with an illusion|grind]] that gives 4 CP MW per action. This may be done four times per visit to the House before the player must leave. By simply exiting the house immediately, this provides '''3.2 CP MW per action and no profit'''; by instead staying in the house to collect a final reward before leaving, players may accrue 2.7 CP MW and around {{E}}1.7 per action, with payout depending on choice of companion.  
***A more advanced version allows '''2.6 EPA''' if a player has {{IL|Train Luxuries}} 4, in order to use the [[Forget the biscuits, take the Solacefruit|solacefruit]] option and purchase {{IL|Tinned Ham}} to sell to the Bazaar. It requires players to have a [[Railway Beginning (Guide)|Railway,]] to have [[Acquaintance with Helicon House|unlocked Helicon House]], to have {{IL|Glasswork}} 8, and to have an {{IL|Oneiric Key}} or an {{IL|Location of an Underground Organ|Appearance=Underground Organ}} to avoid repeatedly paying the House's entry fee. Once all of these conditions are met, however, it is the fastest way to repeatedly and indefinitely grind Making Waves. Assuming 120 actions per day, at 2.7 CP MW per action, one might go from zero to 66 levels of MW in a week; at 3.2 CP MW per action, that increases to 72 levels of MW.  Assuming no other interaction with the game.
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A more advanced version allows '''2.6 EPA''' if a player has {{IL|Train Luxuries}} 4, in order to use the [[Forget the biscuits, take the Solacefruit|solacefruit]] option and purchase {{IL|Tinned Ham}} to sell to the Bazaar. It requires players to have a [[Railway Beginning (Guide)|Railway,]] to have [[Acquaintance with Helicon House|unlocked Helicon House]], to have {{IL|Glasswork}} 8, and to have an {{IL|Oneiric Key}} or an {{IL|Location of an Underground Organ|Appearance=Underground Organ}} to avoid repeatedly paying the House's entry fee. Once all of these conditions are met, however, it is the fastest way to repeatedly and indefinitely grind Making Waves. Assuming 120 actions per day, at 2.7 CP MW per action, one might go from zero to 66 levels of MW in a week; at 3.2 CP MW per action, that increases to 72 levels of MW.  Assuming no other interaction with the game.
 
**Players with endgame stats will prefer {{IL|The Courts of the Evenlode}}, where you can choose a case to intervene (after raising [[Time Spent in the Magistracy]] to 3), then raise {{IL|Prestige of a Legal Case}} until you have the opportunity to grandstand while either [[Grandstand! (Prosecution)|prosecuting]] or [[Grandstand! (Defence)|defending]], giving 3 x {{IL|Prestige of a Legal Case|Appearance=}} CP MW, plus a material reward at the end of the cycle. You can freely grind MW by [[(Side) for the plaintiff in a civil suit of Tomb-Colonists against Devils|siding with the Tomb-Colonists]], raising {{IL|Prestige of a Legal Case|Appearance=Prestige}} to 7 before grandstanding for 21 CP MW in a 6 actions cycle, resulting in a total '''3.5 CP MW per action''' and up to '''4 EPA''', beating the {{IL|Helicon House}} grind by a decent margin. This grind requires players to have finished {{IL|The Efficient Commissioner's Tale}}, {{IL|Persuasive}} 292, a [[Railway Board (Guide)|Hell Charter]], {{IL|A Player of Chess}} 12 and {{IL|Mithridacy}} 15 (or 13, if you do not care about a lower overall EPA).
 
**Players with endgame stats will prefer {{IL|The Courts of the Evenlode}}, where you can choose a case to intervene (after raising [[Time Spent in the Magistracy]] to 3), then raise {{IL|Prestige of a Legal Case}} until you have the opportunity to grandstand while either [[Grandstand! (Prosecution)|prosecuting]] or [[Grandstand! (Defence)|defending]], giving 3 x {{IL|Prestige of a Legal Case|Appearance=}} CP MW, plus a material reward at the end of the cycle. You can freely grind MW by [[(Side) for the plaintiff in a civil suit of Tomb-Colonists against Devils|siding with the Tomb-Colonists]], raising {{IL|Prestige of a Legal Case|Appearance=Prestige}} to 7 before grandstanding for 21 CP MW in a 6 actions cycle, resulting in a total '''3.5 CP MW per action''' and up to '''4 EPA''', beating the {{IL|Helicon House}} grind by a decent margin. This grind requires players to have finished {{IL|The Efficient Commissioner's Tale}}, {{IL|Persuasive}} 292, a [[Railway Board (Guide)|Hell Charter]], {{IL|A Player of Chess}} 12 and {{IL|Mithridacy}} 15 (or 13, if you do not care about a lower overall EPA).
 
*'''Lodgings cards: '''If you would like a lot of Making Waves quickly, and don't mind spending resources on them, many [[Making Waves (Guide)#Lodgings cards|Lodgings cards]] offer MW actions that typically cost around {{E}}1 per CP of Making Waves. These can be very useful for getting high levels of MW, as they generally give a lot at one time.
 
*'''Lodgings cards: '''If you would like a lot of Making Waves quickly, and don't mind spending resources on them, many [[Making Waves (Guide)#Lodgings cards|Lodgings cards]] offer MW actions that typically cost around {{E}}1 per CP of Making Waves. These can be very useful for getting high levels of MW, as they generally give a lot at one time.
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*'''Salon: '''For very high levels of Making Waves, the [[Making Waves (Guide)#Handsome Townhouse|Salon]] is the most effective option. It takes time and resources to [[Scheme: Set up a Salon|set it up]] and to raise Scheme, but once high levels of Scheme are obtained it can give around 3 CP MW per  {{E}}1 of investment. For ''very'' high levels of Making Waves, the Salon and [[Scheme: Set up an Orphanage|Orphanage]] can also be used to "bank" MW to allow more than a week's worth of grinding.
 
*'''Social actions: '''If you want to get a last few points before the week ends, and only have a few actions to get them with, you may want to be flattered by a non-PoSI at Dante's Grill via [[Benefit from flattery at Dante's Grill]] or [[Share a pot of tea at Beatrice's Tea Shop]]; both are Social Actions and require both players to have free evenings. If you are a tier 2 PoSI, you may also become a Patron and teach them your chosen skill in [[Deal with matters of Patronage!]] Alternatively, [[Meet someone for a Coffee at Caligula's]] if you don't have any free evenings. If you don't want to or don't have time to interact with others, there are some universally available grindable Actions that reliably give small amounts of Making Waves. Actions that give 1 CP per action or less are usually not sustainable for getting higher levels of Notability, however.
 
*'''Social actions: '''If you want to get a last few points before the week ends, and only have a few actions to get them with, you may want to be flattered by a non-PoSI at Dante's Grill via [[Benefit from flattery at Dante's Grill]] or [[Share a pot of tea at Beatrice's Tea Shop]]; both are Social Actions and require both players to have free evenings. If you are a tier 2 PoSI, you may also become a Patron and teach them your chosen skill in [[Deal with matters of Patronage!]] Alternatively, [[Meet someone for a Coffee at Caligula's]] if you don't have any free evenings. If you don't want to or don't have time to interact with others, there are some universally available grindable Actions that reliably give small amounts of Making Waves. Actions that give 1 CP per action or less are usually not sustainable for getting higher levels of Notability, however.
 
*'''A Trade in Reputations: '''If you are PoSI, you can semi-reliably grind MW with Trade in Reputations (available at Bazaar Side-streets). Choose You, Yourself at [[The face of the campaign]] (Note that this usually requires you to already have Notability 5), then play all the cards like [[A bizarre campaign]] (depending on your focus, it may be dreaded/respectful). Rare successes (about 40-50% chance) will give you 1 point of MW; campaign itself will give you decent(ish) EPA in resources. At average, this will net you 3-4 CP of MW per 15 Actions with 2.5-3.3 EPA (depending on chosen difficulty). Only decent use for this grind is when you don't have access to Railroad and Parabolan War. If you have both of those, unlock Helicon House and its Mirrored Salon and use that instead.
 
*'''A Trade in Reputations: '''If you are PoSI, you can semi-reliably grind MW with Trade in Reputations (available at Bazaar Side-streets). Choose You, Yourself at [[The face of the campaign]] (Note that this usually requires you to already have Notability 5), then play all the cards like [[A bizarre campaign]] (depending on your focus, it may be dreaded/respectful). Rare successes (about 40-50% chance) will give you 1 point of MW; campaign itself will give you decent(ish) EPA in resources. At average, this will net you 3-4 CP of MW per 15 Actions with 2.5-3.3 EPA (depending on chosen difficulty). Only decent use for this grind is when you don't have access to Railroad and Parabolan War. If you have both of those, unlock Helicon House and its Mirrored Salon and use that instead.
*'''Salon: '''For very high levels of Making Waves, the [[Making Waves (Guide)#Handsome Townhouse|Salon]] is the most effective option. It takes time and resources to [[Scheme: Set up a Salon|set it up]] and to raise Scheme, but once high levels of Scheme are obtained it can give around 3 CP MW per  {{E}}1 of investment. For ''very'' high levels of Making Waves, the Salon and [[Scheme: Set up an Orphanage|Orphanage]] can also be used to "bank" MW to allow more than a week's worth of grinding.
 
  
 
==Grindable actions==
 
==Grindable actions==

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