# Money-Making/Calculations

 This guide is incomplete. You can help by expanding it.

The purpose of this page is to store calculations, scratch-work, and open questions related to the grinds described in Money-Making and Hinterland Scrip-Making. Ideally, EPAs in those guides should be explained here.

## Helicon House

Calculations for various Helicon House grinds.

Any references to "free entry" mean any of the A Pendant of Helicon Amber, Oneiric Key, or Location of an Underground Organ. All three of these methods allow entry into Helicon House without paying a cover charge, and additionally provide 2 x Fitting in at Helicon House to start. The latter is often more important, as it saves actions.

### Helicon-Only Fate-Locked Casing Grind

Run through Helicon House once, grinding Casing... while inside, and grabbing Crate of Incorruptible Biscuits on the way out. Then enter Helicon House a second time, immediately cashing in the Casing... for Scrip. Requirements:

The A Pendant of Helicon Amber saves an action on the first leg by entering at Time Remaining at Helicon House 4 instead of 5. The second leg can be done in 2 actions by entering with 3 x Fitting in at Helicon House, which requires 2 from any of the "free entry" methods plus 1 from the choice of Helicon House Companion. While the Pendant can be used for the second leg, the Oneiric Key is better because it provides 5 x Romantic Notion and the different in Time Remaining does not affect that leg.

Stage in the Grind Actions per Cycle Cycles Total Actions Cost Payout
Building Casing 5 1 5 N/A 15 CP Casing...
Cashing in Casing 2 1 2 15 CP Casing... 26
Total 7 55 (7.85 SPA)

0.45 + 27.94 in Scrip (4.05 EPA)

The payout can be increased by 5 x Romantic Notion per cycle by entering with an Oneiric Key the second time. While the Investigating... does not have much value, the cycle could potentially build Fascinating... at +5 CP per cycle based on the choice of Helicon House Companion for the first leg.

If you do not have access to a Fitting In companion, then you must spend an extra action doing something in Helicon House that grants a point of Fitting In. Building Casing is one such action. Using this action means that the second leg takes 3 actions, but only uses up 10 net points of Casing.

Stage in the Grind Actions per Cycle Cycles Total Actions Cost Payout
Building Casing 5 2 10 N/A 30 CP Casing...
Cashing in Casing 3 3 9 30 CP Casing... 15 CP Investigating...

78
75 x Moon-Pearl
30 x Drop of Prisoner's Honey

Total 19 136 (7.16 SPA)

1.35 + 69.08 in Scrip (3.71 EPA)

### Helicon-Only, Fate-Locked, Spouse-Locked Casing Grind

This grind generally resembles the one above, except that your choice of Companion for the first leg gives you additional Casing on entry. The amount of casing makes for very awkward numbers. Requirements:

Stage in the Grind Actions per Cycle Cycles Total Actions Cost Payout
Building Casing 5 15 75 N/A 285 CP Casing...
Cashing in Casing 2 19 38 285 CP Casing... is 494

475 x Moon-Pearl
190 x Drop of Prisoner's Honey

Total 113 929 (8.22 SPA)

8.55 + 471.93 in Scrip (4.25 EPA)

While this grind has the most exclusive requirements, it is the most profitable.

### Helicon-Only Fate-Free Casing Grind

This works very similarly to the above grind, but you must spend an extra action in Helicon House grinding Casing.... Because of this, the cycles don't line up neatly. The optimal exit while building Casing... is now to acquire solacefruit, as that yields 29 (with a Helicon House Companion that gives Fitting In; 7/2 = 3.5, which rounds to 4 x Solacefruit); this requires Train Luxuries 4, of course. As cashing in Casing... only requires 15 CP, this version of the grind is straightforward.

Requirements:

Stage in the Grind Actions per Cycle Cycles Total Actions Cost Payout (Biscuits) Payout (Solacefruit)
Building Casing 6 1 6 N/A 15 CP Casing...
15 CP Casing...
Cashing in Casing 2 1 2 15 CP Casing... 26
26
Total 8 52 (6.5 SPA)

1.45 + 26.416 in Scrip (3.48 EPA)

55 (6.875 SPA)

1.45 + 27.94 in Scrip (3.67 EPA)

The above assumes entering with the Oneiric Key, which gives 5 x Romantic Notion. The Location of an Underground Organ gives Nodule of Warm Amber instead, which is nominally worth the same but more difficult to spend.

If you do not have access to a Fitting In companion, then you must spend an extra action doing something in Helicon House that grants a point of Fitting In. Building Casing is one such action. Using this action means that the second leg takes 3 actions, and yields an extra 3 CP Casing.... Thus, an extra cashing-in cycle is needed for every 4 cashing-in cycles. Additionally, one fewer Solacefruit per building Casing cycle is gained due to the effect of rounding (which ends up reducing the overall yield by an additional ~0.05 EPA).

Stage in the Grind Actions per Cycle Cycles Total Actions Cost Payout (Biscuits) Payout (Solacefruit)
Building Casing 6 4 24 N/A 60 CP Casing...
60 CP Casing...

80 CP Investigating...
100 x Hand-picked Peppercaps
12 x Solacefruit
20 x Romantic Notion

Cashing in Casing 3 5 15 75 CP Casing...
(includes 15 CP from the 5 cycles)
130

125 x Moon-Pearl
50 x Drop of Prisoner's Honey
25 x Romantic Notion

130

125 x Moon-Pearl
50 x Drop of Prisoner's Honey
25 x Romantic Notion

Total 39 230 (5.897 SPA)

6.75 + 116.84 in Scrip (3.17 EPA)

242 (6.205 SPA)

6.75 + 122.936 in Scrip (3.33 EPA)

Additionally, if you've been gaining Fascinating... upon entrance (default with no companion is +2 CP each time), then you can eventually make use of Attract a companion for the rest of the evening, yielding 70 in items at the cost of an extra 4 actions. Doing this after 10 complete cycles without a Fitting In companion raises the overall payout to 3.47 EPA (when using the solacefruit option).

### Parabolan Casing grind (Obsolete)

Wiki note: This source of Casing was nerfed 13 Jan 2021. This contained is retained for historical archives. Updated HPA/EPA are included at the bottom.

Grind Casing... in Parabola, and then spend in Helicon House. Requirements:

Building Casing... from Find the weakness in an opponent's defences takes 4 actions on average if you have either 285 Shadowy or 12 Glasswork. With only a single-stage hunt, the value of Apply your own knowledge is reduced. Choosing to sneak forward will usually take fewer actions, although it will also incur Nightmares.

Cashing in via Lay claim to any left-behind items can be done immediately upon entry if you can enter Helicon House with 3 x Fitting in at Helicon House, which is possible by combining 2 points from any "free entry" option with a Helicon House Companion that grants a third point. While the A Pendant of Helicon Amber will work for this, it's not the best option. The Oneiric Key grants 5 x Romantic Notion on entry, and the difference in Time Remaining at Helicon House does not effect the grind.

Stage in the Grind Actions per Cycle Cycles Total Actions Cost Payout
Grind Casing in Parabola 4 3 12 N/A 150 CP Casing...
Rob Dreamers in Helicon 2 10 20 150 CP Casing... 260

50 x Romantic Notion
250 x Moon-Pearl
100 x Drop of Prisoner's Honey

Total 32 260 (8.125 SPA)

9.5 + 132 of scrip (4.42 EPA)

The Moon-Pearl and Drop of Prisoner's Honey outcomes are averages. The above calculations ignore travel cost. Every round of travel will cost 4 actions, costing 100 x Drop of Prisoner's Honey but providing 3 x Rumours of the Upper River (An Unattended Mirror may reduce the actions and Rumours by 1 each, and being a Silverer will halve the honey cost).

If you do not have access to a Fitting In companion, then you must spend an extra action doing something in Helicon House that grants a point of Fitting In. Building Casing is one such action. Using this action means that each run through Helicon House takes 3 actions, but only uses up 10 net points of Casing.

Stage in the Grind Actions per Cycle Cycles Total Actions Cost Payout
Grind Casing in Parabola 4 1 4 N/A 50 CP Casing...
Rob Dreamers in Helicon 3 5 15 50 CP Casing... 130

25 x Romantic Notion
125 x Moon-Pearl
50 x Drop of Prisoner's Honey 25 CP Investigating...

Total 19 130 (6.84 SPA)

4.75 + 66 of scrip (3.72 EPA)

As building Casing takes only a small number of actions and more time is spent cashing it out, an extra action here significantly impacts the efficiency of the grind.

#### Post-Nerf

Stage in the Grind Actions per Cycle Cycles Total Actions Cost Payout
Grind Casing in Parabola 4 15 60 N/A 420 CP Casing...
Rob Dreamers in Helicon 2 28 56 420 CP Casing... 728

140 x Romantic Notion
700 x Moon-Pearl
280 x Drop of Prisoner's Honey

Total 116 728 (6.28 SPA)

26.60 + 370 of scrip (3.41 EPA)

### With the Rubbery Cat

The option to deploy your Morally and Physically Flexible Rubbery Cat, earns more Casing per Action, but must be supplied with Hand-picked Peppercaps. Peppercaps can be obtained by occasionally swiping Solacefruit instead of Biscuits, with payout worth only 1 scrip less (free entry plus the Casing options will earn 6 x Fitting In).

However, it seems that cost of using up the Peppercaps is not worth the additional Casing provided. The table below assumes the Pendant and a Fitting In companion, but earns lower SPA than the cat-free grind above with similar requirements. From an aesthetic view, the different legs of this grind fail to line up in spectacular fashion: Peppercaps are earned in batches of 25 and spent in batches of 3, while Casing is earned in batches of 17 and spent in batches of 15.

Stage in the Grind Actions per Cycle Cycles Total Actions Cost Payout
Build Casing while Napping Biscuits 5 66 330 198 x Hand-picked Peppercaps 1122 CP Casing...
Build Casing and Restock Peppercaps 5 9 45 27 x Hand-picked Peppercaps 153 CP Casing...

90 CP Investigating...
225 x Hand-picked Peppercaps
27 x Solacefruit

Rob Dreamers in Helicon 2 85 170 1275 CP Casing... 2210

425 x Romantic Notion
2125 x Moon-Pearl
850 x Drop of Prisoner's Honey
660 CP Investigating...

Total 545 4151 (7.62 SPA)

80.75 + 2108 of scrip (4.02 EPA)