On a Heist (Guide)
| Early MYN Content and Onwards |
- On a Heist Summary
- Locked Limited-Length Activity
- Setup
- 1 A
- Progress
- 3++ A
- End
- 1 A
- Progress Details
- Raise
The Burglar's Progress to 5 before
Cat-Like Tread hits 0. - Items Inputs/Outputs
- Start-up
-
And for some Heists also:
- Boosting
-
Casing... 10 CP:
1 x Escape Route
Casing... 5 CP:
On the Heist
- Outputs
-
An Identity Uncovered!
Sworn Statement
Shard of Glim
Bottle of Broken Giant 1844
Touching Love Story
Searing Enigma
Bazaar Permit
Cryptic Clue
Ostentatious Diamond
Surface-Silk Scrap
Magnificent Diamond
Puzzle-Damask Scrap
Favour in High Places
Live Specimen
Puzzling Map
Silent Soul
Muscaria Brandy
Brass Ring
Favours: Hell
Vital Intelligence
Unprovenanced Artefact
Memory of Distant Shores
Presbyterate Passphrase
Ancient Hunting Rifle
Antique Mystery
Dubious Testimony
Stolen Correspondence
Justificande Coin
Legal Document
Map Scrap
Discordant Soul
Fistful of Surface Currency
Piece of Rostygold
Brilliant Soul
False Hagiotoponym
Apostate's Psalm
Captivating Ballad
Fragment of the Tragedy Procedures
Chimerical Archive
Nicatorean Relic
Relic of the Fourth City
Relic of the Second City
Relic of the Third City
Obsidian Chitin Tail
Femur of a Jurassic Beast
Femur of a Surface Deer
- Raw EPA
- 4.53
See On a Heist (Guide)/Cards for a breakdown of the cards you encounter during the heist
This Guide will cover the mechanics behind heists, which are available from the
Plan a Heist area of The Flit. While on a heist, you draw from a unique deck of opportunity cards and attempt to raise
The Burglar's Progress to at least 5 without reducing
Cat-Like Tread to 0.
Heists are part of the
A Name Whispered in Darkness section of the Making Your Name storyline, and are also a means of obtaining a variety of useful items, including some that are much more costly or difficult to obtain elsewhere.
Preparation[edit]
Preparing for a heist involves choosing a target, raising
Casing..., and purchasing advantages (optional). Depending on the heist, you might also want to equip items to boost certain stats, or have certain qualities.
Choose a target[edit]
You can choose from the available targets at Planning a Heist. Depending on the target, you'll encounter different levels of
Target Security:.
- Shuttered: Cards contain Luck challenges and opportunities to use advantages. Experienced players may not need extra preparation.
- Triple-bolted: Some no-risk cards are replaced with Luck challenges. It's probably a good idea to bring some Inside Information for everyone, just in case.
- Well-Guarded: Additional replacement of cards with more difficult ones, including options with challenges above
Shadowy 100. You'll probably want extra preparations. - Perilous: More replacement cards, now with challenges requiring advanced (MAGCATS) skills. Don't do these heists unprepared.
Certain opportunity cards will only appear when the target is a particular security level. Additionally, some targets require Favours or other items in order to attempt. If you're after a specific reward, you'll also want to check the Loot section below.
| Target | Requires | Security |
|---|---|---|
| The House on Cubit Square | Shuttered | |
| The offices of Baseborn & Fowlingpiece | Triple-Bolted | |
| The Balustraded House in Elderwick | Triple-Bolted | |
| The Circumspect Envoy's Townhouse | No |
Triple-Bolted |
| Making Your Name: the records office in Concord Square | Triple-Bolted | |
| The home of an Admiral's Widow |
|
Well-Guarded |
| The mansion of an Unsympathetic Landlord | Well-Guarded | |
| The Museum of Prelapsarian History (Heist) | Well-Guarded | |
| The townhouse of a Discerning Deviless | Perilous | |
| The shaded estate on Hemlock Row |
|
Perilous |
Build up Casing[edit]
To embark on any heist, you need to build up
Casing... to at least 5. Building up more Casing will enable you to purchase advantages, which can help you avoid failing the heist or unlock advantageous options.
There are a variety of ways to raise Casing under
Preparing for a Big Score, but Casing you raise in other areas can also be applied here. Consult the Casing guide for a full list of sources.
Ideally, you don't want to build up more Casing than you need, as it will be reset when you start the heist. You only need 15 CP (required to start any heist) + however much you want to spend on advantages. Refer to the Casing guide to determine how best to get the amount of Casing you want without wasting actions.
Purchase advantages[edit]
Once you've raised Casing to 5, you can
Get ready for your Heist!, which gives you a chance to purchase various advantages. If purchasing any of these options causes your Casing to drop below 5, you'll need to raise it up again before you can actually embark on the heist.
Purchase Escape Routes (
10 CP Casing...): Lets you escape from the heist at any time without getting caught. However it unlocks the bad card
A Nosy Caretaker which forces you to lose the route (but make 1 Burglar's Progress) or risk a loss of Cat-Like Tread. You might want to purchase one of these the first time you embark on a heist so you have breathing room while you're learning the mechanics, but purchasing them for subsequent heists is suboptimal.
Purchase Inside Information (
5 CP Casing...): Unlocks advantageous options on a number of cards. This is a good purchase, and 2 should be enough to finish a job successfully unless you draw very unfortunately.
Purchase a copy of an Intriguing Key (
5 CP Casing...): Similarly to Inside Information, unlocks advantageous options on some cards. As there are fewer cards that use those, it is generally more useful to purchase Inside Information instead, but purchasing a single key can be worthwhile as some of the card results from using this key result in bonus loot (generally
Diamonds).
How many advantages should I purchase?[edit]
Generally as many as you feel comfortable with; which for most players is from 3 to 5; as the consequences of
getting caught are quite harsh. Another factor to consider is whether or not you're going for
...Mr Baseborn's Papers, if you are then purchasing 5 advantages virtually guarantees that you'll get the 7 Burglar's Progress needed no matter how badly you draw.
All in all, for normal heists the most action optimal option is to purchase 3 advantages; either
3 x Inside Information or
2 x Inside Information and
1 x Intriguing Key.
Equipment[edit]
When you're on a heist, you won't be able to change your outfit. Make sure you're equipped to handle the challenges in the heist you've chosen (by referring to the cards associated with that level of Target Security). Some general tips:
- For triple-bolted targets, you may want a modified
Shadowy of at least 100, not for challenges, but rather because having
100 Shadowy unlocks options that you otherwise cannot take, for triple-bolted and below your equipment should focus on maximising
Dreaded instead of
Shadowy. For Well-Guarded and Perilous targets, modified shadowy up to 200 is an advantage as you start to receive actual
Shadowy challenges at this level. - If you have Dreaded equipment, this can be helpful on the card
A Burly Night-Watchman (you'll need
Dreaded 3 to attempt it, and
Dreaded 10 to 100% the check). If you own an
Untrained Lyrebird, you can deploy that instead (without needing it equipped), so there's no need to worry about your Dreaded. - Having
Connected: The Duchess 20 opens a good option on
A Talkative Cat. - Having an exit route unlocks a bad card, meaning it's not a good idea to get exit routes if you don't need them.
- On Perilous heists, The
Sleeping... Dogs? card requires either
Monstrous Anatomy 12 to 100%, or
Shapeling Arts 8 and Inside Information. - Also on Perilous heists, the card
An Intricate Lock has an option to either use up an Intriguing Key, or attempt a Glasswork challenge (needing
Glasswork 12 to 100%).
The Heist[edit]
During the heist, you will need to raise
The Burglar's Progress to 5 (or 7, if targeting Baseborn & Fowlingpiece and attempting
Mr Baseborn's Papers), without losing all 3 of your initial
Cat-Like Tread. You do this by drawing from a unique opportunity deck of non-discardable cards; consult that guide for a full list of available cards and some strategy tips for what to play when.
There are three ways a heist can end:
- Winning: After acquiring 5 Burglar's Progress, you will draw
A Prize Achieved! with ubiquitous frequency. You usually need to draw around two cards until you get it. This and Fleeing will later send you to
After the Burglary which removes heist-related qualities and items and gives
Suspicion and
Making Waves. Check the page for details. - Fleeing: Either by using your
Escape Route or certain options on cards, you can end the heist without loot but also without... - Getting Caught: Without any points of
Cat-Like Tread left all cards and storylets are disabled but one where you try to get
Up and away! Here you will get 4 CP to
Suspicion or instantly gain Suspicion 9 in an either way luck challenge. This usually means you would go to prison, but you can avoid this by having another player accept already sent before clicking onwards. Imprisoned or not, you do not gain anything but infamy.
The Loot[edit]
Options on
A Prize Achieved! depend on what place you decided to burgle.
The records office in Concord Square[edit]
Once only, as part of
A Name Whispered in Darkness
| Option | Rewards | Value |
|---|---|---|
The House on Cubit Square[edit]
| Option | Rewards | Value |
|---|---|---|
| Rare (50%) |
The offices of Baseborn & Fowlingpiece[edit]
With the current odds of getting a Searing Enigma being 5%, the Sealed Archive version of this heist is worth 22.1 on average: (8 x 2.5 x 0.95) + (62.5 x 0.05). The value for Mr Baseborn's Papers is
27 and is likely to have better EPA.
| Option | Rewards | Value |
|---|---|---|
| Rare (5%) |
||
Requires: |
The Balustraded House in Elderwick[edit]
| Option | Rewards | Value |
|---|---|---|
The Circumspect Envoy's Townhouse[edit]
Sets
Purloined Paperwork quality to 1, 2, 3 or 4 depending on
the chosen prize, which can be traded in at
After a Heist: The Trade in Secrets:
| Option | Rewards | Value |
|---|---|---|
The Vault of Impounded Contraband in Concord Square[edit]
| Option | Rewards | Value |
|---|---|---|
Sets |
The home of an Admiral's Widow[edit]
One
Justificande Coin is needed to
Buy your way in to your own Lab (along with other requirements) at
The University. Certain other endgame content requires them as well.
| Option | Rewards | Value |
|---|---|---|
Requires: |
The townhouse of a Discerning Deviless, where she keeps her souls[edit]
| Option | Rewards | Value |
|---|---|---|
Requires: |
sets |
The mansion of an Unsympathetic Landlord[edit]
| Option | Rewards | Value |
|---|---|---|
The hiding-place of a precious treasure[edit]
| Option | Rewards | Value |
|---|---|---|
Requires: |
||
The Museum of Prelapsarian History[edit]
| Option | Rewards | Value |
|---|---|---|

