Associating with a Youthful Naturalist

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Levels

1: You are acquainted with the Youthful Naturalist
10: You are acquainted with the Youthful Naturalist.
15 - 19: Meet the Youthful Naturalist at the Medusa's Head
20 - 25: Retrieve forbidden documents from Orchard House
30 - 37: Analyse the Implacable Detective's research with the Youthful Naturalist
38: Retrieve a Stone Tentacle-Key from Hunter's Keep
40 - 42: Smuggle the Youthful Naturalist to the tomb-colonies
50 - 61: Assist the Youthful Naturalist and his mentor with their research
70: Return to the Dilmun Club to apply for funding
80 - 85: Wait for the Dilmun Club to contact you again
90 - 91: Set zail for the tomb-colonies to meet the Youthful Naturalist again
96 - 97: Reunite with the Youthful Naturalist
100 - 120: Zail to the Principles of Coral with the Youthful Naturalist
125 - 165: Continue the Youthful Naturalist's research at Port Cecil
170: Report to Orchard House on Ladybones Road
175: Wait for the Dilmun Club to contact you again
180 - 185: Zail to the Principles of Coral to meet the Youthful Naturalist again
190: Disembark with the Youthful Naturalist from Port Cecil
200: Zail to Godfall with the Youthful Naturalist
210 - 220: Continue the Youthful Naturalist's treatment at Godfall
230 - 300: Battle the Wax-Wind in the Shattered Citadel
310 - 315: Speak with the Youthful Naturalist at Godfall
320: Contact the Giggling Charwoman in London
325: Prepare to continue your research in London
330: Proceed with caution
340 - 355: Return to Godfall to continue your research
360: Gather more information on Godfall
365 - 369: Speak with the Rowdy Corsair at Godfall on the Pilgrim's Path
370: Find the Rowdy Corsair's crew at Gaider's Mourn
371 - 375: Work with the Rowdy Corsair's crew at Gaider's Mourn
380: Hunt the Delight as a target with your Blue Prophet at zee
400 - 410: Rescue the Youthful Naturalist from the Delight
415 - 430: Contend with the Prester's Hand
435 - 450: Keep floating with the Youthful Naturalist
460: Compare notes with the Youthful Naturalist
470: Return to the Dilmun Club to retrieve the Shell of Regret
475: Wait for the Unlikely Florist to contact you again
480 - 484: Retrieve the Shell of Regret from Orchard House
490 - 500: Bring the Shell of Regret to the Youthful Naturalist aboard your ship
510 - 550: Acquire materials to build the experimental diving-bell
560: Zail to Godfall to seek assistance
565: Build the diving-bell in the Shattered Citadel
570: Consult the Youthful Naturalist aboard your ship
580 - 586: Zail the Unterzee to chart the Ebb and Flow of Regret
587:
590: Zail the Unterzee to locate the spiral's centre
600: Keep diving
610: Keep rowing
620 - 625: Recuperate, contemplate, chat
630: Wait for the Implacable Detective to contact you again in London
635: Meet the Implacable Detective at Orchard House
640: Compare notes with the Youthful Naturalist aboard your ship
650: Study the Naturalist's Map aboard your ship
660: Zail to Irem with the Youthful Naturalist
661 - 664: Continue dining with the Youthful Naturalist
670: Zail to Irem with the Youthful Naturalist
680 - 700: Complete your research in Irem
777: Weave the Youthful Naturalist's fate in Irem
800: The Hierophant
900: The Wheel of Fortune
1000: The Hanged Man

Level Change Text

1: You're chatting with the Youthful Naturalist.
10: You've thrown the Youthful Naturalist overboard.
15 - 16: The Youthful Naturalist has invited you to the Medusa's Head.
17: Someone bellows. Apparently, that's how it sounds to lose a bet.
18: A few drunks are throwing daggers at a dart-board.
19: Splinters fly as a chair cracks over a debtor's head.
20: Did the Youthful Naturalist just ask you to rob Orchard House?
22: You're descending the staircase with His Amused Lordship.
23: You're descending the staircase with the Bishop of St Fiacre's.
24: You're descending the staircase with the Impacable Detective.
25: You're descending the staircase.
30: You've obtained the Implacable Detective's old research.
35: The Youthful Naturalist is eager to help you analyse the file.
36: You've collated the necessary research.
37: Have you heard about this key before?
38: The Youthful Naturalist has requested a Stone Tentacle-Key.
40: It appears the Youthful Naturalist is on the run.
42: You're not the only one with an Ambition around here.
50: You've smuggled the Youthful Naturalist to the Tomb-Colonies.
51: You've found the Youthful Naturalist's mentor.
52: You're working with the Dusty Ornithologist.
53: Your research is progressing.
55: You have a testable hypothesis, and you have the tools to test it.
60: The Dusty Ornithologist is setting out the bone-saws and scalpels.
61: The Youthful Naturalist is washing off the blood – what little there is.
70: You have much to report in London.
80: You've given the Dilmun Club something to consider.
85: It's time to present your research to the Dilmun Club.
90: You've secured funding for the Youthful Naturalist.
91: Just keep well ahead of that dark brig on the horizon...
96: May the Newest go forth and deliver the News.
97: You've delivered the news to the Youthful Naturalist.
100: You have your next destination.
110: En garde!
111: The Youthful Naturalist is fighting to overturn the great tripod.
112: The Fluke's Folly is starting to burn.
115: Your vessel is gaining speed as you reach clearer waters.
120: You've evaded the Prester's agents – for the moment.
125: You've brought the Youthful Naturalist to Port Cecil.
130: It's time to grease a few palms.
135: With your maps and measures ready, the tide pools await...
140: Click. Click. Click.
141: You do not belong. You will never belong.
142: You are not worthy. You will never be worthy.
143: You don't remember. You don't want to remember.
145: More science awaits!
150: Let the procedure commence.
151: You've opened a path through the human body.
165: Click. Click. Click.
170: What will His Grace have to say about this?
175: Sometimes she is sibylline, but she is always discreet.
180: Zail to the Principles of Coral to meet the Youthful Naturalist again.
185: Sometimes zailors have the strangest dreams...
190: Arise, and walk the path again.
200: Is something ringing? It sounds like a bell in the distance...
210: You've brought the Youthful Naturalist to Aeschaven.
215: Naturalist, meet Abbot-Commander.
220: The wind roars and bangs at the door.
230: Another pilgrim embarks on a pilgrimage.
240: The Youthful Naturalist has performed the first rite.
250: The Youthful Naturalist has performed the second rite.
260: The Youthful Naturalist has performed the third rite.
270: The Youthful Naturalist has performed the fourth rite.
271: Blood and tallow trickle down the walls.
272: Would anyone care to wrestle?
275: You have unmasked one of the Prester's hired mercenaries.
280: The Youthful Naturalist has performed the fifth rite.
290: The Youthful Naturalist has performed the sixth rite.
300: No mortal escapes the Wax-Wind.
310: The Youthful Naturalist has performed the seventh rite.
315: Monks clink their glasses, drinking to commemorate the dead.
320: When the Naturalist zailed from London, you recall a Giggling Charwoman at the docks...
325: Even bribery doesn't buy enough these days.
330: You've given the Dilmun Club quite a mess to clean up.
340: You've acquired schematics for an experimental diving-bell.
350: Your lookout has called your attention to something foreboding.
355: Your lookout has called your attention to something beautiful.
360: The Prester's Hand has taken the Youthful Naturalist.
365: Perhaps there's still hope...
366: You're speaking with the Rowdy Corsair.
367: You're gathering information.
368: You're gathering more information.
369: You're gathering even more information.
370: St Stalactite's zee-shanty still echoes down the tunnels as you leave.
371: You've located the Rowdy Corsair's crew.
372: You've reached an agreement, and nobody even had to fire a pistol!
373: Enough celebration. Let's get down to business.
374: You've learned the Delight's zailing routes, but how will you get aboard?
375: The Prester's Hand demands tribute from loyal servants.
380: You have a (mostly cooperative) offering to deliver.
400: First objective: Find the Youthful Naturalist. Second objective: Get out alive.
410: How the tallow spits and sizzles!
415: How many hands does the Prester's Hand have?
420: Pop, pop, pop – joints cracking – pop, pop, pop!
425: It might be a good idea to leave now.
430: In the hold, the caged birds are shrieking.
435: Bubbles rise from the depths – pop, pop, pop.
440: He may not have a tongue, but the Naturalist can still talk.
445: The Boatman has been waiting very patiently for a replacement...
450: You've given the Youthful Naturalist something to consider.
460: Feet back on your own deck!
470: You've delivered the Giggling Charwoman's plans to the Youthful Naturalist.
475: You've secured an unlikely ally in the Dilmun Club.
480: You've entered Orchard House.
481: It's worse than a hothouse in here!
482: Pollen covers the furniture like unswept dust.
483: In the damp heat, your clothes stick to your skin.
484: You're moving deeper into Orchard House.
490: Orchard House will need a thorough pruning.
500: The Bishop of St Fiacre's has fingers in many pies...
510: You have an experimental diving-bell to build.
520: You've begun to gather materials.
530: You've gathered more materials.
540: You've gathered even more materials.
550: You've gathered nearly everything you need. Speak to the Naturalist for the final steps.
560: The Abbot-Commander might lend a hand – or six.
565: In the amber depths, the pools bubble.
570: You've built something wonderful.
580: In your vessel's wake, the water swirls and eddies.
581: You're beginning to chart the spiral.
582: You're continuing to chart the spiral.
583: You've charted nearly half of the spiral.
584: You've charted roughly half of the spiral.
585: You've charted a great deal of the spiral.
586: You've charted almost all of the spiral.
587: You've charted the spiral. Now you just have to collate the Naturalist's notes.
590: The Unterzee will open to you.
600: You're diving with the Youthful Naturalist.
610: You've spiralled to great depths, indeed.
620: Storm settles. Stone brightens. Salt is nowhere to be found.
625: Fathoms yawn in your memory.
630: As you stand on your own deck again, the Noble Garter zails towards London's lights.
635: You've arrived late to a Dilmun Club meeting.
640: The Implacable Detective has given you a map to complete your research.
650: Concord Square's officers, legally speaking, are always innocent.
660: Your research will lead you, at long last, to Irem.
661: You're dining with the Youthful Naturalist.
662: You'll need a napkin to mop up this gravy.
663: Would someone pass the vinegar?
664: Whoever tinned these eels forgot to kill a few.
670: All around you, threads stretch into the future from the past.
680: Gently-falling snow will fill the footprints in the road, erasing the paths you've taken.
681: Snowflakes will melt in your coffee like sugar.
682: You will pay no heed to the whispers.
683: Another needle will thread another stitch.
684: Ice will break around your ship as you cut through the Pillared Sea.
685: You will follow the thread.
686: His teardrops, running down his cheeks, will freeze.
700: The Seven-Serpent will tower above the crossroads.
777: The Naturalist follows a thread that could still lead to three different fates.
800 - 1000: The Thirsty Croupier reclaims the card and reshuffles the deck.

Progress

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15-19

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30

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40-42

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51-53

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61

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145

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165

170

175

180

185-190

200

210-215

220-300

270-274

310-315

320

325-330

340

350-360

365-369

370-375

380

400

410-430

435-450

460

470

475-484

490

500

510-540

550

560

565

570

580-587

590

600

610

620-625

630

635

640

650

660-664

670

680-700

700

777

800-1000