Time Passing at Hunter's Keep (Guide)

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Shipsmall.png Early Zailing Content
Island2.png


Hunter's Keep is located in Home Waters. It can be zailed to immediately upon obtaining a ship. The challenges are Persuasive and Watchful 110–125, plus a single Dangerous 120 option.

General[edit]

All actions on the island are part of a carousel, which uses Time Passing in the Southern Archipelago as a progress quality. The main object of the carousel is the Stone Tentacle-Key, which is needed for two of the Ambitions (Heart's Desire and Nemesis) and in Evolution. To obtain it, you will need to go through the carousel twice: the first time culminates in raising Hunter's Insight, which unlocks new options in the carousel the second time around, including those that lead to the key. You can have only one instance of the key at a time, so if you use it and want another, you'll have to come back.

Mechanically, the rewards aren't that great: the various carousel actions pay out in small quantities of common items, and the reward at the end of a cycle is 1 x Extraordinary Implication and 1 x Sudden Insight. It is more valuable from a storytelling perspective, as you spend your time on the island getting to know a mysterious trio of sisters and exploring their strange home.

It's worth noting that if your Nightmares or Wounds reach 8 while on the island, the following storylets autofire:

For Scandal and Suspicion, no special events occur at level 8.

Progress[edit]

Options marked with Hunter's Insight are unlocked after the first cycle of the carousel.

Landing at Hunter's Keep sets Time Passing in the Southern Archipelago Time Passing to 1. The carousel proper begins at Time Passing 3, which is the point it resets to at the end of a cycle. For most actions, success advances Time Passing by +2 CP, failure by +1 CP.

Leaving Hunter's Keep is an option available at any time from Time Passing 1. Doing so will reset your progress on the carousel, removing both Time Passing in the Southern Archipelago Time Passing and Hunter's Insight.

Time Passing 0–1: Arriving at Hunter's Keep[edit]

These stages only occur when you first arrive at Hunter's Keep, and do not repeat when the carousel loops.

No Time Passing in the Southern Archipelago Time Passing

Time Passing in the Southern Archipelago Time Passing exactly 1
Storylet Option Challenge Success Failure
Go up to the house Knock at the door Persuasive 111  Inkling of Identity 11  Time Passing in the Southern Archipelago +2  Wounds +1 

Time Passing in the Southern Archipelago Time Passing 1+

Time Passing 2–9: The island and the sisters[edit]

Once you've made your introductions at the house, you are able to look around the grounds.

Time Passing in the Southern Archipelago Time Passing 2–6
Storylet Option Challenge Success Time Passing in the Southern Archipelago +2  Failure Time Passing in the Southern Archipelago +1 
Investigate the gardens Explore that mysterious hollow Watchful 115  Lump of Lamplighter Beeswax 50  Memory of Distant Shores

Walking the Falling Cities +1 

Wounds +1 
Walk along the beach Watchful 117  Mystery of the Elder Continent Walking the Falling Cities +1  Wounds +1 
Exploring the island Walk around the garden for a while Watchful 110  Memory of Distant Shores Nightmares +1 
Have a look in the boathouse Watchful 112  Silk Scrap 110  Wounds +2 

At Time Passing 3, you get the chance to spend more time with the sisters and explore the house itself. Notably, you can reduce Nightmares here by talking to Phoebe.

Time Passing in the Southern Archipelago Time Passing 3–6
Storylet Option Requirement Challenge Success Time Passing in the Southern Archipelago +2  Failure Time Passing in the Southern Archipelago +1 
Take high tea with the ladies Tell them about yourself Whispered Hint 50  Persuasive 114  Cryptic Clue 70  Whispered Hint -50 
Talk to Phoebe Listen to her play the violin Persuasive 115  Vision of the Surface Walking the Falling Cities +1  Nightmares -1 
Listen to her sing Hunter's Insight Persuasive 117  Cryptic Clue 50  Approaching the Gates of the Garden +1  Nightmares -2  Plagued by a Popular Song +1 
Talk to Lucy Talk to her Watchful 114  Scrap of Incendiary Gossip Cryptic Clue Seeing through the Eyes of Icarus +1 
Ask her to take a stroll with you Hunter's Insight Watchful 116  Whispered Hint 116 
Talk to Cynthia Charm her Persuasive 114  Cryptic Clue 57  Approaching the Gates of the Garden +1 
Swap stories with her Hunter's Insight Melancholy Persuasive 116  Cryptic Clue 58 
Look Around the House What's on the ground floor? Watchful 112  Compromising Document
What's on the first floor? Hunter's Insight Watchful 113  Journal of Infamy Approaching the Gates of the Garden +1  Scandal +1 
What's in the attic? Watchful 114  Scrap of Incendiary Gossip Appalling Secret Wounds +1 

Time Passing 7 brings opportunities to learn more about the sisters and their home. There are also options here for those Associating with a Youthful Naturalist (see the Evolution Guide) and those who've just begun seeking things they shouldn't. You can reduce Wounds by talking to Lucy, or by trying the food on cycles with Hunter's Insight.

Time Passing in the Southern Archipelago Time Passing 7–9
Storylet Option Requirement Challenge Success Time Passing in the Southern Archipelago +2  Failure Time Passing in the Southern Archipelago +1 
Dine with the ladies Charm the ladies Persuasive 122  Bottle of Strangling Willow Absinthe Nightmares +2 
Try all the dishes Hunter's Insight Watchful 120  Tale of Terror!! Wounds -2  Wounds +2  Nightmares +1 
Examine the books Look for something significant Watchful 121  Unusual Love Story Proscribed Material (Rare: Memory of Distant Shores) Wounds +1 
Search for a diary Hunter's Insight Watchful 122  Compromising Document Scandal +1 
Look for something cartographic Associating with a Youthful Naturalist 38 Hunter's Insight Watchful 121  Map Scrap 11 (Rare:Implacable Detective's Business Card 1 x ) Nightmares +1 
Look more closely at the well Investigate Watchful 121  Cryptic Clue 60 
Look directly into the well Unaccountably Peckish Unaccountably Peckish +2 (max 6)  Wounds +2  Nightmares +2 
Find out more of Cynthia's story Try to cheer her up Persuasive 119  Tale of Terror!! Walking the Falling Cities +1  Nightmares +1 
Talk to her seriously Hunter's Insight Persuasive 121  Tale of Terror!! Cryptic Clue 10  Nightmares +1 
Find out more of Phoebe's story Look for her in the parlour Watchful 118  Cryptic Clue 59  Nightmares +2 
Look for her in the garden Hunter's Insight Watchful 120  Memory of Distant Shores Whispered Hint 10 
Find out more of Lucy's story Talk to her Persuasive 118  Scrap of Incendiary Gossip Wounds -1 
Bring her a little gift Hunter's Insight Persuasive 120  Scrap of Incendiary Gossip Whispered Hint 70  Nightmares +1 

Time Passing 9: The Stone Tentacle-Key[edit]

Finally, you get a chance to find out what's in the well.

Note that if you obtain the key one way or another, or if you Take your net to the well afterwards, Hunter's Insight resets, locking you out of the other options that open up at Time Passing 9. In this case, you'll only have access to the Time Passing 7–9 actions until you reach Time Passing 10.

Time Passing in the Southern Archipelago Time Passing 9, with no Stone Tentacle-Key
Storylet Option Requirement Challenge Success Failure
Prepare to look down the well Equip yourself for a fishing expedition Hunter's Insight Watchful 123  Jade Fragment 70  Nevercold Brass Sliver 30  Nightmares +1 
Go to the well Fish in the well Hunter's Insight Dangerous 120  Stone Tentacle-Key Hunter's Insight reset  Wounds +1  Time Passing in the Southern Archipelago +1 
What falls down the well? Hunter's Insight Watchful 120  Shard of Glim 100  Stone Tentacle-Key Hunter's Insight reset  Time Passing in the Southern Archipelago +2  Wounds +2  Time Passing in the Southern Archipelago +1 
Time Passing in the Southern Archipelago Time Passing 9, with a Stone Tentacle-Key
Storylet Option Requirement Challenge Success Failure
Prepare to find out what the well has to offer Prepare yourself Hunter's Insight Persuasive 123  Tale of Terror!!
Take your net to the well Trust Cynthia's advice Hunter's Insight Watchful 125  Shard of Glim 1000 (Rare: Searing Enigma Seeing through the Eyes of Icarus +5  Wounds +2 ), Hunter's Insight reset  Wounds +2 

Time Passing 10–13: Denouement[edit]

You join the sisters for a game of charades. What you guess determines which ending you get for this cycle of the carousel; the rewards are nearly identical, but each one reveals something about one of the sisters.

Time Passing in the Southern Archipelago Time Passing exactly 10

Time Passing in the Southern Archipelago Time Passing exactly 11

Time Passing in the Southern Archipelago Time Passing exactly 12

Time Passing in the Southern Archipelago Time Passing exactly 13


You can leave the island as soon as you have the Stone Tentacle-Key, or stick around to hear the rest of the sisters' stories. If you lose your key and want another, you can get a replacement on a future trip to Hunter's Keep.