Time Passing at Hunter's Keep (Guide)
Early Zailing Content |
Time Passing at Hunter's Keep Summary | |||||||||||
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Locked Limited-Length Activity | |||||||||||
Setup | Progress | End | |||||||||
4 A | 24+ A | 2 A | |||||||||
Progress
Details |
Raise Time Passing Time Passing in the Southern Archipelago to 10. On subsequent cycles, starting actions can be disregarded. | ||||||||||
Raw EPA | 1.53 |
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:
- What happened?: Wounds 8 and at least 3 Time Passing
- Where are you?: Nightmares 8 and at least 3 Time Passing
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 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 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
Storylet | Option | Challenge | Success | Failure |
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Go up to the house | Knock at the door | 111 | 11 +2 | +1 |
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.
Storylet | Option | Challenge | Success +2 | Failure +1 |
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Investigate the gardens | Explore that mysterious hollow | 115 | 50 1 | +1 |
Walk along the beach | 117 | 2 +1 | +1 | |
Exploring the island | Walk around the garden for a while | 110 | 2 | +1 |
Have a look in the boathouse | 112 | 110 | +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.
Storylet | Option | Requirement | Challenge | Success +2 | Failure +1 |
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Take high tea with the ladies | Tell them about yourself | 50 | 114 | 70 -50 | |
Talk to Phoebe | Listen to her play the violin | 115 | 2 +1 -1 | ||
Listen to her sing | 1 | 117 | 50 +1 -2 | +1 | |
Talk to Lucy | Talk to her | 114 | 2 7 +1 | ||
Ask her to take a stroll with you | 1 | 116 | 116 | ||
Talk to Cynthia | Charm her | 114 | 57 +1 | ||
Swap stories with her | 1 4 | 116 | 58 | ||
Look Around the House | What's on the ground floor? | 112 | 2 | ||
What's on the first floor? | 1 | 113 | 2 +1 | +1 | |
What's in the attic? | 114 | 2 1 | +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.
Storylet | Option | Requirement | Challenge | Success +2 | Failure +1 |
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Dine with the ladies | Charm the ladies | 122 | 2 | ||
Try all the dishes | 1 | 120 | 2 -2 | +2 +1 | |
Examine the books | Look for something significant | 121 | 2 2 (Rare: 5 ) | +1 | |
Search for a diary | 1 | 122 | 2 | +1 | |
Look for something cartographic | 38 1 | 121 | 11 (Rare: 1 x ) | +1 | |
Look more closely at the well | Investigate | 121 | 60 | ||
Look directly into the well | 3 | +2 (max 6) +2 +2 | |||
Find out more of Cynthia's story | Try to cheer her up | 119 | 2 +1 | +1 | |
Talk to her seriously | 1 | 121 | 2 10 | +1 | |
Find out more of Phoebe's story | Look for her in the parlour | 118 | 59 | +2 | |
Look for her in the garden | 1 | 120 | 2 10 | ||
Find out more of Lucy's story | Talk to her | 118 | 2 -1 | ||
Bring her a little gift | 1 | 120 | 1 70 | +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.
Storylet | Option | Requirement | Challenge | Success | Failure |
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Prepare to look down the well | Equip yourself for a fishing expedition | 1 | 123 | 70 30 | +1 |
Go to the well | Fish in the well | 1 | 120 | 1 reset | +1 +1 |
What falls down the well? | 1 | 120 | 100 1 reset +2 | +2 +1 |
Storylet | Option | Requirement | Challenge | Success | Failure |
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Prepare to find out what the well has to offer | Prepare yourself | 1 | 123 | 2 | |
Take your net to the well | Trust Cynthia's advice | 1 | 125 | 1000 (Rare: 1 +40 +2 ), reset | +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 exactly 10
- A game of charades
- The three Graces?: set to 11 , +5 CP , +3 CP (up to 10)
- The Furies?: set to 12 , +5 CP , +1 CP , +3 CP (up to 10)
- The faces of Hecate?: set to 13 , +5 CP , +3 CP (up to 10)
Time Passing exactly 11
Time Passing exactly 12
- Cynthia finishes her story
- Take part in the chorus: set to 3 , set to 1 , 1 (up to 21) , 1
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.