Zailing (Guide) (Retired)

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This guide is outdated and has been retired!
You can find the current guide at Zailing (Guide).
This guide has been preserved as an acknowledgment of the history of Fallen London and of the contributions to the wiki.
If you don't think this guide should be retired, please explain in the Comments or at Category talk:Retired.

Do you want to be a zailor? Do you have what it takes to be the captain of your own ship? Then be welcomed to the Neath's Unterzee, where the sibilants are voiced and the girls are mermaid zombies.

Introduction[edit]

In order to own a ship, you must be A Person of Some Importance -. Until then, you may travel to Polythreme via A Ticket to Polythreme at the Wolfstack Docks, or to Mutton Island via Board (only during the Fruits of the Zee Festival).

Once you're a PoSI, you can start working towards Acquiring a Ship. The PoSI Item Crafting guide includes details on getting ships. It is generally recommended to start with the Rusty Tramp Steamer, as the Clipper, Zub, and Yacht are significantly more expensive. It is possible to trade in ships at any time.

The following acronyms will be used throughout this guide:

Preparations[edit]

Once you have your own ship, you can finally set zail and explore the Zee. However, zailing entails more than just hopping into your ship and heading off. First, not all locations are immediately unlocked:

There are two places you can Zail to immediately, Mutton Island and Hunter's Keep.

Progress Quality Wipes[edit]

Whenever you set zail, you completely lose several progress qualities. If possible, you should cash them in before you leave to benefit from them.

The cleared qualities are:

You may also consider stocking up on Zee-Ztories (x20) and Partial Maps (x4). These can save zailing time in unfortunate situations, as will be discussed below.

Planning Routes[edit]

Before you set zail from most places, you can shorten your zailing trip by spending resources up-front. This is not possible from the three scientific expedition locations, or in other specific circumstances.

When possible, however, you may Plan a more ambitious route and spend Zee-Ztorys and/or a Puzzling Map to decrease your time spent at Zee. These increase both AJE and TW.

Spending 5 Zee-Ztories increases your AJE by 6 CP (up to Level 7) and TW by 5 CP.

Spending a Puzzling Map increases your AJE by 25 CP and TW by 20 CP.

Note that the Puzzling Map option locks with any amount of AJE, so it may only be done once, and must be selected first.

Zailing Mechanics[edit]

Lay in supplies and sail (which costs 100 Rostygold, if setting out from London) usually includes a Watchful challenge. Success at this challenge will give 2 Zee-Ztories, or possibly a more valuable item; failure will not give the Ztories but has no other penalty.

All Zee-trips include a Zailing Difficulty of 6; this value is only different for trips in certain Exceptional Stories.

In some locations, there are restrictions on when you may set sail:

Setting Zail[edit]

When you zail you have two progress qualities to worry about: Approaching Journey's End and Troubled Waters. These may be gained through (undiscardable) Opportunity Cards, from preparations before zailing, or the storylets Steam Boldly and Steam Prudently.

The primary goal of Zailing is to increase AJE to 10 (55 CP). This lets you pick a destination and disembark. At 7 (28 CP), AJE allows you to move from the Broad Unterzee to the Sea of Voices or vice-versa. This clears your AJE quality and reduces TW by around 25 to 50 CP.

TW is basically the Zee's Menace quality. Depending on how high it is, you may draw different cards. Cards drawn at high TW are typically more punishing or more difficult to succeed at than those available at low TW. There are three tiers of TW:

  • Calm Seas: TW < 8 (36 CP)
  • Lashing Waves: TW = 8-9 (36-54 CP)
  • Fury of the Unterzee: TW > 9 (55+ CP)

Fury of the Unterzee cards will often force you to take a 50% Luck challenge that either slightly lowers TW or resets TW and sets AJE to 5. This will typically add a significant number of actions to your trip, so the cards are best avoided if possible.

Listed below are the Zee storylets and possible cards. The table includes possible actions, any requirements and challenges, and outcomes for success or failure along with the average result.

Note that the Zee has an infinitely replenishing Opportunity Deck, but only allows three cards to be held in your hand regardless of your Lodgings. Also note that cards from the Broad Unterzee will be carried over to the Sea of Voices (and vice versa).

Pinned Storylets[edit]

Storylet[1] Branch Req. Odds Success Failure Average[2]
Steam Boldly Extrapolate from the charts (BU & SoV) <8 50% +7
+6
+5
+12
+6
+9
Make it up as you go (BU & SoV) <10 30% +10
+9
+7
+18
+7.9
+15.3
Ignore the warning signs (BU) 8 30% +6
+1
-4
+6
-1
+4.2
+0.3
Can it get any worse? (SoV) 8 30% +6
+1
-4
+6
-1
+4.2
+0.3
Steam Prudently A cautious captain (BU & SoV) <8 (5 Actions) 100% +14
+11
+2.8
+2.2
  1. The SoV storylets are the same but with some different names.
  2. This is the average result per action.

Regular Cards[edit]

The following cards can be drawn at any Troubled Waters level.

Card Action Req. Chal. Success Failure Average
A Corvette of Her Majesty's Navy
(BU)
Exchange pleasantries via semaphore <5 None +3
-2
- -
They're not slowing 5 50% +4
+3
+3
+3
+10
+3.5
+6.5
+1.5
A Mountain of the Unterzee
(BU)
'Hard to port! Reverse engines!' None 50% +7
+3
x2
+2
+7
+4.5
+5
x1
She's Going Down!
(BU)
Stop and rescue them None None -2
-2
+3
-3
- -
Let the Unterzee have them None None +3
+1
+3
-3
- -
The Clinging Coral Mass
(BU)
"Put your backs into it, lads!" None 120 +3
+2
Rare:
No
x3
+2
+4
-
Grab a hammer yourself None 120 +3
+2
+1
+4
-
The Killing Wind
(BU)
Outrun the storm front None 50% +7
+4
+1
+8
+4
+6
Make ready to dive Zubmarine None +2
-3
- -
Those engines don't sound healthy
(BU & SoV)
Offer to help out None None -2
-2
+3
-3
- -
Hoist the black flag None None +2
+2
-3
+3
+3
300
- -
The Fleet of Truth
(BU & SoV)
Villainy! 3 120 +2
+2
x5
x5
x5
+2
+4
-
Good weather for a Zee-Clipper
(BU & SoV)
Full speed ahead Swift Zee-Clipper None +9
+8
- -
Submerge
(BU & SoV)
Run deep, run quiet Zubmarine None +2
-4
+?
- -
Zailing in style
(BU & SoV)
Days of black and gold Majestic Pleasure Yacht None +2
x1
x10
x50
+1CP
- -
A Good Meal
(SoV)
And a little bonus 3 +2
+3
x3
x3
x3
x1
A Hazard to Shipping
(SoV)
Set a course around the thing 120 +2
+2
Rare:
+3
No
x2
+1
+2
A Light in the Fog
(SoV)
Get as close as you dare +2
x13
+5 CP
Keep away from the lighthouse +2
+1
Crossing Paths
(SoV)
Hail the ship and have a chat with the captain +1
-1
x1
+5 CP
Steam on by +2
+3
Listen to the Wind
(SoV)
Listen to the Voices 50% +7
+2
x1
+5 CP
+2
+7
+4.5
+4.5
x0.5
+2.5 CP
Steam the way the voices tell you 1 +3
+5
A Wily Zailor
(BU & SoV)
< 10
Zail around the Pelagic Upheavals 1 +6
+4
Skirt the Howling Shoals 4 +7
+4
Steam straight through the Beechey Currents 6 +8
+4
x1
"I'll be in my bunk." 1 Costs 8 Fate

Calm Seas Cards[edit]

The following cards can be drawn only when Troubled Waters is less than 8.

Card Action Req. Chal. Success Failure Average
A Huge Terrible Beast of the Unterzee!
(BU)
Delicious, delicious lumps 120 +1
x1
x1-3
1
+1
+2 -
Steam on by None +3
+3
- -
A Spit of Land
(BU)
Stop briefly at the island 50% +3
-1
+2
+5
+2.5
+2
Steam on by None +3
+2
- -
A Steamer full of Passengers
(BU)
Invite them aboard for a party Majestic Pleasure Yacht None x5
x1
+2
+3
-3
- -
Steam past them None +3
+2
- -
Creaking from Above
(BU & SoV)
Glim-fall! 50% +1
+3
x300
+1
+1
+5
x20
+1
+4
x160
+0.5
Fair Zailing
(BU & SoV)
Take advantage +6
+4
+1
-
Correspond with a Fellow Scholar Socal Action x10

You and a friend need; x50,
x50 and
x50

+3
+2
-10

Once accepted;

x10,
x10
x10 and
x4-8

Meeting a Local Steamer
(SoV)
Hail the steamer to exchange news +1
-2
x1
+5 CP
Steam on by +3
+1
I say, must you do that? Majestic Pleasure Yacht +2
-2
x1
The Giant of the Unterzee
(SoV)
Erm, hello? 120 +4
+4
+1
+3

Lashing Waves Cards[edit]

The following cards can be drawn only when Troubled Waters is 8-9.

Card Action Req. Chal. Success Failure Average
A Blanket of Fog
(BU & SoV)
Is there someone out there? 50% +5
+6
x1
+1
+8
+1
+3
+7
x0.5
+0.5
A Shape in the Depths
(BU)
Steam briskly away +3
+3
Take a closer look 120 +3
+2
+3
+5
A Ship of Zealots
(BU)
See them off 120 +3
+2
+3
+4
Race away from these lunatics Swift Zee-Clipper +5
+4
A Stowaway!
(BU)
Let him off at the next port +3
+3
+3
-3
Heave him over the side +3
+3
-3
+3
A Tiny Coral Island
(BU)
Record it and move on +3
+3
What's that down there? Zubmarine +2
-2
x5
The Iceberg
(SoV)
Keep a prudent distance 50% +3
+5 CP
+1
+3
+2
+1.5
+2.5 CP
Have a look around under the iceberg Zubmarine +2
-?
x2
+5 CP
Unfinished Pirates!
(SoV)
Repel Boarders! 120 +2
+3
x1
+3
Outpace them Swift Zee-Clipper +5
+4

Fury of the Unterzee Cards[edit]

The following cards can be drawn only when Troubled Waters is at least 10.

Card Action Req. Chal. Success Failure Average
A Blank Space on the Charts
(BU)
There's an island here 50% -5 =5
=0
+3
Fortuitous fragments x4 -4
-5
The Stone Pigs Cough
(BU)
At your earliest convenience 50% -5
+?
=5
=0
Race away Swift Zee-Clipper +2
-5
Hardship and Want
(BU)
Tighten your belt and make the best of it 50% -5 -3 -1.5
-2.5
Let them eat pies Majestic Pleasure Yacht +2
-5
What are Those?
(BU)
Something is wrong here 160 -5 =5
=0
Learn from those who failed before x20 -20
-5
Taken
(SoV)
Oh no 50% +2
-5
+? CP
=5
=0
Use your store of sea-lore x20 -20
+2
-5
Lost but not Alone
11
(SoV)
A tapping on the hull 50% +2-6
- 2-6
=0
=0
+3
Avert what comes x20
x100
+2
-5
-20
-100

The aim is to raise AJE to 55 CP as fast as possible, while avoiding having to play any Fury of the Unterzee cards. Almost every action that gives AJE also gives TW, and as many of them are Luck challenges it is not possible to guarantee success in most cases.

There are three main things to consider in an action: How much AJE it gives, its relative rate of AJE and TW, and its Echo profit. The average card gives about 3 AJE, 3 TW, and few or no Echoes. While Zailing, try to keep AJE higher than TW, making use of actions that lower TW such as Exchange pleasantries via semaphore. However, if AJE is obtained in large amounts, it may be possible to simply wrap up the journey before your hand fills with undesirable cards.

Keep in mind that the storylet actions are useful to obtain large amounts of AJE, and may be as or more reliable than the Opportunity Deck in many circumstances. However, Steam Boldly carries the risk of significantly increasing TW, and Steam Prudently is less action-efficient than most card options.

Particularly useful cards at Zee include: