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Màiread
Màiread
Posts: 366

3 days ago
So I recently acquired a ratwork velocipede, and my plan was to progress the velocipede squad story no further as I'd like to retain access to the carousel without having to be a venal git. However I now find myself plagued by some rather persistent cards encouraging me to raise 'spinning the wheels' - can I raise the quality sufficiently to be rid of these nuisances without having to finish the story?

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Màiread - Correspondent, composer, lover of cats. Can probably bake you a d__n fine cake.

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suinicide
suinicide
Posts: 2165

3 days ago
I believe one cycle of the velocipede squad should get rid of them. And besides, you can always expose or try to reform the squad instead.

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http://fallenlondon.storynexus.com/profile/sunnytime
A gentleman seeking the liberation of knowledge, with a penchant for violence.
RIP suinicide, stuck in a well. Still has it under control.
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Passionario
Passionario
Posts: 762

3 days ago
suinicide wrote:
I believe one cycle of the velocipede squad should get rid of them. And besides, you can always expose or try to reform the squad instead.

One? IIRC, you need at least nine cycles (you get 1 CP per cycle, and the cards trigger on Spinning the Wheels 1-3) to make the cards go away and get the option to decide the Squad's further fate. Oh, and they give much worse monetary payoff that the non-Fate option (10E vs 17.5-18.5 E).

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Anchovies
Anchovies
Posts: 401

3 days ago
The full Velocipede Squad story is worth playing through for the sake of seeing more content. As for the choice at the end, there's no shame in staying one of the lads. A city like London needs some of its coppers to be like us rough types on the Squad.

Can someone please tell me or direct me to a list of the rewards for the carousel endings in Flute Street? The wiki refuses to list anything which is at all fate-locked, and this is exactly the sort of information a wiki should have -_-
edited by Anchovies on 11/20/2017

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suinicide
suinicide
Posts: 2165

3 days ago
Passionario wrote:
suinicide wrote:
I believe one cycle of the velocipede squad should get rid of them. And besides, you can always expose or try to reform the squad instead.

One? IIRC, you need at least nine cycles (you get 1 CP per cycle, and the cards trigger on Spinning the Wheels 1-3) to make the cards go away and get the option to decide the Squad's further fate. Oh, and they give much worse monetary payoff that the non-Fate option (10E vs 17.5-18.5 E).


Yes, sorry, I was meaning the cards wouldn't appear if you went through a cycle, as the "spinning the wheels" would be reset.

--
http://fallenlondon.storynexus.com/profile/sunnytime
A gentleman seeking the liberation of knowledge, with a penchant for violence.
RIP suinicide, stuck in a well. Still has it under control.
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Passionario
Passionario
Posts: 762

3 days ago
suinicide wrote:
Yes, sorry, I was meaning the cards wouldn't appear if you went through a cycle, as the "spinning the wheels" would be reset.

Spinning the Wheels is a long-term tracker. The quality that gets reset is Riding the Savage Cobbles. Unfortunately, the opportunity cards that infest the deck are tied to the former.
edited by Passionario on 11/20/2017

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suinicide
suinicide
Posts: 2165

3 days ago
Really? I remember that I left that story uncompleted for months, and I don't remember any cards.

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http://fallenlondon.storynexus.com/profile/sunnytime
A gentleman seeking the liberation of knowledge, with a penchant for violence.
RIP suinicide, stuck in a well. Still has it under control.
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earthbourn
earthbourn
Posts: 84

3 days ago
Anchovies wrote:

Can someone please tell me or direct me to a list of the rewards for the carousel endings in Flute Street? The wiki refuses to list anything which is at all fate-locked, and this is exactly the sort of information a wiki should have -_-
edited by Anchovies on 11/20/2017

Seconded. I was wondering specifically which option gives Rubbery favours, if anyone knows off-hand.

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phryne
phryne
Posts: 901

3 days ago
re: Flute Street. Here's a bare bones list of rewards which I hope will be allowed:

[spoiler]
(1) The Rubbery Hound
a) Lure: 1 x Rubbery Hound (if < 1)
b) Speak: 1 x Direful Reflection

(2) The Neighbours
a) Deviless: 600 x Nodule of Deep Amber, 1 x Nodule of Warm Amber
b) Clay Man: 300 x Cryptic Clue

(3) A closer look at their devices
a) Watch: 7 x Appalling Secret, 2 x Extraordinary Implication
b) 100 Fate option: Peculiar Personal Enhancement

(4) The Deepest Tunnels: 1 x Unearthly Fossil (if < 1), 5 x Appalling Secret, 7 x Cryptic Clue, 2 x Extraordinary Implication

(5) Interview with a Fluke: 5 x Appalling Secret, 2 x Extraordinary Implication

(6) The Rubbery Men take you away: 61 x Cryptic Clue, 2 x Extraordinary Implication

(7) Elocution Lessons: 1 x Favours: Rubbery Men (up to 7), 200 x Nodule of Deep Amber, 4 x Whisper-Satin Scrap
[/spoiler]
edited by phryne on 11/20/2017

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Meradine Heidenreich
Meradine Heidenreich
Posts: 263

3 days ago
suinicide wrote:
Really? I remember that I left that story uncompleted for months, and I don't remember any cards.


Indeed. I have it stuck there now.The storylet that sorts out the cops is available, but I haven't played it. Which means, I assume, that you can play through the second carousel up to the penultimate step. No cards at that stage.
edited by Meradine Heidenreich on 11/22/2017

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The Starveling kit
Gobbled up the bit
of cheese on my tray ..
"O Weh!"

No plant battles, please.
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Sara Hysaro
Sara Hysaro
Moderator
Posts: 4426

3 days ago
I just bought the story recently on my main, and seen two cards pertaining to it. So yeah - there are a couple cards at least.

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Ivica
Ivica
Posts: 47

2 days ago
What gives you "Harvesting the hotel" FATE locked option on "The Tower of Sun and Moon" card?

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Meradine Heidenreich
Meradine Heidenreich
Posts: 263

2 days ago
You need to be a spirifer -- an option in the story A Trade in Souls.

--
http://fallenlondon.storynexus.com/Profile/Meradine%20Heidenreich

The Starveling kit
Gobbled up the bit
of cheese on my tray ..
"O Weh!"

No plant battles, please.
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PSGarak
PSGarak
Posts: 396

1 days ago
Meradine Heidenreich wrote:

Indeed. I have it stuck there now.The storylet that sorts out the cops is available, but I haven't played it. Which means, I assume, that you can play through the second carousel up to the penultimate step. No cards at that stage.

Full mechanical breakdown in spoiler tags, and then my own question afterwards.
[spoiler]
When you start the story by paying Fate, you get "The Spinning of the Wheels" 1. New options for advancing and completing the carousel unlock with Spinning 1-3. This includes two cards that appear with Spinning 1-3, and offer ways to complete the carousel.

Every Spinning-locked option for completing the carousel adds 1cp of Spinning.

Spinning 4 locks out all of the new options, and unlocks the final choice. So to answer Màiread's original question, yes you can advance the story to the point where the cards disappear without making the choice.
[/spoiler]
Do any of the final endings grant Constables Renown? I'm 5cp short of 40...
edited by PSGarak on 11/22/2017

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suinicide
suinicide
Posts: 2165

1 days ago
I believe the reform the squad ending gave 3 cp of renown.

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http://fallenlondon.storynexus.com/profile/sunnytime
A gentleman seeking the liberation of knowledge, with a penchant for violence.
RIP suinicide, stuck in a well. Still has it under control.
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