Best Fate-Locked Paths?

I’ve recently invested in quite a bit of Nex, about enough to unlock two storylines. The question now is, which ones? I’m Watchful 50, Persuasive 60, Dangerous 20, Shadowy 10 - being a few points off isn’t much of an obstacle, but anything requiring me to become a Person of Importance can be ruled out.

So… What fate-locked adventures did you enjoy the most? Which were fun and non-grindy, which had excellent stories? No spoilers, please, but a vague description is fine.

I cant speak for the main page ones, but i did enjoy the flute street one, i would say that was worth it. i have heard that soul trade is good

Well your stats are a way off my favourites - Flute Street and Theological Husbandry.

The Soul Trade is pretty good and has a few ties into other content and should be fine with your stats.

The Soul Trade is a worthwhile investment. I’d like to add on to what ladyciel has said too. While you’ve said that you prefer fun and non-grindy adventures, I should add that there is a particular choice in The Soul Trade, that locks your allegiance in The Soul Trade. Both sides unlock a permanent storylet that allows you to exchange goods for items. My character in question chose to side with Hell, and the storylet I have unlocked allows me to perform one of the most convenient, and profitable grinds in the game.

I’m not sure about the other storylet, but as far as I know, it allows you to wipe out a large amount of menaces and gain connections.

You’re also way off from Flute Street and Theological Husbandry, but I second lady ciel’s comments about them. Theological Husbandry offers some of the most interesting stories I’ve seen in this game, and unlocks a multitude of post-POSI goodies, while Flute Street shows you an interesting side to a certain faction.

Soul Trade I think requires a bit more shadowy, or at least, you’ll probably want a bit more. But it’s not hard to get that, and I’m pretty sure you can start the story anyway, you might just fail some checks a bit.

Of what I’ve played that’d be accessible at your level that’s probably what I’d recommend. That or just exceptional friendship.
edited by WormApotheote on 2/17/2015

I’ll definitely have the shadowy for it once I get my Feast of the Rose companions, so, I’ve followed the unanimous advice and gone with Soul Trade.

I’ve got a soft spot for The Gift, and for the new face tailor storylines, which may be a little more accessible. Not sure.

Rubbery Murders - The regular non-fate cases are much, much better. There aren’t any interesting rewards, lore, tie-in or closure either.

Missing Daughter - Not much lore but this kind of story tends to be somewhat personal anyway. The story has tie-ins in a lot of places you don’t expect to. Trust in your family.

Soul Trade - It is not very long or wordy, but the content and opportunity it brings stay relevant from start to endgame. The kind of storyline that people just assume you bought it.

A Trade in Face - Finish Uncovering the Secrets of Face-Tailor first if you haven’t. This is mostly premium optional sidequest stuff - enjoyable but not necessary.

Theological Husbandry - As Soul Trade. Note that you need Flute Street access for an optional part and the ultimate reward.

Flute Street - Of course, going by the name you know it unlocks a new area. There are some decent grinding, a sightly better way to grind Direful Reflections, a unique ingredient for Theological Husbandry and gives a lot of lore on Rubbery Men. Lore that might be too important to miss. Would be nice to have some free snippets for non-paying players because their appearance in other stories can be bewildering.

Spinning of the Wheels - It gives you the best transport item right from the start, therefore letting you skip the grind for the crappy Clay Sedan Chair. Otherwise it is interesting but not particularly important.

Jack’s Case Optional Part - Just an alternative perspective. No real consequences. Buying an actual storyline would be better value.

Jack’s Case Conclusion - Like it says, you can have your cake and eat it.

Christmas Fate-locked Paths - They are all interesting with a big material reward at the end. Since there is so many paths and you can play only once per year, I recommend you try them out while swapping notes with other players.
edited by Estelle Knoht on 2/17/2015

Good list. The only one I think you forgot was The Gift - an extremely well-written story which gives lore and insight into the Royal Family. The only downside is the reward.

Can anyone edify me on the Letter from Your Aunt fate-locked path? The card just popped, and I have precisely the needed fate.

It is quite fun and reveal some info on trading goods with the Surface. Note that at the end you have three choices, but two out of three (Mr Wines or the Church) add a punishing menace card to your deck while choosing Huffam gives you a useful opportunity. Storywise it doesn’t really matter.

People seems to really hate the card added by the Gift but I thought it is pretty decent even as a stat-capped player.

It is quite fun and reveal some info on trading goods with the Surface. Note that at the end you have three choices, but two out of three (Mr Wines or the Church) add a punishing menace card to your deck while choosing Huffam gives you a useful opportunity. Storywise it doesn’t really matter.

People seems to really hate the card added by the Gift but I thought it is pretty decent even as a stat-capped player.[/quote]
Mr Wines option gives you a card that refreshes actions. It’s random of course, but I think after a rebalance you do and up with a net positive, so it’s not a menace card by any means. I’d say the aunt is one of the best cards in the game right now.

The gift card is by no means horrible, there are a lot more cards that are worse. Still it is not the card you would seek to get most of the time, and the irony here is that you paid real money to clog up your deck, that’s probably why people hate it.

Personally, I’m OK with the card which follows The Gift. Not because it’s a useful card (it isn’t), but because every time I see it appear I’m reminded of the excellent story of The Gift, so it doesn’t annoy me. Even with the added useless card, this was Fate well spent.

The Aunt story cards are a different matter. I’ve never liked that story (just didn’t find it interesting), and I’ve paid Fate specifically in the hopes that I could once for all finish this story line and be rid of the Aunt related cards. I was very annoyed to find that after spending Fate I got very little content (nothing I found interesting) and still had to deal with a useless card in my deck.

On the Aunt, I’ve found that the Mr Wines ending is actually quite useful, the Church card is absolutely spam, and I’m yet to try Mr Huffam. On the Gift, while it was a good story, I do wish that card would go away. It’s slightly more useful if you side with the brother rather than the sister on the endeavor, and I will say no more.

Ah, it seems silly to make a whole other thread to ask this, so…

I seem to be stuck on the Soul Trade. I’ve, well, done some rather unsavory things, very unsavory indeed. I’ve achieved such depths as A Merchant of Souls 3. And there, I am stuck. Could a more senior purveyor of perdition send me a hint or two to speed me along my way? I can’t even seem to find where the trail picks up - I’m utterly lost.

Check Ladybones Road, there should be a storylet.

How? It appears to be, on average, +0.9 wounds (the other effect cancels out over time).

How? It appears to be, on average, +0.9 wounds (the other effect cancels out over time).[/quote]

I’m not sure that the other effect does cancel out. Someone who has put a fair bit of effort into investigating it has put the chances of success at 25%.

I loved the Gift as a story and one of the two ultimate cards gives a connection that can be used as a source for more Urchin connection - which is to say more Flit-scraps. Very useful at end-game.

There isn’t.