Is there actually something to do in New Newgare except escaping?
Thank you, very much appreciated!
(ETA: whoops, this is a reply to DarkSquirrel’s question) On the second time you do it, there are extra options if you have keys from the “Add one” storylet in Fallen London, Where Everything is Exactly How it Should Be.
If you don’t want to be surprised by the Living Story again, after your second stint a force draw becomes available in Fallen London, Where Everything is Exactly How it Should Be, but I don’t recommend using it. It’s quite expensive.
Just make sure your Seven quality is set to 6 and play the new options available when the story comes around again tomorrow. At the end, you get a Night-Whisper for your troubles, too.
For those who’ve unlocked the law furnace in the Brass Embassy basement: what’s your tactic? I usually stay around until Void Ab Initio 7 because I can still 100 % some challenges even with the menace quality. The payout is quite good when you only play the challenges. I haven’t poured any resources in yet. I like to hold on to my souls…
“they haven’t signposted that like they did in previous years, and it’s very anxiety-inducing”
That’s a really really good point. I just remember the Games part of Estival going by really fast last year (this might be entirely subjective) and then the Coil part did seem much slower. I’m not ever in the vanguard unlocking puzzles (lol no) and psgarak’s estimation of how much time may be left was very helpful. Maybe FBG can use my reactions as an index to the Easily Confused :)
(I still do think the menaces are really heavy going though.)
The Candied Door will open on Friday, 1st August at 2pm UK time.
In other news, I just captured the tamest Rogue Law I’ve seen so far. Not a single form change, not a single change of scene… seems like they’re losing steam. Soon we’ll be reminiscing:
“Back in my day, them Rogue Laws really used ta give us a hard time… not like those sorry types the young ‘uns are chasin’ for fun today!”
The new opportunity card is definitely a welcome addition as it let’s those who haven’t stockpiled coffee (me) an opportunity to catch up. Also despite it being “rare” I drew it twice from my full opportunity deck, while I never got the weather card after around 30 draws.
I gave up on Firmament pretty early on for the same reason. This is the first Estival that I have totally checked out of after only one playing session and that makes me sad. I’m thinking maybe it is time to play through my backlog of ES material and then bid a fond farewell to Fallen London.
It has a Ubiquitous Frequency, which is 10 x as common as Standard card.
Also, you can only draw it twice, if you didn’t know.
So, I’m keeping up with this as best as I can. Thanks to the tips here, did the Weather back-out thing that there is a 0% chance I would have ever figured out without the tips; I got to Tuesday, I found the Embassy (in the 6th possible place for it to be…). Talked to Milton, hunted Laws, dug some Time.
I have seen nothing at all about New Newgate. I haven’t the foggiest what people are talking about here. Can anyone provide a little more detail?
Full solution:
You will get sent back to prison every 24 hours (or you can pay to get there immediately). You need to have exactly a keys quality set to exactly 6. You get it from the “Add one” action in “FL, where everything is well” storylet. Then when you get to prison you should be able to unshackle yourself (successfully this time). I think it’s also only possible to do when you’ve already visited it once.
It happens on an IRL timer (once a day). If you’re in London, you get sent to a memory/history of New Newgate.
I don’t know if you can solve it the first time you get sent, but apparently if you go in with six keys (from the storylet just called “add one” in “everything is ok in london”) then you can get out having solved the puzzle if you use them all. (Otherwise you escape again having not solved the puzzle)
How in the world did you figure out that the Add One action was connected to the prison sequence? I never would have deduced that myself. Heck, I don’t think I would have figured out at least 75% of what people have solved ahead of me during this Estival. I really feel for those people who play solo or don’t read the FL forums and are trying to make heads or tails out of the puzzles this year.
I saw your note here, set my Seven quality to “six” and I was all set for the next time I got sent to prison. So, thanks for that, though I still don’t understand how Failbetter expected us to work through that alone.
I figured it out because the first trip through New Newgate told me I’d need a key, and the Add One action adds keys. I figured I’d go in with the maximum number of keys, and that turned out to be the right thing to do.
Funnily, that Add One was connected to the New Newgate thing was the only thing I guessed myself!
and the Add One action adds keys
Does it? I didn’t even notice that - I only remember the bit about “[prior number] and one makes” the next number and can’t recall any text about keys there. Interesting, thanks!
Just to double check - do the Hours in the snarl in time rotate based on a world quality, or do you unlock new hours as you spend more actions rebuilding time, so different players can be in different hours?
It is a little confusing, but the image for the option to add one is a keyhole, the image for the quality is seven keys on a chain, and the description of the quality is ‘seven keys seven keys seven keys seven keys seven keys seven keys seven keys’.
The Snarl rotates on the Unappointed Hour World Quality. I think it changes based on RL time.
You need to have hunted at least one causal law to get whisked away to new newgate. Then it just kind of happens to you automatically.