Firmament: Chapter Six

It gleams like the fires of Hades, a tangle of steel and glass. Its potency is magnified by its failure: piles of melted girders, charred machinery and ash surround it, like a hoard spilling around the flanks of a sleeping dragon. Something impossibly grand was attempted here.

Firmament Chapter Six has arrived! Travel to the heights of the Roof to source a weapon to bring about ruin upon the Vulgate. Scour the tombs to unearth your enemy, forge a machine from the Red Science and liberate Burgundy from the golden army of Zenith while planning a daring counter-attack from an unexpected angle.

Firmament is Fallen London’s current major expansion, a main story arc that’s free to all players. It begins once you have progressed the Railway story arc as far as Ealing Gardens, although will require more progress in the Railway as chapters progress.

As part of this chapter, you’ll unlock permanent access to a new location: the Sous, a bone-clogged labyrinth of catacombs festering under the Surface. Delve deep into its osseous secrets, and discover what has been lost in the layers that separate the Neath from the lands above.

Progress in the chapter will also uncover a new ally in Lost Time: the Graven Apostate! Their acquaintance is a dangerous one; they move through the Stacks without heed to noise, and often catch the wardens’ attention.

Continue the story of Firmament from Burgundy. If you’ve not yet begun Firmament, look for a card in London named ā€˜The Fire in the Looking Glass.’

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While i haven’t advanced a lot story/content-wise, I bl___y adore the new purchasable clothes (and the fact there’s trade with coins here).

Also kinda bemused that the answer to What is smoother than a rabble of revelers is, of all things, Frenchmen.

ƀ propos nothing but would anyone have a nice recipe to quickly get fistfuls of surface currency?

It’s not that I’m in a hurry to finally have a civilised crew but getting some countrymen on board has rather become a priority task for me now.

The Duchess frowns. …"

Wait a moment.. didn’t the Duchess stay in Burgundy?

I’m not sure if I’m where you are, but she showed up when I went back to the machine to make a decision on it, though I wasn’t sure if she stuck around after that or not

Thinking about it, there’s a mention that you need to warn Burgundy about their enemies. Hence the Duchess showing up in the Catacombs? It sill feels a bit abrupt…

I’m really liking the Catacombs, so eerie, and great way to use up excess bones.

I sacrificed 5 seven-necked frames and got 25 memories of much stranger. Looks like net loss, actions are pricey.

Ooooof, that bit confronting the enemy was hard. What did you all do? I landed up convincing the Last Duchess to let Maximilian go because I’d always felt kind of like I scapegoated the Other Duchess unfairly much and it felt more wrong to have her kill her stepmother than to let someone who maybe was already meant to be dead be dead. I didn’t even like Maximilian that much, but she did, and I feel guilty as hell. They always get me on the hard choices.

I quite liked Max, and I’d much rather help a decent leader cheat death a bit longer than help a spirit of tyranny and conquest, so that part was easy. I’m having a harder time getting the children (Tatty and Summer) to stop fighting and get along. Yes, I know what she did, you know what she did, she knows what she did and we all have to live with it, but it’s what we do next that matters!

Now, I’m up to the Parabolan campaign, which is gonna take aaaaaaages. There are plenty of pursuits I’ll happy to sink actions into but something about the campaign just turns me off.

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For what it’s worth, the inter-stage narrative is really substantial. The calendar council start to become real characters, and the Vulgate’s dreams go deep.

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You have a couple of hours left of the Dreary Midnighter buying skeletons for surface currency. I dropped two or three headless skeletons with brass skulls in his lap. It’s probably not the most action efficient in terms of sourcing, but I had it all waiting in my inventory.

It seems to be a bones to stuiver conversion based on bone value. It’s still more efficient than making skeletons to sell them for amber, but it’s not profitable per se.
I also expect there to be more to leaving bones. The game keeps track of what kind of bones one leaves on a given visit. Maybe certain combinations offer unique/different rewards.

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Good enough for me, two of them were enough to get me there. Thanks for the tip!

The Sous introduces another method to convert efficiently bones and echoes to Stuivers through the Bone Market.

If you make antique skeletons to sell for Bessemer Steel, you can now sell the steel at 1-to-1 value for Tempestous Tales in the Sous.

The usual brass-headed Birds are the recommend recipe.

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Something to keep an eye on this week is Eyeless Skulls. If the Sous values them at 62.5, that’s a direct Rat Market → Stuiver pipeline for this weekend only. It’s much less exciting if the Sous values them at their MSRP/Bone Market value of 30ish.

Thanks for bringing my attention to that. I have no idea, why I was convinced there was an inherent loss of value somewhere in that line.

All the other bones have been valued at their Approximate Value of Your Skeleton in Pennies, so I wouldn’t get my hopes up.

This week I’m planning to bury 5 Prismatic Frames in the Sous.
Waiting for a Fish week would be much more profitable, but digging up a T8 worth of Stuivers in a single run is too tempting…

Look at us already finding ways to efficiently Grave-gift(???) the Sous.

Maybe the Neath and it’s roof are really such interesting places indeed.

I find Summer deeply unsympathetic and would frankly rather let Tatterdemalion bully her right up until I can finally rid myself of her rather than support her in any way, but given all her dire warnings I have to wonder whether the writers have outlined a ā€œrightā€ path here and completely refusing to validate her will wind up biting me in the ass somehow.

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According to the wiki, the first time you have to choose between them, it is not tracked which choice you make, while the next two choices do track your choice, with consequences genuinely unclear but probably resolved in the (very complicated, and not yet fully mapped out!) finale to this chapter. (Hopefully not spoiling much here, just trying to provide guidance on which choices might matter later.)

Overall, I doubt there’s any one ā€œrightā€ answer - from what I understand certain choices give you more control over certain later events, but for some of those there are other ways to open different options as well. So far I’ve been having fun just flying blind and hoping things work out, though in past chapters I’ve looked up specific choice results so I certainly sympathize with being nervous about doing the ā€œwrongā€ thing.

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