I am menaced!

I understand what the basic 4 menace do. I’ve died, been driven out by scandal… um… never got too suspicious or gone insane (I understand you lose your dreams? is that true?)

But what about the others? what happens if they get too high? If your ‘troubled water’ gets too high what will become of my poor zubmarine?

What happens if I become too peckish? do I starve to death? … will I like it?

Inciting a simian revenge? How did I even get this one? what’s the danger… and how do I get more?

plagued by a popular song… I don’t even see how this is a bad thing really. Annoying at worst. What happens as it goes up? is there a place I can grind for more of it?

thanks in advance for your help.

If your Troubled Waters get too high, your safe sailing options will disappear and the cards will become very risky. That said, at least one story will send you out into Troubled Waters to find an interesting zee monster, and it’s not impossible to get back to safety with no ill effects.

I can’t speak to Peckishness or Revenge, but I believe that if Pop Goes The Weasel becomes too firmly entrenched in your head, it starts coming true.

[quote=fizgot]
But what about the others? what happens if they get too high? If your ‘troubled water’ gets too high what will become of my poor zubmarine?[/quote]

You’ll find it harder and harder to get where you want to go. It seems like danger is assaulting you at every turn. Strange and deadly islands will appear through the waves. You may also find a new pet to take back to the Labyrinth.

If you’re not careful you can find yourself looking for a Name and a Number and perhaps wandering in the always worrying direction of North.

You need to be seeking a certain card game for this one. Also, avoid getting it. You’ll need to get rid of it eventually and it’ll cost you. A lot.

The poor weasels! They just went sob pop.

Mahogany Hall is both the only place to get this and the only place it’ll hurt you. Or, more accurately, you’re weasels. sob

If you go to the Mirror Marches you won’t lose your dreams. At least not all of them at any rate. Going back to jail can gain you a rather useful acquaintance though.

you can gain Plagued by a Popular Song outside Mahogany Hall(think it was Iron Republic, hard to check though).

My subsequent return to the Theater resulted in mass weasel popping and a hasty departure for the Tomb Colonies :)

If I may be so bold as to pop in and ask a (semi-related) question: I really quite need to do another stint in New Newgate Prison, but I find it fiendishly difficult to get enough Suspicion to do so.

Is there a reliable/fast way for someone with stats around 100 in all four main qualities to rouse up some suspicion?

Wilmot’s End. Flute Street. Items which decrease your Shadowy like Talkative Rats, Bottled Oblivion and Ridiculous Hats.

Cornuthaum Also wearing a prisoner’s mask and ragged clothing adds 2 points of suspicion. If you have one a prison shiv adds another one - with a note saying that if you have no suspicion carrying this may have a more dramatic effect

the “dramatic effect” is that if you have no suspicion and you equip it then you get a point of suspicion that doesn’t go away when you unequip it
i think
edited by Spacemarine9 on 10/1/2012

never been brave enough to try it.

Alas, as I am not yet a PoSI, I do not, in fact, have access to Wilmot’s End yet. I am the kind of obsessive-compulsive completionist that absolutely has to fulfill -all- the choices for becoming a PoSI, which in this case includes getting acquainted with the Repentant Forger. But lately, all I’ve managed to do is to acquire a truly prodigious amount of Scandal.

So, is there a faster way to get into New Newgate than grinding 13 points of Casing, attempting to Rob the Brass Embassy and, ideally, failing? For even that is only Chancy instead of a sure-fire way to get into the slammer.

[quote=Spacemarine9]the “dramatic effect” is that if you have no suspicion and you equip it then you get a point of suspicion that doesn’t go away when you unequip it
i think
edited by Spacemarine9 on 10/1/2012[/quote]

I can confirm this, but as far as i know, this applies to all menace-increasing gear, not only the one with warnings?