Ambition: Heart's Desire (Guide)

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This page may contain spoilers for Ambitions or other major storylines.

They say that once every nine years there's a card game where you can gamble your soul and win your heart's desire. That sounds like tremendous fun.

Ambition: Heart's Desire! is about investigating, staging, and playing an underground card game, The Marvellous, in the hope of winning what you want most in the world. The main Attributes are and .

For more information on Ambitions and choosing between them, consult the Ambitions guide.

Progress[edit]

This Ambition can be started in with 6. You can check your progress at any time on the Myself tab under Ambition; the number after the title is the part of the story you're currently on. This can be helpful when you're unsure where to go next; just find the corresponding part number below.

Heart's Desire (0–12)[edit]

The next part of the story takes place in . If you haven't already learned this route as part of the Making Your Name (Watchful) storyline, you have three additional options to unlock it here.

  • Open the route from the travel map for , which costs E 5 at the Bazaar.
  • At , Find the Forgotten Quarter by raising to 5. This requires 15 successful actions and increases by 1 CP on success (and 2 CP on failure).
  • If you've already unlocked , you can choose to exchange a considerable quantity of Connections for London Street Signs. This will cost you 3 x for 5 x . This will also increase your by 1 CP.

The Bishop of St Fiacre's[edit]

Acquiring First City Coins
Option Coins Challenge Notes
Send your monkey out into the night looking for coins 1 10% Increases by 1 CP, which will be expensive to reduce later.
Gamble for silver! 2 (Rare: 10) 20% Costs ; requires 5
A polypous offer 6 Costs and
Accidentally commission burglaries 6 60 Costs and
Visit the Numismatrix 1 Costs
The Master's Voice 50 Costs Connected: The Masters 1 CP; also yields
Arrange for a theft from the Museum of Mistakes 30 Costs
Twist together the skeins of destiny 20 Costs 38 FATE
Speak to the manager about... 1 Costs in A State of Some Confusion

The Topsy King[edit]

The Topsy King 8: Examine the daguerreotype with a , or a and . You'll keep the scrutinizer either way, but spend the insights. The latter also has a 77 check.

The Topsy King 9: There are several options here, but you'll either want:

18: For the next step, you'll need to raise your to 5 so you can draw A Merry Gentleman:

  • 20: The Price of Desire: The first of the expensive options in your Ambition!
    • If you have , you can Give him brass for buttons, paying for a single and no progress
    • If you have at least five levels each of , , , and , plus one , you can pay ALL of those dreams to move to the next step
    • If you have a , you can hand it over to move on
  • Of the options that give you progress, dreams are very slow to accumulate, and you'll need them later anyway. Getting the instead requires you to get a boat, which you'll also need soon, and to travel to . Getting a boat, in turn, requires being , so this is a good time to take a break and raise your stats if you haven't yet.

Back to the Manager: Find the Manager — 127

To Polythreme! (13–17)[edit]

To reach Polythreme, you'll need either:

You'll also need a . If you haven't been lucky enough to acquire one yet and don't have access to the Railway, your best strategy is probably:

  • Acquire . You can move items around the Cross Conversion carousel to get these, so anything you can upconvert to a 50p item is a potential source.
  • Upconvert the Strangling Willow 3 times into .
  • Upconvert 25 of the Broken Giant into .
  • Trade the Cellars for Airag on the card A Presumptuous Little Opportunity. You can spend to force-draw the card.
    • Alternatively; you can buy the 5 Cellars from the card for 1250 Glim each for a total of 6250 Glim. Or at least, you can do this while is still present, as it is projected to be depleted sometime in late 2024 or 2025.

You may want to bring Surface-Silk Scraps to spend on Paying Your Way, as this will make it much easier to successfully complete the Polythreme carousel. They can also be acquired in Polythreme, though keep in mind that you won't be able to reduce Menaces while there—so if you can't 100% the checks (requiring 134 or 200), it'll be safer to stock up in London. is enough to pay your way 3 times at the start of each carousel, gaining 30–60 CP of the progress qualities.

Another thing to consider is that some storylines and items are exclusively available in Polythreme, it would be wise to have the requisite progress and items so that you can get it all done in one go and not have to return later just for them. After this first visit to Polythreme, you will have to return a second time however, so don't fret if you can't get them all done on this first visit. The most relevant and worthwhile storylets and items are:

See Polythremic Promenade (Guide)/Story Table for a breakdown of all the story-based conclusions to the promenade.

[edit]

The next five steps will require you to complete the Polythremic Promenade carousel five times, getting to 1 and either or to 12, depending on the step.

Convincing the other players (18-210)[edit]

Now that you're done with Polythreme, you'll need to convince the other players to join, starting with the Manager.

18–110: The King's Heart:[edit]

50–90: Old Downy:[edit]

Old Downy is possibly the most difficult section in the entire Ambition, requiring five successful checks in a row and costing a for each set of attempts. To minimise the pain here, you will probably want to get your fairly high if you haven't already - at least 150 with modifiers - and to get a second try on each check. There is also a difficult check that can be bypassed by spending . If you've been saving a Mood card (A dusty bookshop or A little omen), now is an excellent time to use it.

120–160: Virginia:[edit]

  • 150: The Prince's Prison: Here, you can decide whether to free Virginia's former lover:
    • Free it: No check
    • Bargain with it: 170. The check is harder with each level of , , and you have, and easier with each level of , , and .
  • 160: Meet with Virginia again back in London, which will convince her to play the Marvelous and lose you if you have any

170–200: Mr Pages:[edit]

  • 170: The last player to convince is a Master, so you have some creative options to convince it:
    • ...blow up the Bazaar: Reactivate a revolutionary cell with , , and . You will gain and also CP. Definitely the most expensive and least rewarding of the three.
    • ...acquire a Sixth City: Threaten to bury London with , , , and . You will also gain an Alluring Accomplice.
    • ...go North: SEEK for , , , and , plus 7. You will gain . Only requires 7 SMEN, which is actually rather easy to get, but does take at a minimum 3 - 5 weeks to build up to without splurging resources on The Seeking Road.
  • 180: A knock at the door 2: Be visited by Mr. Pages, who offers to let you join:
    • Agree, getting you , , and .
    • Say no, leaving you with and sending you back to the same storylet.

The Marvellous (200-245)[edit]

A Marvellous Venue (1–100)[edit]

  • 210: Discuss the venue: Ask Mr. Pages, who just tells you its requirements at no cost.

A Marvellous Deck (1–100)[edit]

Prior Winners (210–245)[edit]

The Honour (250-290)[edit]

Return to to begin the Honour. Make sure you still have your stake of 77 x  First City Coins before entering Arbor, it would be very inconvenient otherwise. Additionally, you'll need at least to enter and remain in Far Arbor.

First Interlude (300-400)[edit]

Your Opponent[edit]

If is The Topsy King:

If is The Bishop:

The First Round (400-475)[edit]

  • 410: The First Round: It is your duty as the newest player to host your first game:

If is The Topsy King:

If is The Bishop:

Afterwards, you have to wait 24 real-time hours for the outcome of the match between the Manager and whoever he was matched with. Then, this message (Waiting for the Next Bout) appears in your inbox.

The First Round, concluded[edit]

The Second Round (500-630)[edit]

The Garden of Nightmares[edit]

Second Interlude (631-680)[edit]

Preparing for the Final Match[edit]

Here would be a good moment, just before the final game, to visit the Boatman, to collect the final advice and unique Weapon ( +7, +1, +1, +1), if you want it.

The Final Match[edit]

Winning path[edit]

Losing path[edit]

Aftermath[edit]

  • 21100–21400: You have finished seeking your heart's desire

Long-term rewards[edit]

Ambition Rewards
Ending Unique item Rewards of Ambition
Choose Power
  • +13
  • +6
  • +4
  • +2
Further your transformation into one of the Masters
Choose Adoration
  • +6
  • +13
  • +4
  • +2
Bask in your celebrity
Choose Time
  • +13
  • +6
  • +4
  • +2
Enjoy the benefit of time
Choose Escape
  • +13
  • +6
  • +2
  • +2
  • +2
Visit your other home
Hand over the Marvellous
  • +13
  • +6
  • +4
  • +2
Take out the old Marvellous deck

Items needed[edit]

This is an attempt to list all possible items needed in Heart's Desire, for help with planning. The quantities listed are the fewest you can get away with (min), and the most you will need (max). This list only includes items that can be found outside of this Ambition; items that are acquired within the Ambition itself are listed elsewhere.

Item Min Max Parts
A Novel Birth-Mark 0 1 410
A Wink from the Manager of the Royal Bethlehem 0 1 410
Alluring Accomplice 0 1 330
Amanita Sherry 80 280 12, 410
An Identity Uncovered! 1 11 18, 330
An Infernally Diplomatic Privilege 0 1 410
Ancient Hunting Rifle 0 1 510
Antique Mystery 12 39 40, 210, 210, 230, 235, 680
Appalling Secret 100 500 40, 410
Attar 7 7 210
Bazaar Permit 5 18 170, 220, 632
Bejewelled Lens 0 1 12
Bengal Tigress 0 1 510
Blackmail Material 7 9 130, 170, 240
Book of Hidden Bodies 3 3 670
Bottle of Fourth City Airag: Year of the Tortoise 2 2 14, 560
Bottle of Greyfields 1882 0 1000 235
Brass Ring 6 6 120, 220
Bright Brass Skull 0 4 140, 330
Cellar of Wine 5 15 225, 670
Comprehensive Bribe 0 11 22, 235, 680
Confident Smile 0 20 3, 12, 12, 300
Copper Cipher Ring 0 1 340
Correspondence Plaque 0 200 235, 680
Crate of Expedition Supplies 50 50 30
Cryptic Clue 2100 7140 12, 210, 340, 350, 670
Curious Contrarian 0 1 225
Diary of the Dead 0 3 170, 210, 510,
Direful Reflection 0 1 210
Drop of Prisoner's Honey 540 2940 11, 12, 21, 680
Extraordinary Implication 10 113 12, 210, 235, 330, 340, 510
Extraordinary Short Story 0 1 320
Favour in High Places 0 21 130, 170, 632, 680
Favours: Constables 0 5 320
Favours: Criminals 0 10 410, 631
Favours: Hell 0 15 130, 300, 510
Favours: Revolutionaries 0 10 170, 225
Favours: Rubbery Men 0 5 631
Favours: Society 0 8 235, 330
Favours: The Church 0 11 12, 130, 410
Favours: The Great Game 0 5 340
Favours: Urchins 0 5 631
First City Coin 77 77 12
Fistful of Surface Currency 0 500 170
Foxfire Candle Stub 500 500 12
Free Evening 1 1 120
Hard-Earned Lesson 0 3 305
Inkling of Identity 0 50 12, 510
Intriguer's Compendium 0 1 670
Irresistible Drum 0 1 510
Journal of Infamy 10 113 12, 18, 140
Legal Document 0 5 680
Magnificent Diamond 4 4 210, 240
Maniac's Prayer 550 1050 210, 340, 410
Memory of Distant Shores 0 50 680
Memory of Light 0 1051 210, 680
Meritorious Copy 0 60 320
Moon-Pearl 200 200 8
Mourning Candle 20 110 170, 210, 230, 410
Muscaria Brandy 1 66 120, 230, 410
Mystery of the Elder Continent 20 20 210
Nevercold Brass Sliver 0 5000 20
Night on the Town 7 8 22, 120, 210, 670
Night-Whisper 1 2 225, 340
Parabola-Linen Scrap 0 2 210, 330
Partial Map 5 5 210
Patent Scrutinizer 0 1 12
Patent Scrutinizer Deluxe! 0 1 12, 12
Penny 0 10000 300
Phosphorescent Scarab 0 16 12
Portfolio of Souls 1 1 210
Presbyterate Passphrase 5 5 210
Primaeval Hint 1 2 210, 680
Proscribed Material 0 1000 140
Puzzling Map 0 8 170, 210
Queer Soul 0 1 330
Rat on a String 100 260 12, 12
Ray-Drenched Cinder 0 1 680
Reported Location of a One-Time Prince of Hell 1 2 140, 680
Romantic Notion 520 520 210, 340
Rookery Password 1 1 50
Scrap of Incendiary Gossip 0 200 235, 340,
Searing Enigma 0 11 210, 670
Set of Kifers 0 1 510
Silent Soul 0 1 680
Stolen Correspondence 0 5 3
Stone Tentacle-Key 0 1 20
Storm-Threnody 5 5 230
Strong-Backed Labour 0 40 330, 632
Sudden Insight 0 3 12
Sworn Statement 0 30 410
Tale of Terror!! 0 260 170, 410
Uncanny Incunabulum 0 14 130, 140, 210, 510, 680
Vision of the Surface 10 30 170, 210
Vital Intelligence 3 3 560, 670
Volume of Collated Research 1 60 18, 55, 210, 235, 680
Whispered Hint 30 1030 2, 680
Zee-Ztory 0 110 170, 210, 225