Ambition: Light Fingers (Guide)

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

Before you came down here, you heard through a contact here that she had a line on a diamond 'the size of a cow'. She did tend to exaggerate. But even if it's only the size of, say, a pig, or even a kitten, it's worth your time.

Ambition: Light Fingers! starts out as a heist story and turns into something much darker, and as such is the only Ambition that offers players a free opportunity to switch to another Ambition. 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 Ambition 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.


Searching for the Fading Music-Hall Singer (0–16)[edit]

0–2: Track down your contact, the Fading Music-Hall Singer, in .

3–5: Investigate the Painting Fragment in .

6–11: Mr Fires' Representative in . If you haven't yet done so, you'll need to reach A Name Scrawled In Blood 4 by advancing through all the fighting rings in Watchmaker's Hill; this will give you access to Wolfstack.

12: Ambition: Light Fingers! 12: But what does it mean? ( 47) This storylet appears in multiple locations, but you'll only find the information you need in one of them.

13: Ambition: Light Fingers! 13 in : Sneak into Mahogany Hall ( 47) to find Hephaesta.

14: Ambition: Light Fingers! 14 at : Meet with Hephaesta.

15–16: Search for the Faded Music-Hall Singer.


A Mystery of Sisters (17–36)[edit]

The Sisters (17–24)[edit]

17–18a: Listen to the singer in

18b–19:

  • 18: Ambition: Light Fingers! 18b: If you have any , you can trade that to reduce (-1 CP); otherwise, you'll need to take another hit of (+10 CP) and lose a little (-5 CP).
  • 19: Ambition: Light Fingers! 19: Find out who's been watching you ( 57).
  • Now you'll need to reduce your Nightmares to 0 in order to return to London proper. (In general, the Opportunity Cards will reduce Nightmares by more CP than the static storylets will.)

20–21: The Drownies at

22–24: The singer is recovering in

Who is Poor Edward? (25–36)[edit]

25: Ambition: Light Fingers! 25 at : You have three options to find out more about Poor Edward via the Star-gazing Roustabout:

  • Bribe the carnies with , OR
  • Sneak after him ( 67), OR
  • Get friendly with the carnies ( 67)

26: Ambition: Light Fingers! 26 in : Bring and the ( 72).

  • Succeed or fail, you will progress the story. You keep the Rostygold if you succeed; if you fail, you lose the Rostygold and go immediately to (and will need to reduce Suspicion to 0 in order to escape again).

27: Ambition: Light Fingers! 27 at : Try once more to locate the Star-gazing Roustabout ( 72).

28–29: Searching Winewound Heath, beginning at

28: Ambition: Light Fingers! 28: You'll need to prepare for your search.

29: Ambition: Light Fingers! 29: Search the cottage ( 72).

30–32: Do some poking around at

33: Ambition: Light Fingers! 33 in : Ask the orphans of Spite about the Orphanage ( 82).

34: Ambition: Light Fingers! 34 in : Meet with Hephaesta ( 82) and get the back.

35: Ambition: Light Fingers! 35 in : Plan to break into the Orphanage.

  • Spend and , OR
  • Spend and

36: Ambition: Light Fingers! Lunching with the Enemy: Accept Poor Edward's invitation and obtain a .

  • Between now and the end of the next (Orphanage) section, you can use the tea-leaves to forget this Ambition and choose another. If you don't use the tea-leaves by part 47 (The Escape), you will lose them.

The Orphanage (37–47)[edit]

You will cross the Labyrinth to get to The Orphanage.

The Labyrinth has pretty tough Shadowy challenges, so maybe arm yourself with or two (or more), and have low and when entering.

To enter, you need at least . These aren't consumed upon entry; instead, each step consumes 50 of them, and if you cannot make enough progress, your only option is to leave, and lose all progress. So it's best to over-provision, and come in with ~2000 candles. Oversupplied candles are not lost, and can later be used for other things.

The Labyrinth (37–42)[edit]

40: Ambition: Light Fingers! The Creature in the Labyrinth, 103

41: Ambition: Light Fingers! The Blind Cartographer

42: Ambition: Light Fingers! The Candle, gives you , needs one of

  • 110 check
  • , 3

The Orphanage (43–47)[edit]

43: Ambition: Light Fingers! The Orphanage

44: Ambition: Light Fingers! the Hulking Orderly

  • Steal his Uniform, 117
  • Bribe him, 96, needs , which you lose even on failure

Now you can enter the Orphanage. Note that you can leave and return at will during this section.

45: In , you will encounter high and checks. Successes will raise , which is needed to access certain rooms. Failures will increase , which you do not want to do.

The White Corridors storylet gives you two options, at 124 or 110, either of which can give you your first point of . Now you can begin searching the rooms.

Step by step:

  • Enter whatever combination of Rooms 215, 324, 387, 451, and 839 you choose to raise Exploring to 6. This will require a total of 20 CP Exploring. Most options give 1 CP Exploring on success and 1 CP Attention on failure, with a few exceptions:
  • With Exploring 3–6, you can enter Room 122, the basement (optional, but relevant to the story).
  • At Exploring 6, you can enter Room 547, the records room. This enables you to find the sisters.
  • Enter Room 316 and rescue the sisters.

If reaches 6 (which requires only 6 CP total, since you start at 5), Edward will catch you and bury you alive. The only way out of that is to either slowly increase your wounds until you die, and embark on a slow boat passing a dark beach on a silent river; or, with 5, rely on botanical assistance. Either way, once you're back home, return to the orphanage to get back on track.

Once you've found the sisters and the Roof Key, it's time to Escape. And decide what to do about the Orphanage. Whatever you choose, once you play this storylet, your is gone; if you want out of this Ambition after that, visit the Fate page and choose "Reset your Ambition (50 Fate)".

Dr Vaughan's Encampment (48–54)[edit]

Make sure to check all the requirements from this section before Zailing, for example you have no option to lower your Scandal or obtain many of the required items after you have left London.

48–49: Ambition: Light Fingers! - Taking Care of Clarabelle (Back to London), 127 challenge

50: Ambition: Light Fingers! Seeking Dr. Vaughan, at , needs

51: Ambition: Light Fingers! The Southern Archipelago, at (you need to Zail to get here)

52: Ambition: Light Fingers! - Meeting Doctor Vaughan, 130

53: Ambition: Light Fingers! Doctor Vaughan Explains (Requires 7, < 3 and not having )

54: Ambition: Light Fingers! Scientific Requirements (Requires , , , , , )

Preparing an Expedition to the Roof (55–65)[edit]

55: Ambition: Light Fingers – Preparing an Expedition to the Roof

Getting (you need three points):

60: Light Fingers: Edward and the Clay Men

65: Light Fingers: Leaving London

Castles in the Ceiling (70–160)[edit]

You will use your Zeppelin to visit and milk the moon-mother.

You can return to London for the cost of five actions, and go back to the Castles in the Ceiling for another action. You'll have to do this round-trip at least twice to lower your Nightmares, and more often if you don't have the items prepared that you need to advance.

70: Light Fingers: Intrusion, needs one of:

  • , which you lose if you fail a 200 challenge
  • , of which you lose 2

75: Light Fingers: Through the Dead, needs one of:

  • 12, 12

80: Light Fingers: Being Followed

85:

90: Light Fingers: A Second Coming

100–115:

120: Light Fingers: Ready the Milk

150: Light Fingers: A Place for the Impossible

155: Light Fingers: A Parting of Ways

160: Light Fingers: The Starved Men's Requirements , , , ,

The Skin of the Sun (165–190)[edit]

165: Light Fingers: The Skin of the Sun

170: Light Fingers: Atop the Spire

175: Light Fingers: A Painstaking Descent Needs one of:

  • Passing a 125 Challenge
  • 10

180: Light Fingers: The Boiling Sky

185: Light Fingers: Lost in the Isn't Requires you to reduce 3 x to 0, each step needs one of:

  • (works only the first time)
  • , , Locked with 3
  • 4 challenge, , , Locked with 3
  • , , , Locked with 3

190: Light Fingers: A Perilous Pilgrimage Requires one of

  • ,

Parabolan Base-Camp (195–240)[edit]

Parabola is a dream-land behind the mirrors, and you will need to gain access to it to advance your Ambition.

If you already have , this part will be easy. If not, you have basically two options:

  • To become a (Profession), if not one already, then you need:
    • (which you automatically have if you are a )
  • Otherwise, you need:


The Parabola (Guide) has some hints as to how to obtain the necessary items, and what other preparations you can make to enter Parabola. If you go there for the ambition, nothing stops you from doing other business there.

In the course of this ambition, you will be jumping a lot between London and Parabola; each time you enter, it costs , or 50 of them if you are a . It might be worth it change your profession for that, and for unlocking Parabola in the first place.

195: Light Fingers: A Long-awaited Return

200: Light Fingers: Baseless Speculation

203:

205-207: Light Fingers: Establishing a Parabolan Base-camp

215: Light Fingers: Bring Dr Vaughan and Clara to Safety , plus another for each time you fail a 180 challenge,

220: Light Fingers: Safety at Last

225: Light Fingers: The Hookman House Caper Back in London, 180, needs and consumes

Failing the challenge consumes some of the resources.

230:

235: Light Fingers: The Search for Mr Vaughan

240: Light Fingers: The Missing Husband

An Old Enemy (245–275)[edit]

You will lay a trap for Poor Edward to free Hephaesta; afterwards you bring her to your Parabolan Base-Camp where she can recover from being drugged.

245: Light Fingers: A Message from an Old Enemy

250: Light Fingers: A Dinner with Poor Edward

254: Light Fingers: The Third Gift

255: Light Fingers: The Lure is Cast, , , , , , Locked with ,

260: Light Fingers: The Lure is Cast 2

265: Light Fingers: Poor Edward's Proposal

270: Light Fingers: Hephaesta's Condition (which you lose even if you fail a 170 challenge)

275: Light Fingers: A Shelter from the Zee (back in Parabolan Base-Camp) Needs one of:

  • or
  • , , or

Preparing an Impossible Birth (279–284)[edit]

You will need to a arrange a , and reunite the sisters, which involves, depending on your previous choices, tracking down the Faded Music-hall singer by spending favours and cryptic clues, or dying and convincing the Boatman to let you take her back. If you go this route, and plan to persuade the Boatman, make sure you assemble all the necessary Unusual and Touching Love-Stories before you die, and also get rid (convert, sell or use) your Romantic Notions, since you lose them if you fail the check.

279–284: Light Fingers: Necessities

284: Light Fingers: From Above

Poor Edward and Mr. Fires (285–309)[edit]

You still need a for the birth of hybrid, and Mr. Fires is the only one who can provide it.

He proposes a deal: Remember that, in the beginning, it was all about a diamond the size of a cow? He'll give you that, in exchange for the hybrid -- after it has been born, of course.

285: Light Fingers: Another Meeting with Poor Edward (gives you a if you agree or play along)

287: (Only applies if you didn't agree to play along marrying Poor Edward)

290: Light Fingers: The Painter's Studio

295: Light Fingers: The Painted Door, needs one of:

300: Light Fingers: Mr Fires' Ultimatum

302: Light Fingers: Mr Fires' Ultimatum 2

306: Light Fingers: Mr Fires' Ultimatum 3

307: Light Fingers: Mr Fires' Ultimatum 4

308: Light Fingers: Mr Fires' Ultimatum 5

309: Light Fingers: Mr Fires' Ultimatum 6 or Light Fingers: An Unburnt Archive

Light Fingers: The Fourth Gift

The Birthing (310–345)[edit]

310: Light Fingers: A Tap-Tap-Tapping

315: Light Fingers: The Moment is at Hand in , needs

320: Light Fingers: The Moment is at Hand 2

330: Light Fingers: A Difficult Labour

332: Light Fingers: Something New

335: Light Fingers: A False-Star Born

340: Light Fingers: A False-Star Born 2

345: Light Fingers: The Aftermath

The Raising (350–360)[edit]

350: Light Fingers: A Family Visit Five times you have to wait 24 hours and then feed the hybrid a and other things, see Light Fingers: A Family Visit for details. Your choice of supplied food influences whether it comes out more monster-like or more human-like.

360: Light Fingers: The Rejuvenated Music-hall Singer

Abduction (360–374)[edit]

You go to sleep, and have a very nasty dream where you meet Poor Edward, and wake up to find the hybrid stolen from the Parabolan Base-Camp.

360: Ambition – A Good Night's Sleep

365: Light Fingers: The Burial of the Dead

370: Light Fingers: The Hybrid, Stolen

372: Light Fingers: The Calm After the Storm

374: Light Fingers: The Calm After the Storm 2

Reclaimation (375–400)[edit]

You have to reclaim the Hybrid, and for that you need help (which in turn costs lots of resources, once again).

Preparations (375)[edit]

375: Light Fingers: Prepare to Reclaim The Hybrid

First you need

If you seek help from the Duchess, you'll do

Your other option is to find and appease the Boil of Calamities:

Then you need to Check your preparations are complete, which requires

Take heart, this is the last (or second to last, depending on a later choice) big item investment into this ambition. You're nearly there!

The Wedding (385)[edit]

385

386: Light Fingers: The Wedding 2

390: Light Fingers: A Final Proposal

395: Light Fingers: Poor, Poor Edward OR Light Fingers: Poor Edward's Dilemma

397: Light Fingers: The Fate of Poor Edward OR Light Fingers: Marrying a Monster (gives you and )

400: Light Fingers: Leaving Nightmares Behind

The Hybrid's Fate (405–End)[edit]

405: Light Fingers: The Hybrid's Fate: Choose wisely.

Aftermath[edit]

Unlike the other Ambitions, there is no need to wait 24 hours for a resolution. You have already waited for several days when the Hybrid was growing up.

Have Hephaesta complete her moon-milk withdrawal and complete her acquisition of zee-knowledge - and gain some research assistance.

Ask Hephaesta to help you from Parabola

Long-Term Rewards[edit]

Eventually, Hephaesta recovers, and she becomes a potential research assistant. She is best with anything related to cartography (most notably, giving extra options for both the smaller and larger projects for Survey of the Neath's Bones, and creating a Cartographer's Hoard).

In addition, you can receive the following BDR items during the ambition, depending on your choices:

  • (Hat, if you accept any one of Poor Edward's many proposals, or marry him)
  • (Affiliation, from asking the Duchess and the cats for help) OR (Clothing, from going with the Boil of Calamities instead)
  • (Affiliation, if you marry him)


And (probably) most importantly, you get a Treasure and a monthly reward based on the chosen fate of the Hybrid.

Ambition Rewards
Ending Treasure Rewards of Ambition
Gave Mr. Fires the Hybrid
  • +13
  • +6
  • +2
  • +2
  • +2
Enjoy the satisfaction of possessing an incomparable diamond
Smuggled the Hybrid to the celling
  • +6
  • +13
  • +4
  • +2
Enjoy the knowledge that the Hybrid is safe

Pretty early progress also unlocks a a slightly favourable option in Cave of the Nadir on the card Lost at Sea

Items needed[edit]

This is an attempt to list all possible items needed in Light Fingers, 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 like the Painting Fragment that are unique to Light Fingers are listed elsewhere. This does not include all the that you need to enter Parabola.

Item Min Max Parts
20 25 54, 55
0 1 284
32 32 15, 54
0 5 350
0 Unbounded 70[1]
5 8 55, 207, 375
0 270 35, 375
0 5 2010
0 8 287, 2010
0 5 350
5 Unbounded 270[2]
150 150 15
30 30 4a
10 260 350, 375
100 Unbounded 225[3]
0 1 2020
0 1 284[4]
0 3 55, 75
100 Unbounded 225[5]
1 Unbounded 230[6]
20 45 54, 85
0 Unbounded 284[7], 287[8], 295, 2040[9]
0 2 275
150 1301 206, 375
0 25 85
0 10 284
0 1 375
0 15 85, 185
50 Unbounded 175, 225[10]
0 1 18b
0 5 284
0 Unbounded 284[11]
1 6 55, 225
0 8 55, 284[11]
0 3 375
0 3 375
3 9 255, 284, 295
3 6 255, 284[11]
200 200 23
0 175 55, 2020
900 Unbounded 37[12], 37-39[13], 42, 375[14]
0 5 35
1 1 375
0 2000 287
0 1 55[4]
0 2 350
0 5 42
3000 3100 160, 2020
0 1 284[4]
50 975 85, 190, 375
2 38 35, 185
65 1126 160, 185, 207, 215
0 1 275
0 500 7, 25
0 1 2030
25 50 85, 160
0 400 31
1 1 225
2 2 105, 160
0 1250 55
6 6 115, 350
0 5 55
1 1 54
0 6 375
0 4 203
2 2 375
0 1 350
0 12500 2010
0 2 375
0 250 350
200 5700 26[15], 44, 284
0 5 350
2 2 55, 115
2 2 54
0 10 55[16], 190, 284
0 3500 350, 375
1 1 375
0 1 375, 375
20 20 15
0 99 235
0 16 287, 375
0 200 375
1 3 160, 284, 375
16000 20600 20, 55, 284, 315, 2020
10 10 375
0 5 350
25 25 15
500 500 255
10 10 375
23 23 55, 255
0 5 375
100 160 185, 375
0 1 275[4]
0 10 284
8 10 85, 207, 255, 375
0 1 284
0 6 375
3 88 28, 75, 185
50 50 50, 375
2 2 54
6 1256 2a, 55
0 160 185, 275
Endnotes
  1. The Rifle is not spent on success, but failure does not advance the Ambition.
  2. Requires 5 which are spent on success, but failure costs 5 and does not advance the Ambition.
  3. Requires 100 which are spent on success, but failure costs 65 and does not advance the Ambition.
  4. 4.0 4.1 4.2 4.3 Not spent
  5. Requires 100 which are spent on success, but failure costs 20 and does not advance the Ambition.
  6. Requires 1 which is spent on success, but failure also costs 1 and does not advance the Ambition.
  7. Requires 5000 which are spent on success, but failure costs 1000 and does not advance the Ambition.
  8. Requires 300 which are spent on success, but failure also costs 300 and does not advance the Ambition.
  9. Requires 100 which are spent on success, but failure also costs 100 and does not advance the Ambition.
  10. Requires 50 which are spent on success, but failure costs 1 and does not advance the Ambition.
  11. 11.0 11.1 11.2 Requires 3 which are spent on success, but failure costs 1 and does not advance the Ambition.
  12. Requires 800 to enter the Labyrinth, but as few as 650 can be spent with extremely lucky checks, or 750 using only Attribute checks.
  13. 50 are spent with each attempt, progress is only made on success, and leaving the labyrinth resets all progress without refunding the Stubs spent.
  14. Requires 100 which are spent on success, but failure costs 50 without advancing the Ambition.
  15. Requires 200 Rostygold but it is not lost on success.
  16. Requires 3 to unlock but only spends 2.