Calling in Favours (Guide)

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Wiki note: See also Raising Favours (Guide)

This guide is incomplete. You can help by expanding it.
What needs work: Confirm bundle range on Sneak the old gentleman out

You've earned some favour with the various factions? Now, what to do with them? Perhaps you want to Call in some favours!

Fixed storylets (Calling in Favours)[edit]

Within London[edit]

Location Action Connection Gain EPA[1]
The dead men's chest 2.1
A curious knot 2.1
A soothing sight 2.1
Call on your Bohemian friends to return a favour 2.1
A boon from a Lady-in-Waiting 2.1
A conversation with the Commissioner of Police 2.1
An arrangement with the Vicar-General 2.1
Curry favour with the Duchess +50 CP  The Duchess -
A longer conversation with the Commissioner of Police 2.1[2]
A meeting with one of the Widow's representatives -
An elliptical conversation 2.1
A round of well-intentioned backslapping 2.1
Exchange a considerable quantity of Connections for London Street Signs
  • (+1 CP)
3.125
Trade favours with urchins
2.91-3.54[3]
Trade favours with criminals 3
Trade favours with revolutionaries
  • (+1 CP)
  • (+2 CP)
3.15
Acquire human remains from the criminals (1.25[2])
  1. Assuming the Favours were grinded at 1 action per favour without any additional costs or benefits (e.g. connected pets). Discounting Menace gains.
  2. 2.0 2.1 Using assumed value of skeleton parts
  3. Valuing the Scrap at 0.4E or 0.5E and the bundle at 1.64E

Notes:

  • Generally, 1 Favour is worth 420 pence of saleable items within London - the notable exception being The Flit's storylet. However, as you need to spend another action to call them in, the actual efficiency is lower.

In the Hinterlands[edit]

Currently all of these actions are under Call in Favours at Jericho Locks in

Action Favours /
Requirement
Gain EPA[1]
An Invertebrate Factor 4 x  Rubbery Men
(5.5[2])
A Composed Composer 4 x  Bohemians
(5.5[2][3])
A Silver-Eyed Zailor 4 x  The Docks
5.5-6.77[4]
Meet with a Rookie Constable 4 x  Constables /

Railway 70

5.5
An Illustrated Novelist 4 x  The Great Game /

Railway 80

5.59
A Grinning Villain 4 x  Criminals /

Railway 80

(5.5[2])
An Ambivalent Scion 4 x  Society /

Railway 90

5.5
A Vigorous Vicar 4 x  The Church /

Railway 100

5.5-6.76[5]
A Mostly-Intact Professor 4 x  Tomb-Colonies /

Railway 110

5.5
A Hopeless Pickpocket 4 x  Urchins /

Railway 110

5.5-6.76[5]
A Black-Clad Archivist 4 x  Revolutionaries /

Railway 120

5.5-6.76[5]
A Glabrous Nymph 4 x  Hell /

Railway 130

(5.5[2])
  1. Assuming the Favours were grinded at 1 action per favour without any additional costs or benefits (e.g. connected pets). Discounting Menace gains.
  2. 2.0 2.1 2.2 2.3 Using assumed value of skeleton parts
  3. Can be much more profitable when making sainted skeletons
  4. With the high end requiring the Rat Market and Tinned Ham arbitrage
  5. 5.0 5.1 5.2 High end requires the Rat Market

Other fixed storylets[edit]

Favours to tribute (5.68 EPA to 7.08 EPA)[edit]

See Money-Making#Cards for details.

Requires access to Offering Tribute to the Court of the Wakeful Eye

Forgotten Quarter Expeditions[edit]

See here

Opportunity Cards[edit]

Conflict Cards[edit]

An efficient way to cash in your favours (and your connections with The Widow) is through conflict cards. These all require favours at 5+ in two conflicting factions at once, set up a conflict between two factions, and require you choose a side, spending favours from the side you didn't choose. They are drawn at Very Infrequent frequency (half as common as the typical card), and are undiscardable once drawn. Most either spend 2 favours to gain 7.5-8.5 E or spend all favours to gain an amount which scales with the number of favours spent, on the order of 22.5 E for 7 favours. Several also offer a compromise option, which requires 3 actions and a high value in a particular quirk, but which gains 7.5-8.5 E without spending any favours for less than 3 EPA.

In addition, all options on all conflict cards generate 1cp of ; assuming no access to FATE-locked options, this has a value of 2 E with access to the Bone Market, 1.1 E if you are , 1 E if you've sold your soul, or 0.5 E otherwise.

Of particular note is the card A contact in the Great Game has a tale for you. This card is unlocked with 5 and 5 , and allows spending 2 for 7.5 E of goods, 1cp of , and one of every second chance. This is one of the most efficient ways of getting second chances in the game, particularly Sudden Insights and Hard-Earned Lessons.

Card Action Favours consumed or quirk required Gain (+1cp SiC)

Spypaper.png
A contact in the Great Game has a tale for you

Everyone deserves a second chance

(Up to 21)
(Up to 21)
(Up to 21)
(Up to 21)

Make it clear that no one leaves the Game

Of course, he needn't get his own hands dirty...

(3 actions)


A familiar face by the school railings
A familiar face by the school railings

Advise the girl to return to the Widow


Arrange for the girl to return to the urchin-gangs


Flames.png
A misfortune at the Carnival

Save the Rubbery Man





Save the Tomb-Colonist!



Well.png
Amber in the well

Convince the Rubbery Men to move on
Convince the Revolutionaries to find somewhere else



Spend the night in the well to prove there's nothing to be scared of

(3 actions)


Church.png
Brimstone or frankincense?

Firecrackers in the thurible!


Alert the vicar


No time for pranks! This is a chance to settle the matter of St Meliflua's Thurible

(3 actions)


Fist.png
Crime or punishment?

Give evidence



Get word to the Smuggler



Envelope.png
Going gentle

Discreetly inform the family about the baronet's communication


Sneak the old gentleman out


(up to 80?)

Break him out!


(up to 80)

Ship.png
The Acacia and the Butterfly

Settle in the Widow's favour



Make an agreement favouring the dock-gangs


(up to 80)

Work long into the night forging a compromise solution



(up to 80)

Rookery.png
The Devil and the Child

Take the Devil's side


Convince the urchin to keep his soul


Propose an alliance

(3 actions)


Church.png
The kaleidoscopic church

Make it clear the Bohemians aren't welcome any more


Seduce the group's leader and convince them to leave


Secure the artists' work


Convince both parties that they are spiritual allies

(3 actions)


Rubberyman.png
They all look the same to me

Finger the guilty party


Finger a scapegoat

Urchin.png
Youthful high spirits

Sabotage the cannon


Convince the residents to pay their protection fees to the urchins instead


Options sorted by favour type[edit]

Note: The following lists only include notable uses for each Favours type that are both profitable at some point in the game, as well as repeatable. May be incomplete.

The Church[edit]

Source Action Location Cost Reward Value/Notes
Storylets An arrangement with the Vicar-General The Shuttered Palace 1 x  Favours E 4.2
Call on the help of the Church The Empress' Court If
'...I have written to the Bishop of St Fiacre's...' Tomb-Colonies
A Vigorous Vicar Jericho Locks 4 x  Favours
E 27.5
Offer a plump vicar The Labyrinth of Tigers 7 x  Favours Can be exchanged for a E 62.5 item
Cards Take dinner with a Cheerful Curate Altars and Alms-Houses: the Church 1 x  Favours per favour If
Take lessons at the Curates' College 3 x  Favours If
Attend a private lecture given by the Bishop of Southwark 5 x  Favours If
Feed a vicar to your plant Your plant is singing 1 x  Favours

E 0.25
Maybe she has become virtuous Overly alluring?
E 4.5
Make it clear that no one leaves the Game A contact in the Great Game has a tale for you 2 x  Favours

E 8
Conflict card:
If 5 x  Favours and
5 x  Favours
Secure the artists' work The kaleidoscopic church

E 8
Conflict card:
If 5 x  Favours and
5 x  Favours
Firecrackers in the thurible! Brimstone or frankincense?

E 7.5
Conflict card:
If 5 x  Favours and
5 x  Favours
Call in favours from the Church Under the Statue at Jericho Locks 1 x  Favours E 12.5
Statue to Bishop of Southwark
Converse with a few retired scholars
E 10
Statue to self
Trade on your academic and theological connections 2 x  Favours E 18
Statue of Dean
Call in favours from the Church 4 x  Favours E 25
Statue to Bishop of St. Fiacre's
Call in favours from the Church Under the Statue at the Hurlers E 25

Criminals[edit]

Source Action Location Cost Reward Value/Notes
Storylets Seek a thieves' cache Base-Camp 1 x  Favours
E 2
The warehouses of the Peaceable & Godly Trading Company The Copper Quarter Can be traded for items by chance, including
Trade favours with criminals The Flit 3 x  Favours E 12
Acquire human remains from the criminals 5 x  Favours see Assembling a Skeleton (Guide)
A Grinning Villain Jericho Locks 4 x  Favours
The Balustraded House in Elderwick On a Heist 5 x  Favours


or
E 32.5
Offer an unrepentant ex-convict who won't be missed The Labyrinth of Tigers 7 x  Favours Can be exchanged for a E 62.5 item
Cards
Swap gossip with cat burglars The Alleys of London: the Criminals 1 x  Favours per favour If
Share a few drinks with a recently escaped recidivist 3 x  Favours If
Consult with a master thief 5 x  Favours If
Easy money Demander for a day 1 x  Favours requires
Deal with the mason
Humbug! A merry sort of crime E 4.4
Make use of this new development The Henchman and the Accomplice E 3.5
requires
Inquire about a 'special harvest' A Disillusioned Fungiculturalist
E 10
or
Perhaps she is in danger Overly alluring? 1 x  Favours

E 3.3
Give evidence Crime or punishment? 2 x  Favours


E 8.5
Receive an offering from the Clay Highwayman Under the Statue at the Magistracy


E 17.54 plus Bundle
requires 10  Magistracy Development
Fencing certain coins Secrets and Spending 3 x  Favours E 5
Sit by your statue Under the Statue at Marigold Station 4 x  Favours

E 30
requires 20  Marigold Development
Alert the Gracious Widow to these complaints A Word From Your Creditors 6 x  Favours Requires
All storylets on the card An Implausible Penance 1-7 x  Favours Wide range, see card entry for details
A grass The talkative gaoler all Favours removes all
Only playable if Favours >
Instant release from New Newgate Prison

Fingerkings[edit]

Source Action Location Cost Reward Value/Notes
Storylets Claim the aid of Fingerkings Lost in Strange Lands 2 x  Favours See Parabolan Hunting (Guide)

Options sorted by Connected type[edit]

Benthic[edit]

Source Action Location/Card Additional Cost/Requirements Connected CP Cost Reward Notes
Storylets Study your journals with a learned colleague Your Inventory, , 3 -5
  • Success: ,
  • Rare Success: ,
  • Failure:
Dealing with the deviless Your Inventory, , 3 -5
  • Success: , , +1-15 CP
  • Rare Success: , , +1-40 CP
  • Failure: , +1-15 CP
Benthic's Press Your Inventory, , 6 -20
  • Success: , , +2-30 CP
  • Rare Success: , , +1-42 CP
  • Failure: , +1-20 CP
Enter into correspondence with the Department of Cryptospelunking and Portable Antiquities Your Inventory, , 5 -15
Cards Trade Favours for Bones Under the Statue at Burrow-Infra-Mump : Put up a statue honouring your Custom-Made Saint, 20
  • Success: -70
  • Rare Success: -200
  • Failure: -60
  • Success:
  • Rare Success:
  • Failure: ,
Drawn in

The Duchess[edit]

Source Action Location/Card Cost/Requirements Connected CP Cost Reward Notes
Storylets '...I flatter myself the Duchess was fond of me...' 5 -10 -3 CP
Cards Trade on your connections A Talkative Cat 20 -3 Drawn while On a Heist (Guide).

The Masters of the Bazaar[edit]

Source Action Location/Card Additional Cost/Requirements Connected CP Cost Reward Notes
Storylets Paying the Master's dues 4 -1 is gone. Aligns your to A Guardian of the Realm
'...I have, with some trepidation, contacted a hooded acquaintance...' 1 -1 -10 CP
Declare your (Skeleton Type) a completed Curator 3, 10 - 90, exactly 1, exactly 2, exactly 2, exactly 2 N/A Sets to 300 - Curator See Assembling a Skeleton (Guide)
Call upon a higher power When you get ARRESTED! 5, < 5 -15 is gone. +5 CP Prevents your from increasing

The Summerset[edit]

Source Action Location/Card Additional Cost/Requirements Connected CP Cost Reward Notes
Storylets Read out your Tales of Terror at a Summerset College Senior Common Room Your Inventory, , 3 -5
  • Success: , , +10 CP
  • Rare Success: , , +30 CP
  • Failure: , +5 CP

The Widow[edit]

Source Action Location/Card Additional Cost/Requirements Connected CP Cost Reward Notes
Storylets A meeting with one of the Widow's representatives 15 -120
Cards Trade on your connections An Implausible PenanceGlim-Smuggling 15, -120
Arrange for the girl to return to the urchin-gangs A familiar face by the school railings -500 , , -3 CP , +1 CP Requires , 30 to draw. to draw.
Make an agreement favouring the dock-gangs The Acacia and the Butterfly -100 , , (1-60), +1 CP , +1 CP Requires , 50 to draw.
Make an agreement favouring the dock-gangs The Acacia and the Butterfly -500 , , (1-80), +1 CP Requires , 50 to draw.