Casing (Guide)

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Ladybonessmall.png Early MYN Content and Onwards
Mask.png
Casing... Summary
Limited-Length Activity
Setup Progress End
0 A 2+ A 1 A
Progress

Details

Raise to desired payout.
Items Inputs/Outputs
Boosting
Outputs
Raw EPA 3.28 Raw SPA 6.3
Special Grand Larcenies covered by Cover Identities (Guide) and are not included. Same with Heists.

is used for four endeavours:

  • Several criminal shenanigans in The Flit (Unlocked with 4)

Note: CPs and levels of Casing are interchangeable between all sources and crimes, i.e. you do not necessarily have to steal paintings to do the Topsy King one

Gaining Casing...[edit]

Area-diving: Casing the Target[edit]

This can be an alternative to Preparing for a Big Score and Agree to Steal Paintings for the Topsy King if you don't have sufficient and the means to properly deal with . is unlocked on the map when you reach 3.

Option Challenge Success
A straightforward approach... Get close and watch 24
This might be faster... Chat to the kitchen staff on their way in and out 35
Gather intelligence on your target

Steal Paintings[edit]

If you Agree to Steal Paintings for the Topsy King you can steal a painting for at the same action efficiency as most of the Preparing for a Big Score options, but more effectively train as it only takes 1 action for each attempt.

Option Requirements Challenge Success Failure
Steal a painting from a struggling artist
Steal a painting from a noted gallery

Preparing for a Big Score[edit]

Preparing for a Big Score in The Flit unlocks at Shadowy 73.

As a hint for beginners, looking at the table below, the 3-action, 70+ difficulty tasks with penalties are obviously not suited to training , as one does when first becoming a Master Thief. That's what the single action, 50 difficulty, no penalty Eavesdrop option is for. You only get 2 Casing CP per action, but at a 90% success rate (and, thus 1.9 CP per action), you get over twice the Shadowy CP offered by the 3-action tasks, at no risk of Menaces. It does take more overall actions to achieve your Casing CP goal, but the lack of penalties and bonus to Shadowy training make it worthwhile as, for the moment, earning Echoes is likely not your primary task.

When training, remember that you can manipulate your Shadowy value by changing the clothing you wear. Remove items with Shadowy bonuses as training increases your Shadowy score to maintain a constant odds value in tasks, as going above a 90% success rate drops your earned Shadowy CP from 2 down to 1, halving your training efficiency. For a difficulty 50 task, a combined base value plus item bonus score of Shadowy 75 will get you a 90% success rate. See the Leveling Guide for more.

To avoid excessive buildup, one suggestion would be to only switch over to the higher difficulty tasks once your odds of success rise to 80-90% (~100-120 ).

Here are the options and possible outcomes (disregarding skill challenge based CPs to Shadowy).

Option Actions Challenge Success CP Gain per Action Failure
Eavesdrop on those in the know 1 50 2 -
Look for the targets 3 74
  • (Rare: +8)
2 (Rare: 2.67)
Examine the target 3 76 2
Criminal assistance 3 78
2
Scapegoats and alibis 3 80 3
Formulate a plan 3 82 3
The decoy 3 84
A Bundle (1-30)
3

Well-planned villainy
(needs PoSI)

5 - 3.2 -
Set your gang of hoodlums to business
(needs PoSI & Gang)
5 100 3.6

Big Rat[edit]

If you made a deal with the Big Rat, you can Purchase some assistance with Casing... in your Lodgings. from the storylet available at your lodgings. At 9 CP per Action, this is the most action-efficient method, but it costs E 2.40 in s.

Parabola[edit]

In addition to the above, there is a late game option to acquire casing in Parabola by Finding the weakness in an opponent's defences, however this requires Shadowy Gains 6. Furthermore, this involves a challenge with high difficulty; spending an Action point to reduce the difficulty may be needed to make this method more reliable, but this reduces the CP per Action from slightly over 9 to 7.

Specifically, with 12 required to 100% Apply your own knowledge, Sneak forward becomes a Broad 180 challenge ( 300 for 100%), resulting in 4 actions for 28 CP of (7 CP/action).

See Parabolan Destinations (Guide) for more info.

Helicon House[edit]

Late-game players can also gain small amounts of at Helicon House, to a maximum of 2.6 CP per action. See the Helicon House guide for more details.

Sources
Action Location CP Time Remaining Notes
Just the right person Alone, or with a companion? +2 Entry Also gives and
Your Platonic Partner in Crime Alone, or with a companion? +2 Entry
Your Platonic Eminence Grise Alone, or with a companion? +2 Entry FATE
Keep a close eye on everyone present The Entrance Hall +1-5 2+ Gives more earlier; also gives
Deploy your Morally and Physically Flexible Rubbery Cat The Entrance Hall +6 4+ Costs

Using Casing...[edit]

Area-diving[edit]

Area-diving is a short carousel involving two separate 3 checks and 1-2 additional actions to cash in. It resets .

Option Challenge Success Failure
Hand it over to the authorities for burning
  • -2 CP
  • +3 CP, up to 10
  • -3 CP
Into the river with it
  • -5 CP
  • +5 CP, up to 15
  • -5 CP
Keep it
  • +3 CP, up to 10
  • +2 CP
  • -3 CP
A spot of blackmailBlackmail her 1
  • +1 CP, up to 5
  • -1 CP
  • -3 CP
  • +1 CP

Steal Paintings[edit]

Option Challenge Success Failure
Give the Topsy King the paintings 3
  • +2 CP
  • to 0
  • +2 CP
  • -1 CP
Offer to make a wall of stolen paintings 7
  • +2 CP
  • -55 CP
  • +2 CP
  • -10 CP
  • +1 CP

Sell Information[edit]

You can Sell information to these three factions (unlocked with 3):

  • Constables: costs 6 CP of Casing / gains 260 s
  • Hell: -6 / +10 CP Persuasive
  • Criminals: -10 / +10 CP Shadowy (requires 4)

Thefts of Particular Character[edit]

You can do Thefts of Particular Character once you reach Casing 10 to gain different items (requires Shadowy 73). All options will gain 12.50 Echoes worth of items after a Shadowy 120 challenge costing you 32 CP of Casing if successful. Failing will give the same amount of items but deduct 51 CP Casing. The options are:

Embark on a Heist[edit]

You can choose to Embark on a Heist. Check the On a Heist (Guide) page for a guide and advice.

Various thefts in the Flit[edit]

This guide is incomplete. You can help by expanding it.
What needs work: 2024 MYN rework changed difficulty and payout

You can do larger crimes at various difficulties, all of them resetting your Casing if successful:

Suggested level and expected actions per theft assume that you can gain at 3 CP/action and reduce suspicion at 4 cp/action usually, or 2 cp/action while in prison. Bear in mind there may be other consequences as well. The numbers are not completely accurate due to rounding, in reality they will usually be higher.

Option Req. Challenge Success Failure Suggested Casing Expected actions / theft
Steal the Carnival Strong Box:

Rob the strong-box halfway through the evening

5 3




= 4.32 Echoes

(up to lvl 2)


5 7.3[1]
Steal the Carnival Strong Box:

Rob the strongbox at the end of a busy evening

5 7




= 8.36 Echoes

(up to lvl 2)


6 14.9
Rob the Ministry of Public Decency:

Rob an outlying depository

7 5


= 8.36 Echoes

(up to lvl 3)


7 11.9
Rob the Ministry of Public Decency:

Rob the main archive

7 9



= 13.00 Echoes

(up to lvl 3)


8 20.3
Bringing Revolution!:

Destroy a statue

9
1
7

= 12.50 Echoes

(up to lvl 4)


9 17.8
Bringing Revolution!:

Bomb a meeting of financiers

9
1
11

= 16.00 Echoes

(up to lvl 4)


10 26.6
Rob the Glim Shipment:

Rob the glim ship

Wolfstack Docks
9
1
7
= 12.96 Echoes

(up to lvl 4)


9 17.8
Rob the Glim Shipment:

Wait until it docks and rob the warehouse

Wolfstack Docks
9
1
11
= 18.72 Echoes

(up to lvl 4)


10 26.6
Rob the Chambers of the Duchess:

Rob the study

The Shuttered Palace

0–3
11
2
9



= 18.72 Echoes

(up to lvl 5)



11 25.2
Rob the Chambers of the Duchess:

Gleams in the darkness

0–3
11
2
11


= 20.05 Echoes

(up to lvl 5)



-5 CP  The Duchess
11 28.1
Rob the Brass Embassy:

Nobody would steal from it but you

0–2
13
2
13




= 30.20 Echoes

(up to lvl 7)



Prisonsmall.png Imprisoned!
-all  
Favours: Hell

14 47.8[2]
Rob the Bazaar:

They know nothing.

0–1
15
3
15
= 40.00 Echoes

(no limit)



[3]
16 59.1
  1. Assumes Casing... gained at +3 CP/action, and all attempts at level 5 (30% chance of failure). Expected actions is 6 + (0.3^1 * 3) + (0.3^2 * 3) + (0.3^3 * 2) + ... —note that the number of additional actions for each failure depends on whether the sum of all previous failure penalties is divisible by 3.
  2. Hard to measure due to prison mechanics
  3. This will increase Nightmares from 0 to 8 and drive you mad unless you wear Nightmare-reducing gear

Helicon House[edit]

Late-game players can spend small amounts of at Helicon House by using the action Lay claim to any left-behind items.

Highway Robbery[edit]

If you've made it at least partially through the Clay Highwayman's story, you'll have access to Assorted Larcenies at his camp in Balmoral. These crimes can be accessed through the card deck there (it's infinite draw), do not have associated challenges, and have overall high EPA.

The EPAs for some of the options are hard to calculate. For example, cannot be sold directly and must be converted either to via Engage in a bit of smuggling or via Offer a well-packed keg of scintillack snuff. The calculated EPAs below generally assume that the items are directly sold, or sold as directly as possible. In cases where this is not possible, EPAs are approximate.

Arguably, larcenies with 8 casing in Balmoral are the most rewarding from an EPA perspective as they pay in scrip, but neither option is particularly outstanding, unless you need some specific resources.

Card Option Req. Reward Casing Loss / MotCH Gain E per Casing CP
Ealing Gardens Ambush an Inattentive Scholar 6

= E 7.5 + max 6 in bones

+1 CP  MotCH
E 0.36-0.64
Burgle a Public House 8


= E 22.9 – E 25.9

+2 CP  MotCH
E 0.63 – 0.72
Jericho Locks Ambush a Novice Smuggler 6
= E 15

+1 CP  MotCH
E 0.71
Seize a jewel smuggler's boat 8
= E 25.00

+2 CP  MotCH
E 0.69
Magistracy of the Evenlode Ambush an Aging Detective 6
= E 12.5

+1 CP  MotCH
E 0.59
Break into the offices of Baseborn & Fowlingpiece 8
= E 25.0

+2 CP  MotCH
E 0.69
Balmoral Ambush a smuggler 6
= E 12.5

+1 CP  MotCH
E 0.59
Ambush a courier 8
= E 25.00

+2 CP  MotCH
E 0.69
Burrow-Infra-Mump Ambush an Amnesiac Theologian 6
= E 12.5

+1 CP  MotCH
E 0.59
Rob the Museum of Souls 8




= E 17.00 – E 27.00

+2 CP  MotCH
E 0.47 – 0.75

Grand Larcenies[edit]

By combining 10 with a Cover Identity, more advanced larcenies can be done to acquire T7 items.

The following table from the Cover Identity guide shows the different items that can be stolen. It's hard to measure an EPA value for these options, but if one assumes 20 actions per cover identity, 10 actions for casing and 200E in cover identity supplies it provides around 3.75 EPA. Those assumptions are fairly optimistic, however. These rewards are good if you need them, but not something one would usually do for echoes.

Action Card Cover Identity Qualities Reward
Eccentric Philosopher


Seasoned Smuggler


Inconvenient Royal



Palaeontological Yank


Precious manuscript