Diving in the Magistracy (Guide)

From Fallen London Wiki (Staging)
Railsteelsmall.png Early Railroad Content
Divinghelmet.png
Diving in the Magistracy Summary
Locked Variable-Length Activity
Setup Progress End
1 A 6+ A 1 A
Progress

Details

1 action for each down and up.
Items Inputs/Outputs
Inputs
Outputs
Raw EPA 4.5 Raw SPA 2.00

This guide is for Diving in the Magistry Basement, an activity that can be unlocked in

Unlocking[edit]

To unlock this activity, you need to reach the Magistracy with your railroad and pursue A Day in the Life of a Novice Policeman until it reaches 10. Then Construct a Diving Bell in the Magistracy's Basement in the Tracklayer's office, for the usual station development cost (1+ x 50 ). This initial investment will get you a maximum of 2.

After you have constructed that, you can Improve the Diving Bell in the Magistracy's Basement twice, for the usual station development cost (1+ x 50 ). The second investment will allow you a maximum of 4 and the third will grant a of 6, allowing you to reach the deepest parts of the Magistracy Basement.

Basics[edit]

To begin diving, you need to go to Dive in the Magistracy Basement and then Descend. Once you have begun diving, you can ascend or descend at the cost of an action, gaining you the menace +1 CP. At each level there are a number of actions you can take, and while taking those, you also decrease your . When you are finished, you can either ascend to the surface and exit, at the cost of CP = CP or, if you have the deepest depths unlocked, you can cash out by completing one of those actions. If you ever reach 7 you will be forced out, taking +5-6 CP and with 6 you can no longer descend.

When you are diving, you cannot change your outfit, so make sure that you are happy with what you are wearing when you go down. The majority of challenges while diving are tough , though there are also tough , , and easy challenges, the latter of which can be 100% passed with 8.

Until you manage to Chase the light in the darkness when you're at 6, you will gain equal to your current . Be aware that only after you've will you be able to get a , meaning that if this is your first time, it will take 2 times through.

Diving Actions[edit]

All actions cycle the .

Movement[edit]

These actions move your around. When you're at ASCEND! will be the only action you can take, unless you have both and <4.

Action Req. Result
< Descend <7
  • +1 CP
>1 Ascend <7
  • +1 CP
1 Emerge from the water <7
    Any ASCEND! 7
    • + 5-6CP

    Actions[edit]

    A cheat sheet for actions that can be taken at various levels. In addition to these, you lose 1 CP of with each action. Most of these are locked with 7.

    1
    Action Req. Check Success Rare/
    Alt
    Failure
    Search the upper floors <7 200
    • +1 CP
    Seek consolation from a Diving Companion
    • ≥3
    N/A
    • -2 CP
    N/A N/A
    Observe a gilled lamp-cat <7 1
    • +1 CP
    N/A
    • +1 CP
    Go spear-fishing
    • <7
    • ≥51-75
    210
    • +1 CP
    Send your Abyssal Sawtooth out to hunt
    • <7
    • ≥51-75
    200
    • +1 CP
    Study drowned architecture
    • <7
    • ≥76
    200
    • +1 CP
    N/A
    • +2 CP
    2
    Action Req. Check Success Rare/
    Alt
    Failure
    Search the upper floors <7 200
    • +1 CP
    Seek consolation from a Diving Companion
    • ≥3
    N/A
    • -2 CP
    N/A N/A
    Observe a gilled lamp-cat <7 1
    • +1 CP
    N/A
    • +1 CP
    Go spear-fishing
    • <7
    • ≥51-75
    210
    • +1 CP
    Send your Abyssal Sawtooth out to hunt
    • <7
    • ≥51-75
    200
    • +1 CP
    Study drowned architecture
    • <7
    • ≥76
    200
    • +1 CP
    N/A
    • +2 CP
    3
    Action Req. Check Success Rare/
    Alt
    Failure
    Search the lower floors <7 210
    • +2 CP
    Seek consolation from a Diving Companion
    • ≥3
    N/A
    • -2 CP
    N/A N/A
    Observe a gilled lamp-cat <7 1
    • +1 CP
    N/A
    • +1 CP
    Go spear-fishing
    • <7
    • ≥51-75
    210
    • +1 CP
    Send your Abyssal Sawtooth out to hunt
    • <7
    • ≥51-75
    200
    • +1 CP
    Study drowned architecture
    • <7
    • ≥76
    200
    • +1 CP
    N/A
    • +2 CP
    4
    Action Req. Check Success Rare/
    Alt
    Failure
    Search the lower floors <7 210
    • +2 CP
    Observe a gilled lamp-cat <7 1
    • +1 CP
    N/A
    • +1 CP
    Go spear-fishing
    • <7
    • ≥51-75
    210
    • +1 CP
    Send your Abyssal Sawtooth out to hunt
    • <7
    • ≥51-75
    200
    • +1 CP
    Study drowned architecture
    • <7
    • ≥76
    200
    • +1 CP
    N/A
    • +2 CP
    5
    Action Req. Check Success Rare/
    Alt
    Failure
    Search the lowest Floors <7 220
    • +3 CP
    Look for the Throne Room
    • <7
    220 See Below N/A
    • +3 CP
    Observe a gilled lamp-cat <7 1
    • +1 CP
    N/A
    • +1 CP
    Go spear-fishing
    • <7
    • ≥51-75
    210
    • +1 CP
    Send your Abyssal Sawtooth out to hunt
    • <7
    • ≥51-75
    200
    • +1 CP
    Study drowned architecture
    • <7
    • ≥76
    200
    • +1 CP
    N/A
    • +2 CP
    6
    Action Req. Check Success Rare/
    Alt
    Failure
    Search the lowest Floors <7 220
    • +3 CP
    Look for the Throne Room
    • <7
    220 See Below N/A
    • +3 CP
    Chase the light in the darkness
    • <7
    • No
    8 See Below N/A
    • +3 CP
    Revisit the light in the darkness
    • <7
    3 See Below N/A
    • +3 CP
    Observe a gilled lamp-cat <7 1
    • +1 CP
    N/A
    • +1 CP
    Go spear-fishing
    • <7
    • ≥51-75
    210
    • +1 CP
    Send your Abyssal Sawtooth out to hunt
    • <7
    • ≥51-75
    200
    • +1 CP
    Study drowned architecture
    • <7
    • ≥76
    200
    • +1 CP
    N/A
    • +2 CP
    Meet The One Who Dwells Below
    Action Req. Success
    Reach for it First Time
    • Reset
    Let it study you
    • +3 CP
    • +1 CP
    Fill a mirrorcatch box with peligin light

    Ending Rewards[edit]

    Reaching the throne room and taking most of these actions will return you to the surface and clear your for free.

    Seeking the Throne Room
    Action Req. Check Success Failure
    Study the evidence N/A 275[1]
    • +3 CP
    • +3 CP
    Breathe an ancient air 220
    • +3 CP
    • +3 CP
    Wield the Broken Word N/A Just returns you to the surface.
    Let the lamp-cat guide you out N/A Puts you back into the main diving storylet, without rewards or leaving.
    1. This is harder with less than 5

    Strategy[edit]

    At a maximum EPA of 4.5 (Assuming stats of 300), this is not a particularly profitable grind, but it is a good source of , , , , , or .

    The final rewards are not nearly as valuable, and so instead you should dive down to 6 and maximise your time diving for the best profit. In order to maximise your time in the water, try to start diving with as few as possible. When you're ready to come out, Look for the Throne Room to cash out, or if that is not yet unlocked, Revisit the light in the darkness in order to save on actions.

    If you're just seeking a , this should take 8 actions.