Flute Street (Guide)

From Fallen London Wiki (Staging)
Placeholder4small.png FATE-locked Late MYN Content
Rubberyman3.png
Flute Street Summary
Locked Limited-Length Activity
Setup Progress End
0 A 23+ A 1 A
Progress

Details

Raise Time Passing in Flute Street to 9.
Items Inputs/Outputs
Inputs
Outputs
Raw EPA 2.45 Raw SPA 4

Note: Flute Street is Fate-locked. This means that no narrative text may be recorded on the wiki. As such, this is a purely Mechanical guide with images instead.


General[edit]

Flute Street is a Fate-locked area unlocked after for 10 FATE. Getting to Flute Street the first time takes a lot more time and resources: , , , , , , and . The candles are spent on your way to flute street, via cards and storylets, and the rest of the items are consumed either at the beginning or end of your journey. Subsequent times it takes only 10 actions and provides and . There is no opportunity deck in Flute Street, so you're better off drawing your cards in London before entering.

Returning to London takes 5 actions and gives and .

There are different storylets depending on Time Passing in Flute Street (TPiFS) All options increase TPiFS by 2 CP on success and 1 CP on failure, except the option at level 9, which resets the quality. This means that a full cycle takes at least 24 actions.

Some important things to bring and get on your trip:

  • (exchanged for in the Bone Market)
  • and 40 ➞
  • Increasing
  • Getting s for making rubbery skeletons.

Choices[edit]

TPiFS Storylet image Choice image Challenge / Requirements Reward
0-6 Door.png Amberhouse.png 110 +2 CP Progress
0-6 Amber.png 110 +2 CP Progress
0-6 Flutestreet.png 110 +2 CP Progress
0-6 Waves3.png Fluke.png 110 +2 CP Progress
0-6 Rubberyman3.png 110 +2 CP Progress
7-8 Amberhouse.png 115 +2 CP Progress?
7-8 Amber.png 115
  • (max 1)
  • +1 CP
  • +2 CP Progress
7-8 Amber.png
  • 220
  • +2 CP Progress?
7-8 Flutestreet.png 110
  • +2 CP Progress
7-8 Fluke.png Rubberyman3.png 110 +2 CP Progress
7-8 Rubberyman3.png 110 +2 CP Progress
9 Amberhouse.png
9 Amberhouse.png No
9 Flutestreet.png 117
  • (Up to 1)
9 Fluke.png 117
9 Rubberyman3.png Flutestreet.png 117
9 Rubberyman3.png less than 7
9 Rubberdog.png
  • 110
  • 16
9 Rubberdog.png
  • 120
9 Device.png 117
9 Device.png Device.png
9 Device.png
  • 10 FATE
  • No
  • (possible only by gaining scars and abandoning SMEN afterwards)
Removes a scar
9 Flukes.png Cavelake.png
  • 7
  • 40
  • No
  • Costs all Rubbery favours, does NOT reset progress!

Strategy for EPA[edit]

The actions in Flute street themselves aren't that profitable, but there's an exception. The rubbery skull can be exchanged for 125

Assuming 15 actions to exit and reenter, 1 action to sell the skull, 14 actions to get to progress 7 and 1 action to get the skull, that's 31 actions to get 125 Nightsoil or roughly 4 nightsoil per action.

By spending another 8 actions on late-day actions, as well as a final action, you get a whole cycle, a return trip and exchanging your skull for 40 actions or 3.125 Nightsoil/action as well as other stuff.


Historical Content[edit]

The following storylet was available during The London Horticultural Show (historical).

TPiFS Storylet image Choice image Challenge / Requirements Reward
9 Device.png
  • 3
  • No
  • 12-49