Menace Locations (Guide)

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This is a guide to the menace locations where you end up when either of the main menaces (, , or ) reaches 8. Upon reaching that, you will be transported to one of the following locations, once you're out of any current storylet you're doing.

Note that this guide is meant as a guide for navigating the locations and will not contain a comprehensive list of storylets unlocked through ambitions.

a slow boat passing a dark beach on a silent river (Wounds)[edit]

When you reach you'll end up on . You will have several storylets available, and a special deck of cards. There are three ways to leave the location:

  • Once you reach 0, you will be instantly ejected.
  • Additionally, owners of may drink it in order to leave the location.
  • During HALLOWMAS there is a special card that allows you to escape with 5.

Storylets for reducing [edit]

There are several storylets to play while on the river.

  • allows you to give up all of your s or s for . Unless you only have a single one of either, this option is bad.
  • allows you to take an increasingly difficult challenge in order to lose wounds, as long as you have less than 15. A success will lose you and up until the final level a failure will gain you . Wear wounds decreasing items to reduce the penalty of failure. Playing chess with the boatman will also improve your , which has some use on the Chessboard. This action is better than playing dice if your chance of success is >63%. Additionally successes will gain you up to 16.
    • With 40 this action changes and in addition to being a very tough check () you will gain on successes, but you will also gain on both successes and failures, meaning this will never be menace negative. With a success rate of 70% or higher, you will still lose wounds faster than if you are playing dice.
  • With 5, the option to play opens up. This is a 50% challenge, where successes will reduce by -3 CP and failures you gain . This yields on average -0.5CP on average per action. Wear wounds decreasing items to reduce the penalty of failure.

Cards[edit]

Your opportunity deck while in this location will be filled with a wide swathe of red bordered cards that will reduce your by 1-2 CP for no action cost, assuming you have already used all your actions playing dice or chess. If you are close to getting out, it may be worth spending actions on red bordered cards rather than gambling. Having a or will each add a beneficial -2 CP Red Card to the deck.

Notable Red Cards

Card Requirements Notes
Recall glad times at the Singing Mandrake 15
Recall scenes from Ladybones Road 15
Recall the noise and life of Spite 15
Recall the rough camaraderie of Watchmaker's Hill 15
Stare at the shore of the living world N/A (Up to 16)
Trail your fingers in the water N/A (Up to 16)
You remember the tomb-colonists, and shudder 4 (Up to 16)
You've unfinished business in the world of the living (Fascinating)
You've unfinished business in the world of the living (Running Battle)
Card Requirements Notes
Recall the glitter of the Shuttered Palace
Remember the Flit
Remember the Forgotten Quarter
Remember the Regretful Soldier
Remember the Repentant Forger

White Cards

The following cards are not recommended to play

Other Points of interest[edit]

Disgraced exile in the Tomb-Colonies (Scandal)[edit]

When you reach you'll end up a and gain in the process. You will have several storylets available, and a special deck of cards. Once you reach 0, you can choose to leave.

As a special note, the Tomb-Colonies are an excellent place to gain , though at the cost of having to spend many actions here to escape.

Many choices will be either or . Picking one will result in +3 CP (Up to Level 10) in that quality and unless noted, -3 CP in the other quality.

When you reach 0, you can choose to leave via Home: at last, transporting you back to your lodgings.

Leaving will cost 5 actions and you will gain and . Additionally if you have or above 10, you will have to halve the other quality. This option will affect the amount of you receive upon leaving.

  • and < 10:
  • ≥ 10:
  • ≥ 10: , , and set to level 2.

During HALLOWMAS, A repairer of reputations (Hallowmas) is available, allowing you to leave at 5.

Storylets for reducing [edit]

  • - allows you to trade favours and connections for a quick scandal reduction.
    • for
    • for 90% chance of , otherwise gain (Expected: ) Wear scandal decreasing items to reduce the penalty of failure.
    • for
    • for
    • Tip: Prior to being exiled, in order to save connections you may Curry favour with the Duchess in in order to have for quick scandal reductions.
  • - trade resources for scandal reduction. Each of these options reduce
    • = 4.00 E
    • = 4.00 E
    • = 2.00 E and also
    • Spend FATE to instantly clear your
    • By failing a 50 you can lose 1 CP . Unfortunately, successes increase your scandal, making this a bad choice for most characters.

Cards[edit]

The Listing of all cards

Red Cards
There is only 1 red card to lower your menace. With friends like these... will decrease at the cost of .

White Cards

Loss Quirk Card Option Result
-6 Lamentable tastes 'I persevered for hours. Hours!'
  • (Up to 10)
-3 - A Chilly Infestation 'A plan occured!'
-3 - The card gained from All Things Must End Both Options
-2 - The card gained from All Things Must End Both Options
-2 - A friend of sorts A contest of wits
  • (up to 25)
-2 - A friend of sorts A contest of skill
  • (up to 25)
  • (Up to 4)
-2 - Unexpected advances 'Naturally I refused her overtures'
-2 'I Met a Curious Creature.' '...so I set myself the task of feeding it up...'
  • (Up to 10)
-2 '...I have attended a ball...' 'I spent the evening in a quiet corner'
  • (Up to 10)
-2 Remnants Ignore it
  • (Up to 10)
-2 - A Smuggler scorned Who was he again?
-2 - The construction of the 'Grand Sanatoria' '...mysteries I have chosen not to pursue'
-2 A moment of joy 'I restrained my appetites.'
  • (Up to 5)
  • (Up to 10)
-2 - An Unusual Remedy 'I did not press the matter'
  • (Up to 10)
-2 Among the dead An investment in self-control
  • (Up to 10)
-2 A letter from an old acquaintance - Artist 'I wrote a very professional reply.'
  • (Up to 10)
-2 A letter from an old acquaintance - Artist's Model 'I replied coolly.'
  • (Up to 10)
-2 A letter from the Comtessa's Father 'He is too kind.'
  • (Up to 10)
  • (Up to 4)
-2 - A letter from the Palace He has proven useful
  • (Up to 5)
-2 - A letter from the Palace He has proven himself a friend
  • (Up to 5)
-2 Causing a scene '...I returned it to him, politely.'
  • (up to 10)
-2 - A Chilly Infestation 'So I suffered...'
-1 'I Met a Curious Creature.' '...but then, we are all maltreated here.'
  • (Up to 10)
-1 '...I have attended a ball...' 'I demonstrated all the latest dances...'
  • (Up to 10)
-1 Lamentable tastes 'I abandoned the endeavour'
  • (Up to 10)
-1 - A tiny square of paper... ...on the operations of the Law
  • (up to 25)
-1 - A tiny square of paper... ...on underhanded means of battle
  • (up to 25)
-1 - An unexplained disappearance Press the matter
  • (up to 5)
-1 - An unexplained disappearance 'I took the hint...'
  • (up to 5)
-1 - Visit an old friend Spend a long evening talking
-1 - Causing a scene '...I flung it into the fire.'
  • (up to 10)
-1 - A Chilly Infestation 'So I chose to sleep without the candle...'
  • (up to 11)
-1 - An Unusual Remedy 'I pressed the matter'
  • (Up to 10)
-1 - The construction of the 'Grand Sanatoria' 'How are they constructed?'
-1 Among the dead An investment in soaps
  • (Up to 10)
-1 Unorthodox technologies 'I politely rejected the gift'
  • (Up to 10)
-? - Visit an old friend Assuage your guilt

Any cards or options not listed here will not reduce scandal, and may in fact increase it.

Gaining Favours[edit]

There are several cards that will gain you .

Gaining Second Chances[edit]

There are several cards that give you opportunities for second chances.

Second Chance Gain
Quirk SC Card Option Requirements Result
A letter from an old acquaintance - Artist 'I wrote a very personal reply.'
  • (up to 25)
  • (Up to 10)
A letter from an old acquaintance - Artist's Model 'I replied fondly.'
  • (up to 25)
  • (Up to 10)
Unexpected advances 'Naturally I seized the opportunity to extend my experience' N/A
  • (up to 25)
  • (Up to 10)
- A friend of sorts A contest of wits -
  • (up to 25)
- A friend of sorts A contest of skill -
  • (up to 25)
  • (Up to 4)
- A tiny square of paper... ...on the operations of the Law
  • (up to 25)
- A tiny square of paper... ...on underhanded means of battle
  • (up to 25)

Stories of note[edit]

New Newgate Prison - again (Suspicion)[edit]

When you reach you'll end up in . Reaching it in this way will raise . You will have several storylets available, and a special deck of cards. Once you reach 0, you will be instantly ejected. Additionally there are other ways to escape prison, including a prison break.

Storylets for reducing [edit]

  • allows you to spend resources in order to reduce your suspicion. The fate option allows you to escape immediately.
    • for 0.50 E
    • for 0.50 E
    • for and 6.40E
  • allows you to spend actions to reduce , and at an even greater rate once you're Wear suspicion decreasing items to reduce the penalty of failure.
  • allows you to spend actions to decrease suspicion.
    • Observing New Newgate decrease and on a 40 challenge, either gain s or lose
    • Keep your nose clean trades for
      • If you can't reliably pass the watchful check, you're better off doing the second option for more suspicion reduction at the same cost. Bringing suspicion from 8 to 0 this way would cost 36 CP .

Cards[edit]

The Listing of all cards

Red Cards
Here there is only 1 red card to lower your menace. Voice from the oubliette will decrease and gain you

White Cards The talkative gaoler's nonfavor option and Starvation day are particularly bad cards, costing you stats with very little gain or suspicion loss. Avoid bad company on University of Crime also will lose you less suspicion than you would with any other choice.

Loss Card Option Check/
Req.
Pass Fail
-3 The Governor Having a little word
-3 The Stuttering Fence Connections
-
-2 Scratched on the wall Read it -
-
-2 Scratched on the wall Scratch a ribald ballad of your own
-2 The Warden The Snuffer
-1-2 A visit from a priest Admit nothing -
-
-1 The talkative gaoler Listen to his woes - -
-1 The Stuttering Fence Look after him -
-
-1 The screaming prisoner Ask around 2 Actions
-
-1 The screaming prisoner Keep your head down -
-
-1 Start a brawl "Who among you would like some of this?!"
-1 University of Crime Avoid bad company
-
-1 Starvation day Nothing to be done -
  • Rare:
  • Only
-

Any cards not mentioned here will not decrease suspicion, and may in fact increase it.

A Turncoat[edit]

If you are willing to burn criminal favours and gain , The talkative gaoler can get you out with A grass, as long as you have at least as many favours as you have remaining suspicion. This will consume all your favours, regardless of how much suspicion remains.

Suspicion and Needed: 1 2 3 4 5 6 7
CP Loss/Favour 1 1.5 2 2.5 3 3.5 4

Leaving[edit]

When you reach 0, The misty air of freedom! will autofire, transporting you back to your lodgings.

Alternatively:

The even more daring escape![edit]

You need to obtain 3 items, and upon doing so you will have an autofire event to escape. Once the is acquired, it will not be consumed, though the other 2 items will be. Escaping this way even grants you and clears your .

Generally, this is a good strategy if you have high suspicion (5/6+) and you manage to draw The new cell. Gambling that you will draw this card is probably not going to be fruitful in most cases, however.

Other Actions of Note[edit]

can be gained through two ways.

  • Bribery for each, and some suspicion loss
  • You can Volunteer on the card Bilge duty. This make you lose as well, at the cost of , , and or half the stat loss and get a on a rare success.

  • If you have not already done so, you can gain an on The Repentant Forger 2. If you have played through , you may pay fate to befriend him once more.

/

  • A Favour for an Old Friend is the most reliable way to gain . You begin this quest with and then must travel to the exile in the Tomb Colonies, before finally returning here to turn it in on this card.

  • You can help a Betrayed Lover with Promises of revenge. This will begin a storyline that you can finish in .
  • Tracking down the Faithless Rake has no reward, but giving up here will cost
  • Dealing with the Faithless Rake
    • Murdering him gains
    • Extorting him for money gains
    • Leaving him alone gains and
  • All in all, this storyline is a pretty bad deal mechanically, as even the best option is 3 actions for one favour.

Increasing

  • University of Crime allows you to trade for . This is slightly less than on the Criminals faction card.

40 item:

  • The renown item from the crimnals can be found in prison. See Renown Items (Guide) for more info on this.

A state of some confusion (Nightmares)[edit]

When you reach you'll end up on . You will have several storylets available, and a special deck of cards. Once you reach 0, you will be instantly ejected.

Storylets for reducing [edit]

  • allows you to reduce your nightmares with a nightmares challenge. This is a challenge you want to fail, and should do so regularly. Even at a high nightmares, its around a 10% chance of success. This provides , with a small chance of 'success' losing you and .
  • has two options:
  • Take a deep gulp is nearly the same as chat with guests is, though it risks instead.
  • Immerse yourself in the fountain trades for . This is only marginally better at reducing nightmares than risking your stats and is much harder to get back, making this option generally inadvisable.

A word with the manager[edit]

By reaching 5, you can have A word with the manager. Each option will reduce this quality by 15 CP, likely clearing it.

Cards[edit]

The Listing of all cards.

Your opportunity deck while in this location will be filled with a wide swathe of red bordered cards that will reduce your by 1-3 CP for no action cost, assuming you have already used all your actions drinking or chatting. Many of the white bordered cards are useful as well.

Red Cards
All red cards are useful in the deck.

Nightmares Loss
Card Requirements Notes
-3 CP A white cat! 2
-1 CP A lizard of distinction 2 (Up to 16)
-1 CP Ceiling cracks 3
  • (Up to 16)
  • (Up to 16)
-1 CP Skeins of blood
Tracking down the Manager Gain
Card Requirements Notes
+3 CP A fungal bloom
+1 CP A lizard of distinction 1
+1 CP A white cat! 1

White Cards

All other white cards either increase nightmares, or trade dream qualities for a decrease in nightmares and are not worth taking.

During Hallowmas, A friendly visage is available, allowing you to leave at 5.

Leaving[edit]

When you reach 0, You are yourself again will autofire, transporting you back to your lodgings, losing you -5CP in all dreams, and gaining you .

You can also Set fire to your mirror (11 FATE) on the card A plan occurs to go to the The Mirror-Marches.

Other Noteworthy Actions[edit]

The Mirror-Marches (Nightmares)[edit]

When you reach , and you have either at least or 10 you'll end up in . You will have several storylets available, and a special deck of cards. Once you reach 0, you will be instantly ejected.

Storylets for reducing [edit]

The storylets and cards within the Mirror Marches are gated based on your current level of unlike in other menace locations.

: These various mirrors provide reduction at the cost of increasing some other menace. Wear menace decreasing items in order to reduce the menace gain.

  • Wooden frame - < 3, No cost.
  • Brass Frame - 3-5,
  • Silver Frame - 4-5,
  • Iron Frame - > 5,
  • Ivory Frame - When you are against A Deranged Medium, you can increase and reduce your nightmares at the same time.

is available as long as you have 5 and is a great way to reduce your .

As long as you have at least 3 you can explore The temple complex. This is not a great way of reducing nightmares, but it does allow you to easily increase your , and .

Cards[edit]

The Listing of all cards.

Your opportunity deck while in this location will be filled with a wide swath of red bordered cards that will reduce your by 1-3 CP for no action cost, assuming you have already used all your actions drinking or chatting. Many of the white bordered cards are useful as well.

Red Cards
Notable Red Cards:

Nightmares Loss
Card Requirements Notes
-5 CP A glimpse of silver
-4 CP A glimpse of a tavern
-3 CP A black cat
  • 48
  • 2
-3 CP A spotted cat
  • 2
-3 CP A striped cat
  • 48
  • 2
-3 CP A golden cat 48
-3 CP Night is falling
-3 CP A glimpse of flowers 5
-3 CP A glimpse of debauchery
  • 5
  • 10
-3 CP A glimpse of a kiss 5 (up to 10)
-3 CP A glimpse of a devil's tea-time 10
-3 CP A glimpse of a church 10
-3 CP A glimpse of a cat 5
-2 CP A glimpse of a clock
-2 CP A glimpse of a dressing-room
-2 CP A glimpse of a sea 10
-2 CP A glimpse of amber 5
-2 CP A glimpse of a king 10
-1 CP A glimpse of brass 5

White Cards
The following cards are better your standard storylet options for reducing Nightmares

All other white cards either increase nightmares, or are worse than your storylet actions and are not worth taking for nightmare reductions.

During Hallowmas, A face in the mirror is available, allowing you to leave at 5.


Leaving[edit]

When you reach 0, A familiar darkness will autofire, transporting you back to your lodgings. This will cost and , and gains you .

You can also leave to A state of some confusion at any time if you wish. You just need to take a Step through the mirror on A familiar scene?

Other Actions of note[edit]