The Hurlers (Guide)

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This is the guide to , and s prior to the puzzle of , which is (somewhat) covered in Discordant Studies - Costs and Rewards (Guide).

Navigating The Hurlers & Requirements[edit]

The Hurlers Map.png

While it's convenient to relate to the separate actions in The Hurlers as separate areas, they are technically just a web of interconnected storylets. The map to the right shows how these storylets are connected. Be warned that not all of these connections are obvious at first, and some require investments to be usable.

Eventually, in order to reach Discordant Studies, you must pass the following requirements:

  • 15, higher is an advantage
  • 4 (See Digging in the Hurlers (Guide))
  • (get some hundred extra, just in case)
  • (Optional - provides fast returns from Parabola)

Step-by-Step Guide[edit]

In order to unlock , you will only need a point of , but it's worth increasing it to 3 to improve the efficiency. You may have received this already, otherwise consider asking people on Discord etc. for a , and read them until you reach Steward 3.

Once this is done, you should visit the Encampment and Speak with the Caprine Vagabond. This will increase to 1.

In order to speed up some later points, continue by making your way to , approach the Hurlers and count both the circles there. It may be a good idea to re-count if you mis-count 2 or less on the circles in order to boost your luck when playing cards later.

To continue past this point you need to get more familiar with the Hurlers, by increasing your . Return to and try to find your way to the Adulterine Ruins. Speak to the Steward. After spending , she will require you to check out the Hurlers themselves - that is the standing stones after which is named, but you've already done that. This should bring you up to 2.

For 3 you also need to play games with the Steward. This requires . Check Digging in the Hurlers (Guide) for a guide on getting these. After playing a few card games, discuss the Hurlers. For 4 you will need at 4 or above in order to continue by talking to the Steward. Play a few more card games and Discuss the Disembarked Deviless' research.

Once you've reached 4, you're ready to Swear the oath, with 15. This process will both increase to 2 and to 5.

Discuss the Discordance and the Hurlers with the Steward to increase to 3 and to 6.

The next step requires you to visit . Make your way to the frozen lake by passing through and find the options . This would be a good time to bring a bit more than 3000 honey, as well as a and . Open your eyes and you will be transported.

Enter the courtyard and approach the Stewards beneath the Standing Stones. Don't talk about the game to increase to 4. Don't place a wager on the game (Hurling (Guide) might be helpful).

Return to the castle and Approach the Anchoress in order to increase from 4 to 5. In order to leave, Establish a route to your Parabolan Base-Camp, then return back to through the Parabola.

Make your way to and activate the . Once you return to London, you will now experience Discordant Ripples

Return to and speak to the Steward about the Adulterine Castle and Discuss the Anchoress.

Go to the Nadir and Rip out the Discordant Law and you're ready to start on the section mentioned in Discordant Studies - Costs and Rewards (Guide).

Discordant Laws Analysis[edit]

There are three potential s. , and . You get one of them depending on which circle was winning when hurling, or whether there was a stalemate.

As can be seen in the table below, there's no clear winners when it comes to which law is best. There are some things worth considering, however:

  • gives the most menaces, but also gives a good spread of those.
  • gives the least menaces, and suspicion can dealt with in several ways.
  • gives s, which are somewhat hard to grind.
  • gives s, which can be sold at the rat market and thus boost your reward.
  • gives .
  • gives the most valuable items, which can be boosted by not having any of the items that are occasionally lost.
  • has no cards that removes items.
Discordant Law Table
Requirement when hurling 1st circle win 2nd circle win Tie the game
Total menaces[1]
Item Losses[2]
None
Special items[3]
Alternate currencies[1][4] 8 8 25 / 850
Total value[1]
  • 37.9 E
  • + 3 CP
43.4 E [5]
  1. 1.0 1.1 1.2 Assumes you draw one of each card
  2. Items that will be slowly lost if you have them
  3. Items with limited sources
  4. These rewards are included in "Total Value," they are not additional.
  5. Certifiable Scrap valued at 50p
  6. Warm amber valued at 10p