The Whisker-Ways (Guide)
This guide covers the repeatable activities unlocked after completing the Premium Story A Dream of a Thousand Tails. Once you've completed the story, the Whisker-Ways is a permanent location accessible with a free 0-action movement from your Parabolan Base-Camp. This content is FATE-locked, so per this Wiki's Content Policy, the covered content will not otherwise be included on the Wiki, and the guide may contain mechanical descriptions but not narrative content.
Mythopoesis Summary[edit]
The largest part of the permanent content involves creating Rat Stories, which will reward you with items based upon the kind of Story you've created. There are three main steps to each round:
- Pick one of three Virtues to base the story on.
- Build up Mythic Potential. You'll need at least 50, but these actions also become unavailable if you already have 100 or higher.
- Refine your story by adding Heroic Rallies, Inscrutable Twists, and Moralising Developments at the cost of either items or Mythic Potential. If Potential drops below 100, you can go back to the previous step and add more. These options become unavailable if the combined number of Rallies, Twists, and Developments is 20 or higher.
- Finish your story and receive your items. This requires at least 50 Mythic Potential and at least 11 combined of Rallies, Twists, and Developments.
Generating Mythic Potential[edit]
Based on the local Airs quality that changes after each action, you'll have access to 3-5 options to generate Mythic Potential. Once you have 100+, you'll be unable to create more this round (unless you spend some in the next step and drop below 100). You'll always have one of the two "general options", and the remaining 2-4 will be based on the Airs as well the Virtue you picked. The rare successes for the general options are about 10% likely, and the others are about 50% likely. (Wiki note: more thorough confirmation required).
Story Icon | Challenge and Airs | Success | Rare Success | Failure |
---|---|---|---|---|
General options (always available) | ||||
Cunning options | ||||
- | ||||
- | ||||
- | ||||
Invention options | ||||
- | ||||
- | ||||
- | ||||
Community options | ||||
- | ||||
- | ||||
- |
Refining Your Story[edit]
Once you have at least 50 Mythic Potential, you can begin adding secondary qualities by spending items or Mythic Potential. If your Mythic Potential drops below 50, you'll have to go back to the previous step to create more before cashing out your Story. The alternate successes are about 50% likely. (Wiki note: more thorough confirmation required).
Story Icon | Challenge | Consumes | Success | Alternate Success | Failure |
---|---|---|---|---|---|
9 | |||||
130 | - | ||||
7 | |||||
9 | |||||
130 | - | ||||
7 | |||||
9 | |||||
130 | - | ||||
7 |
Payout[edit]
The four qualities pay out separately and don't impact each other at this step. Mythic Potential is worth 0.2 Echoes, and Heroic Rallies, Inscrutable Twists, and Moralising Developments are each worth 2 Echoes. Each quality will pay out as many 12.5 Echo items as it can, and then pay out as many of the lesser items it can, and if anything is remaining will pay out that value in Cryptic Clues on top of the basic 300 that's always received. To summarize:
- You'll receive the rewards from one of the Virtue tables (depending upon which one you picked)
- You'll also receive rewards from all 3 of the Rallies, Twists, and Developments tables (although if you have 0 of that quality, you receive 0 for that table).
Virtue[edit]
Depending upon the Virtue you picked at the start, and your total Mythic Potential, you will receive the rewards in the corresponding row of the corresponding table:
Myth of Cunning[edit]
Myth of Invention[edit]
Myth of Community[edit]
- note: each row has a range of 12.5, which is 2.5 Echoes, but since you can't receive 0.5 points of Mythic Potential the rows alternate 12 / 13 and some start with 5 Cryptic Clues (0.5 points) that was carried over
Mythic Balance[edit]
You will also receive the rewards from all 3 tables below, although if you have 0 of the corresponding quality you will receive 0 items for that table. The important levels here are 7, 13, 19, and 25 for getting an additional tier-4 item, which is generally the more exciting payout.
Moralising Developments[edit]
Heroic Rallies[edit]
Inscrutable Twists[edit]
Strategy[edit]
Rat Myths are quite profitable if you can reliably pass the relevant checks, but because they tend to pay out a variety of items, it's difficult to say they're an efficient way to grind a specific item, as there is usually a better option for that item exclusively. However, whether you just want money, or you want to grind items while 'also' making some money on the side, or you just like making Rat Myths, this carousel could prove worthwhile.
Below are suggested strategies with requirements and, if the goal is not simply to make money, an explanation of why you might pursue them. Strategies that require inputs and don't account for how those inputs may be acquired will probably have higher EPA than is strictly achievable long-term. Most strategies will default to a Myth of Community because a Storm-Threnody will be valued higher than its 12.50 peers thanks to the Rat Market.
Free Moralising Community[edit]
EPA: ~5.44 (5.05 - 5.83)
This option requires no inputs and pays passably well, but does require high stats.
- 1 action: Pick a Myth of Community
- 4 actions: 4x Generate 25 Mythic Potential
- 4 actions: 4x Pay 10 Mythic Potential for 3-4 Moralising Developments
- 1 action: 1x Generate 25 Mythic Potential
This results in 85 Mythic Potential and 12-16 Moralising Developments, paying out:
With an extra 0.2 actions to sell the Threnody to the Rat Market, the profit is (17+2.5+8+28)/10.2 actions = 5.44 EPA.
Memory of a Much Lesser Self Disposal[edit]
EPA: ~5.67 (4.79 - 6.37)
This option assumes you have excess Memories, which are uncommon but otherwise difficult to efficiently liquidate. If you discount their cost because you already have them or accrued them while doing something else, the EPA jumps to 7.98 (but this will usually be a misleadingly high number if used for comparisons).
- 1 action: Pick a Myth of Community
- 3 actions: 3x Generate 25 Mythic Potential
- 2 actions: 2x Pay 2 Memories for 4/6 Heroic Rallies
- 0-1 actions: if you are below 11 Heroic Rallies, pay 2 Memories once more for 4/6 Heroic Rallies
This results in 75 Mythic Potential and 12-16 Heroic Rallies, paying out:
With an extra 0.2 actions to sell the Threnody to the Rat Market, the profit is 0.75*(17+2.5+6+28.66-15)/7.2 actions + 0.25*(17+2.5+6+24-10)/6.2 actions= 5.67 EPA.
Making Waves[edit]
MW/A: ?
Pick Myth of Invention. Ideally get Mythic Potential to 125; otherwise, at least 63. This will gain you one (or two, with 125) . After you return to London, wait to draw The Tower of Sun and Moon, and have Dinner in your Room, which will gain an average of . You'll also get some profit from the other resources you gain.
One-Action Content[edit]
There are also a few actions available that generally pay out 2.50 worth of items, and require no input except a single action. This is unlikely to be an optimal grind, but it does offer a fair amount of flavourful text. The last option is unlocked at the conclusion of , with the result and associated reward change based on that story's ending. Also pay special attention to the Reliquary option's airs-based results: 10 in total!
Story Icon | Challenge | Success | Alt Success | Failure | Alt Failure |
---|---|---|---|---|---|
50% | |||||