Time Passing at Hunter's Keep (Guide)

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Shipsmall.png Early Zailing Content
Island2.png
Time Passing at Hunter's Keep Summary
Locked Limited-Length Activity
Setup Progress End
4 A 24+ A 2 A
Progress

Details

Raise to 10. On subsequent cycles, starting actions can be disregarded.
Items Inputs/Outputs
Inputs
Outputs
Raw EPA 1.53 Raw SPA -


is located in . It can be zailed to immediately upon obtaining a ship. The challenges are and 110–125, plus a single 120 option.

General[edit]

All actions on the island are part of a carousel, which uses as a progress quality. The main object of the carousel is the , which is needed for two of the Ambitions (Heart's Desire and Nemesis) and in Evolution. To obtain it, you will need to go through the carousel twice: the first time culminates in raising , which unlocks new options in the carousel the second time around, including those that lead to the key. You can have only one instance of the key at a time, so if you use it and want another, you'll have to come back.

Mechanically, the rewards aren't that great: the various carousel actions pay out in small quantities of common items, and the reward at the end of a cycle is and . It is more valuable from a storytelling perspective, as you spend your time on the island getting to know a mysterious trio of sisters and exploring their strange home.

It's worth noting that if your or reach 8 while on the island, the following storylets autofire:

For and , no special events occur at level 8.

Progress[edit]

Options marked with are unlocked after the first cycle of the carousel.

Landing at Hunter's Keep sets Time Passing to 1. The carousel proper begins at Time Passing 3, which is the point it resets to at the end of a cycle. For most actions, success advances Time Passing by +2 CP, failure by +1 CP.

Leaving Hunter's Keep is an option available at any time from Time Passing 1. Doing so will reset your progress on the carousel, removing both Time Passing and .

Time Passing 0–1: Arriving at Hunter's Keep[edit]

These stages only occur when you first arrive at Hunter's Keep, and do not repeat when the carousel loops.

No Time Passing

Time Passing exactly 1
Storylet Option Challenge Success Failure
Go up to the house Knock at the door

Time Passing 1+

Time Passing 2–9: The island and the sisters[edit]

Once you've made your introductions at the house, you are able to look around the grounds.

Time Passing 2–6
Storylet Option Challenge Success Failure
Investigate the gardens Explore that mysterious hollow

Walk along the beach
Exploring the island Walk around the garden for a while
Have a look in the boathouse

At Time Passing 3, you get the chance to spend more time with the sisters and explore the house itself. Notably, you can reduce here by talking to Phoebe.

Time Passing 3–6
Storylet Option Requirement Challenge Success Failure
Take high tea with the ladies Tell them about yourself
Talk to Phoebe Listen to her play the violin
Listen to her sing
Talk to Lucy Talk to her
Ask her to take a stroll with you
Talk to Cynthia Charm her
Swap stories with her
Look Around the House What's on the ground floor?
What's on the first floor?
What's in the attic?

Time Passing 7 brings opportunities to learn more about the sisters and their home. There are also options here for those (see the Evolution Guide) and those who've just begun seeking things they shouldn't. You can reduce by talking to Lucy, or by trying the food on cycles with .

Time Passing 7–9
Storylet Option Requirement Challenge Success Failure
Dine with the ladies Charm the ladies
Try all the dishes
Examine the books Look for something significant (Rare: )
Search for a diary
Look for something cartographic (Rare:)
Look more closely at the well Investigate
Look directly into the well
Find out more of Cynthia's story Try to cheer her up
Talk to her seriously
Find out more of Phoebe's story Look for her in the parlour
Look for her in the garden
Find out more of Lucy's story Talk to her
Bring her a little gift

Time Passing 9: The Stone Tentacle-Key[edit]

Finally, you get a chance to find out what's in the well.

Note that if you obtain the key one way or another, or if you Take your net to the well afterwards, resets, locking you out of the other options that open up at Time Passing 9. In this case, you'll only have access to the Time Passing 7–9 actions until you reach Time Passing 10.

Time Passing 9, with no
Storylet Option Requirement Challenge Success Failure
Prepare to look down the well Equip yourself for a fishing expedition
Go to the well Fish in the well
What falls down the well?
Time Passing 9, with a
Storylet Option Requirement Challenge Success Failure
Prepare to find out what the well has to offer Prepare yourself
Take your net to the well Trust Cynthia's advice (Rare: ),


Time Passing 10–13: Denouement[edit]

You join the sisters for a game of charades. What you guess determines which ending you get for this cycle of the carousel; the rewards are nearly identical, but each one reveals something about one of the sisters.

Time Passing exactly 10

Time Passing exactly 11

Time Passing exactly 12

Time Passing exactly 13


You can leave the island as soon as you have the Stone Tentacle-Key, or stick around to hear the rest of the sisters' stories. If you lose your key and want another, you can get a replacement on a future trip to Hunter's Keep.