Zailing (Guide)

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Shipsmall.png Early Zailing Content and Onwards
Waves4.png

This guide tries to cover the basic mechanics of zailing. For more info on the locations you may reach (and why you would go there), see the location guide.

This guide is incomplete. You can help by expanding it.
What needs work: New ships! Note: fixed a section of this page, but something else may need more work?


This guide does not cover piracy, which alters the mechanics of many of the opportunity cards when zailing. See Piracy (Guide) for more.

Getting a Ship[edit]

In order to own a ship, you must be . Until then, you may travel to Polythreme via A Ticket to Polythreme at , or to via Board (only during FRUITS OF THE ZEE).

Once you're a PoSI, you can start working towards . The PoSI Item Crafting guide includes details on what items and qualities each of the four perennial ship options require; the stats for each are listed below.

  • has +45.
  • has +75. This is the fastest ship available.[1]
  • has +55 and +1. It also has +1.
  • has +55 and +1. It also has +2.
  • has +75 and +1, but it was only obtainable during Sunless Sea's Kickstarter, when backing at the Navigator Pack level or higher. Allows you to safely dock and reclaim it while using another ship in its place.
  1. Note that, in some cases, this isn't as impressive as it seems — see the Gaining progress section below for details.

There are also four "upgraded" ships available only at a certain time of year (see Fruits of the Zee Festival (Guide) for more information) that increase one of the four main stats as well as having some of the same bonuses as the four perennial ships. Note that these options are only available if you already own a ship.

  • has +75, +2, and +5. This is analogous to the , and differs from it in the Dreaded and Dangerous gain.
  • has +55, +2, +5, and +1. This is analogous to the , and differs from it only in the Persuasive gain.
  • has +55, +2, +5, and reduces gains by 26% on average. It introduces a wholly new niche: namely, a ship that can keep one safe from Troubled Waters for longer.
  • has +55, +2, +5, and +1. This is analogous to the , and differs in the Dreaded and Shadowy gain, although it loses the Bizarre gain.


is a measure of how fast your ship is. allows safer passage on several cards and opens branches that give more material rewards than usual.

Which ship should I get?[edit]

Newly-minted PoSI and experienced players alike may have difficulty deciding what ship to get. This section covers the benefits of the different ships in the midgame, before unlocking piracy (see Piracy (Guide) for an overview relevant to the lategame.) Firstly, here's what each ship might say about you as a player:

What does my ship say about me?

  • I can't really afford any of the other ships yet
  • I haven't decided what I want to do with my ship
  • A ship is a means to avoid swimming (although it's probably equally fast)
  • When zailing, I just want to reach my target as fast as possible — all that BDR is slowing my ship down
  • Why avoid enemy ships when you can run laps around them?
  • A ship is a means of getting from A to B in the least amount of actions
  • I can zail for days without needing to resupply, and my vessel will always be safe against Zee-Beasts
  • I'm an eccentric gentleperson willing to wrest my designs from blueprint to reality
  • A proper ship is a means to explore the entire Unterzee — not just the surface
  • I care more about the journey than the destination. Preferably a long journey. With hors d'oeuvres
  • I need as much BDR / Respectable as I can get for Paramount Presence, Khaganian Intrigue or other goals
  • I wanted the discount for
  • A ship is a means to cruise while taking in all the sights the Zee has to offer
Ratings of each ship for midgame zailing (1-3, high is better).
Perennial Ships
Cost of Acquirement 3 2 1 1
Base Speed 1 3 2 2
Extra/ Improved Actions at Zee 1 3 3 1
Profit at Zee 1 1 3 2
Stats 1 1 2 3
Overall Score 7 10 11 9
FRUITS OF THE ZEE Ships
Cost of Acquirement[1] 2 2 2 2
Base Speed 3 2 2 2
Extra/Improved Actions at Zee 3 1 3 3
Profit at Zee 1 2 1 3
Stats 3 3 3 3
Overall Score 12 10 11 13
  1. Cost is variable depending on which ship you owned prior to purchase, but becomes cheaper the more difficult your previous ship was to attain.

Non-piracy actions unlocked with specific ships:

/
  • Added options on 2 cards with 4+: one in (link) and one while (link)
  • Easier challenges on 7 cards: 3 in (1, 2, 3), one with high (link) and 2 in (1, 2)
/
/
  • A somewhat profitable option in and at the cost of speed (3.4 EPA) (link)
  • A combined profitable and fast option in (link)
  • Big discount when doing

Gaining progress[edit]

Zailing is done on non-discardable opportunity cards. Most cards will provide equal to your ship's and half of that on some failures and other options. They might also give you menaces (see the menace section) or material rewards. For zailing to a new region, you will either zail with the currents or against them. The currents go counter-clockwise on the map, as can be seen on the model below. Experienced zailors may also zail through the Snares (DO NOT DO THIS EARLY ON). Once you have reached your region you will zail directly to your new location.

If your destination is in the same region as you, you will need 80 and not gain any . Otherwise, you will need 160 or 220 and gain per region on your way, except for your destination region, where you will only need 80. Discounting currents, this means that returning to (the easiest region) even from safe ports is generally a bit more difficult than leaving from there but don't fret -- everybody returns to London eventually.

The table below shows how much progress is needed to reach the next region or your chosen area. Results that give half speed are considered 0.5 actions.

Zailing direction needed Actions to next region/your area
Along the Currents 160 4 3 3 2.5
Against the Currents 220 5 4 4 3
Direct route 80 2 1.5 1.5 1.5
Through the Snares 160 4 3 3 2.5
Unterzee map fancy.png

The Broad Unterzee is divided in several different regions. Each has its own difficulty, also known as . Most broad challenges in main attributes (, etc.) are equal to Zee Peril. Some narrow challenges against skills (e.g. ) using a logistic relationship to Zee Peril[1]. Some challenges do not adjust difficulty by region, notably the (Non-Piracy) one that tests against .

Region (Current 🠗) Narrow Challenge Notes
100 3
110 3 is found here
150 5
200 9
  • is found here
  • Passing by gives
210 9
  • Find an here with 40
  • Passing by gives
110 3 is found here
Between the regions
250 12
  • Requires 3
  • Passing by gives
  1. The exact formula appears to be:

Locations[edit]

The following table shows the different areas, based on region and additional requirements or notes. See the location guide for a more in-depth guide to the locations. Safe ports remove Troubled Waters and all zee-threat qualities upon docking.

Location Zee Location Requirements / Notes Safe Dock?[1]
Abbey Rock 44
FATE
3
[2]
  • 3
  • Has a separate option for
20
  • 3
The Iron Republic
Khan's Heart
London
Polythreme
Port Carnelian
The Tomb Colonies FATE

One-Time and Similar Locations[edit]

Location Zee Location Requirements / Notes Safe Dock?
exactly 100
NORTH SMEN 77 [3]
[4]
Your Flotilla 51-64
  1. Sorting by this will also group by area, so that you can easily find the closest safe dock.
  2. Moves you to
  3. Also destroys your ship and qualities!
  4. Moves you to via

Hunting Locations[edit]

As these aren't docks, they will not reset . See Hunting the Beasts of the Zee (Guide) for details.

Location Zee Location Requirements / Notes
Feral Crocodile Hunting Grounds 5
Angler Crab Spawning Grounds
  • 1
Lifeberg Hunting Grounds
  • 1
Plated Seal Spawning Grounds
  • 16
  • No s

Discovering locations[edit]

In order to see a location on the Zee map (and subsequently travel there), you need to have first discovered those locations. For the locations where this is mentioned as a requirement, there are typically different ways to do this.

  • is discovered by one of two methods. You need either way, as well as either drawing an opportunity card in , or spending 8 x  Partial Maps.
  • is discovered by one of two methods. You may either draw a card in and spend some wine to gain access, or you may spend a at Wolfstack, as long as you have 16.
  • is discovered by passing by. This typically involves traveling to any location in the Sea of Voices.
  • The Khanate is discovered by one of several actions. You may discover it by simply passing by; this typically involves traveling to the Sea of Voices, then switching destination to London. Alternatively, there's an option when looking at a that requires 3, as well as an option from the story in requiring only a .
  • is discovered by spending a on A Return to Terra Firma at base Zeefaring 5. In order to actually mark the Mourn as a destination, you will also have to zail through once on other business, but nothing is preventing you from switching destination to the Mourn once you enter the Snares.

Menaces[edit]

Card-SinisterZee.png

The Broad Unterzee is full of menaces. Some of these are just general menaces, while some are more specific. These qualities (except for and ) are all removed when docking at a safe dock.

Note that Zee-Menace cards are Urgent, meaning that they will always be drawn before other Zee-cards if eligible. If you have more than one Zee Menace with Troubled Waters 7, you will not be able to draw other cards. Zee-Menace cards have a dark green (or black) border, denoting that these are sinister cards.

  • If it reaches 7, you will begin to draw dark green cards depending on the other menace qualities you have.
  • If it reaches 8, Tuesday, __th of ____, ____ will auto-fire. This will give you A Demise at Zee and either kill you or drive you mad. The exact manner depends on your other menaces. After you have returned to London, you can regain access to your ship by meeting the crew at at the cost of a single action. Note that this will take precedence to arriving at your destination.

  • Gained when Zee-monsters notice you.
  • Together with Troubled Waters 7: Signs of Pursuit

  • Gained when your crew is afraid of something.
  • Together with Troubled Waters 7: A Growing Concern

  • Gained when damaging your ship.
  • Together with Troubled Waters 7: Taking in Water

  • A result of some piracy actions (usually failing checks).
  • Together with Troubled Waters 7: Zeeborne Pariahs

  • When Nightmares reaches 8, you will go mad as usual. Storylet: Into Dark Water.

  • When Wounds reaches 8, you will take a trip to the river after first visiting the Fathom-King's Court. Storylet: Thursday, __th of ____, ____

Zee-Menace Cards at a Glance[edit]

Menace Card Check Other Option
A Worrying Appetite 50% Requires and slightly raises TW
Signs of Pursuit Varies Spend , gain , and action locks itself
A Growing Concern 50% Spend , , , gain
Taking in Water 70% Spend , gain
Signs of Disloyalty 50% Spend and
Zeeborne Pariahs 70% Spend , removes , gain

Dream Qualities[edit]

Card-Blue.png

The wind qualities allow you to dream new dreams in London. Actions initially increase the wind qualities by 4 CP, then by 1 CP per card after first obtaining each. Conveniently the cards that initially raise the wind qualities have a blue border. The wind qualities do not reset when docking and once you have experienced the winds for the first time, more cards will increase it. Each finished dream storyline will give you an , reset the storyline, and grant a special quality that will allow you to dismiss the related dream and clear its wind once you draw the card again - alternatively, you may continue dreaming for more Pearls.

work slightly different in that the dream cards are drawn at Zee and require a quality from an equipped hat instead of a wind quality. Instead of providing a Pearl, it produces Whirring Contraptions. The first cycle gives significantly more contraptions than subsequent cycles.

  • Initially gained in by listening to the Wind of the North. Subsequently also increased by other cards.
  • Starts in London
  • Finishing the storyline takes 11 cards in London and gives a total of 16-19 CP
+
  • Delighted is unlocked in Evolution pt. 4 at Godfall, and drawing the cards requires keeping your equipped at Zee.
  • Starts while
  • Finishing the storyline takes 8 cards at Zee and gives a total of 21 CP and (11 Contraptions upon first completion)

Opportunity Cards[edit]

See this page for a list of all the opportunity cards at Zee.

Minimising Troubled Waters[edit]

Below are the cards that do not increase . Options that have a Challenge won't increase Troubled Waters on a success, but usually do increase it on failure, unless specified otherwise. Some cards also actually decrease Troubled Waters, whereas others do not effect the quality at all.

All Zee Menace cards (dark green or black borders) also always reduce Troubled Waters, except for one option on A Worrying Appetite.

Ironically, one way to avoid accumulating too much is to travel through the Snares instead of around it. For example, going from the Salt Steppes to London along the current would take you along the Pillared Sea, which is just safer than through the Snares. Afterwards, however, you will have to pass through Stormbones giving you additional chances to lose your mind or become dinner. {{Citation needed}}

All Regions Option Challenge Requirements TW Loss Progress Menaces [Collapse]
A Corvette of Her Majesty's Navy Exchange pleasantries via semaphore < 5 -2 CP Speed
A Giant Angler Crab Full reverse! Turn us away! Speed/2
Ready the guns and fire at its soft spots -2 CP Speed
A Huge Terrible Beast of the Unterzee! Delicious, delicious lumps Speed +1 x  UP
Gives
A Navigation Error Correct your course Speed
Listen to the Zee Speed
Let your own star guide you -5 CP on success, 0 CP on failure Speed
A Spit of Land Stop briefly at the island (50%) -2 CP Speed/2
FATE-locked -1 CP Speed
Passing a Lightship Stop and exchange news None
Zail on Speed
Rats in the hold Negotiate with them Speed
Go on a rat-catching expedition or Speed
The Killing Wind Make ready to dive -2 CP Speed
What do the Drownies Sing? Cure the ignorance of your zailors -5 CP Speed
Your False-Star Navigate by the light of your star -5 CP Speed
Option Challenge Requirements TW Loss Progress Menaces [Collapse]
She's Going Down! Stop and rescue them -2 CP None
A Steamer full of Passengers Invite them aboard for a party None +2 CP  
Scandal
Option Challenge Requirements TW Loss Progress Menaces [Collapse]
A Steamer full of Passengers Invite them aboard for a party None +2 CP  
Scandal
The Wax-Wind Shut off the engines and hide belowdecks -2 CP None
Dive! -1 CP Speed
Row, row, row Zail on by Speed Speed
Brawl with the monks None
Option Challenge Requirements TW Loss Progress Menaces [Collapse]
A Tiny Coral Island What's that down there? -2 CP Speed
Recognise its shape Speed
A Wind from the North Keep your crew on course Speed
Help them Speed
Sighting a Lifeberg Keep your distance; make observations Speed/2
Zail quickly past the lifeberg Speed Speed +2 CP  
Nightmares
Ram the lifeberg and claim a piece of it! None
A Mountain of the Unterzee FATE-locked -1 CP Speed
Option Challenge Requirements TW Loss Progress Menaces [Collapse]
Crossing Paths Hail the ship and have a chat with the captain -2 CP Speed/2
Meeting a Local Steamer Hail the steamer to exchange news -2 CP Speed/2
I say, must you do that? -1 CP Speed
The Iceberg Have a look around under the iceberg -2 CP Speed
Option Challenge Requirements TW Loss Progress Menaces [Collapse]
A Chelonite Hunting Ketch Hail them and purchase a bag of assorted bones
None
Offer to help a Sharp Hunter None
Hail them and exchange stories None
Regale them with tales of your own hunts
-4 CP None
A Distant Gleam Measure the measureless Speed +1 CP  
Nightmares
A Khaganian Patrol Vessel Give them a wide berth Speed
Brazenly hail them Speed/2
Record their position Speed/2
Option Challenge Requirements TW Loss Progress Menaces [Collapse]
Becalmed Look into the glassy water (50%) Speed/2
Cross the threshold
Parabolan Base-Camp
No
Redirects to Drowning (which then redirects to , and gives and sets to 1 or 2)
Of the Pillars You will look towards her shores (90%) -2 CP Speed
You will turn your helm away from her Speed/2
You will change currency 25 x  
Justificande Coin
Speed
Option Challenge Requirements TW Loss Progress Menaces [Collapse]
Navigating the Snares Slow and steady does it Speed/2

[edit]

Whenever you leave a region, you gain . These can be spent in to improve your skill in Zeefaring initially up to 5, but later to 7. The amount of Zee legs required increases based on the table below. Zeefaring is required in order to trace a route through , which is often useful as a shortcut. Zeefaring is also used on several opportunity cards at zee, particularly when participating in piracy. Zee Legs can also be used to assemble a .

increases the cap past 5. This is first unlocked by following the story in Gaider's Mourn. See Piracy (Guide) for more information. The second is by following the Evolution storyline out to

Desired level
Starting level ↓ 7 6 5 4 3 2 1
0 84 56 35 20 10 4 1
1 83 53 34 19 9 3
2 81 51 31 16 6
3 74 44 25 10
4 64 36 15
5 49 21
6 28