The best trade route I'd recommend is none of these, though. Khan's Shadow, pick up empty mirrorcatch boxes. Canals, use 22 fuel and 2 supplies to hit the surface, fill the boxes with sunlight. Then go to the Isle of Cats, sell em off. You'll make more money than a sane man should ever have my friend, trust me. Navigating the story menus provides opportunities for trade, exploration, political intrigue, and madness. Ports are also places to resupply, hire crew, unload trade goods, and purchase upgrades. It's difficult to overstate the appeal of Sunless Sea's atmosphere. Light is the great savior, but it also brings death.
▶A game of survival, trade and exploration in the universe of Fallen London Trade RoutesPosts: 87/4/2014Early game I was mostly following Admiralty orders while grabbing Port Reports and doing all right. You explore all over, doing that! Oh, and also doing the Bruiser's ferrying.
The Lifebergs drop all sorts of neat things (including the very valuable Captivating Treasures) while not being super-hard to kill as of Corsair's Gold. Also you get to enact THE REVENGE OF SHIPS AGAINST THEIR ICEBERG ENEMY which personally amuses me.0Posts: 3707/4/2014Hmm, maybe I might risk a lifeburg again.
I haven't been near one since it turned my ship into confetti, maybe they aren't quite as punishing now? Captivating Treasures ARE awfully shiny.lured towards glistening icecaps.- Re: Fallen London, please don't invite me to things or send me things, I'm only on occasionally, so you will waste your candle Thank you.0Posts: 197/5/2014The trick with lifebergs is that they have to be within 40m to attack you. You can effectively ignore illumination and just focus on your distance. This is huge, since they can only use the 8 second 'seek' to close the gap, while you can use the 5 second 'flee' to retreat the same distance.
When you get comfortable with this, you can constantly interrupt their instant-kill crashes within a fraction of a second (have flee finish at 40m right before they finish crash. You wind up at 50m and the crash cancels). Thus you can constantly get the iceberg to waste time. If you are feeling more cautious, you can just spam flee until you get to 100m, and keep yourself over 50 after that (fleex2, shoot, flee x2, shoot). You always get one box of curios AND a zee story for killing them (if nothing else can sell to the Alarming Scholar for 10 echos/Antiquarian points).
On top of this, they are worth 15 fragments to observe. Even with the 1000 echo harpoon gun, you can still gain terror/loose the occasional sailor farming things like the big red crabs/angler eels. On the other hand, you can easily observe and nuke an iceberg without ever risking hull damage OR terror, while gaining a decent amount of fragments (for an observation you can get, no risk, without upgrades).0Posts: 3707/5/2014This is excellent information to know! I had no idea the distance actually DID anything Thanks!- Re: Fallen London, please don't invite me to things or send me things, I'm only on occasionally, so you will waste your candle Thank you.0Posts: 17/5/2014Is the box of curios worth anything? Lifebergs are nicely positioned since they are just north of the Corpse Colonies, and you can get to their nesting grounds without picking up any Terror from sailing, but that's also a substantial amount of fuel to burn. Unless boxes of curios sell for at least 50 echos apiece I'm dubious that there'd be any profit off it.0Posts: 22347/5/2014Lifebergs drop treasures worth anywhere between 10 and 1000 echoes, depending on your luck.
They're pretty lucrative to hunt, but their attacks are strong enough to crush a frigate in one hit if you ever slip up.-0Posts: 25467/5/2014Bear in mind that you can actually get that 1000 echo item from Bound Sharks and Angler Crabs, probably the Albino Morays as well but I haven't got one from them yet - maybe not as frequently as from Lifebergs but once I got lucky and got two in a row from Angler Crabs. It is all down to the RNG - Sorry RL means I am not a very active player at the moment. No social actions unless you are prepared to wait and definitely no sparring or other mult-action things. No Calling Cards or boxed cats please. Will take dupes on the affluent photographers.
Other social invitations welcome. Parabolan Kittens usually available, send me an in-game social action saying you want one and I will get one to you as soon as possible. Storynexus name - reveurciel0Posts: 1717/5/2014Coolguy wrote: Is the box of curios worth anything? Lifebergs are nicely positioned since they are just north of the Corpse Colonies, and you can get to their nesting grounds without picking up any Terror from sailing, but that's also a substantial amount of fuel to burn.
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Unless boxes of curios sell for at least 50 echos apiece I'm dubious that there'd be any profit off it. The Box is worth 100 echoes to the right person. The bigger reason they're important is they build up a quality with this person.that opens a lot of storylet options where they're located. Edit: Disregard. I thought you were talking about the 'Other' box.
Also I have found Observation ultimately to not be worth it. I've not gotten more than 15 Fragments off of anything, and against things like ships that extra delay can and will get you killed. There are plenty of storylet options in ports that can net you between 10 and 50 fragments, so sticking your neck out there for an extra 15 just seems like more work than it's worth. Edited by Nenjin on 7/5/20140.
I started playing the Linux version on Friday and, after a number of dead captains, did pretty well over the weekend. Great game, 5/5, will buy again.ADVICE I wish I got (game mechanics clarification, no plot spoilers)- Register to download fresh story updates. It's free and there's no spam. Yes there are new updates, yes they are awesome.- Sell the newbie advice book for $50.- The up and down buttons are used to SWITCH GEARS (-2 full speed backward, -1 backward, 0 stop, 1 ahead, 2 full speed ahead). The ship won't go faster if you hold down UP, and it won't come to an abrupt stop if you hold down, er, DOWN - it'll go from +2 to +1 (because a held button is a single keypress) and crash. On the other hand, you need to hold down LEFT and RIGHT to turn and might want to hold F for FULL POWER if your ship is suitably equipped.
When approaching a port at full speed, watch the bar and prepare to dock asap (E by default) so as not to crash and damage the hull.- If you're getting messed up at 'zee' sea (or if you got killed), quit to main menu and continue from the last port (works in 1.0.1.2004, too). On the other hand, don't quit in the middle of storylines at ports, even for legit reasons - your whole lineage might get permastuck. (The new update is supposed to fix the bug, but you never know. The Linux version is the release version, 1.0.0.1957.)- Don't do gradual upgrades.
There are few ship upgrades that are actually all-time useful, and a cargo ship consumes so much fuel (and money) that trading is an additional chore you must do so as not to go broke. Since old ships and equipment is sold back at half price and more powerful ships require similarly powerful engines, maybe you're thinking to buy the bestest engine first, then buy a fitting ship? On a small ship, powerful engines eat fuel like crazy without providing a benefit. Eventually, you'll need cargo space, but you don't want to turn your every mission into a commercial enterprise to possibly have a slim hope to offset the fuel costs of propelling the Cruiser across the zee. Your next (and probably final) ship will be the Frigate, and you will buy an engine for it only if you absolutely have to.- Explore, explore, explore.
Use the zee-bat. Write stuff down. Note which resources can be gathered on a particular island. Note taverns and other opportunities for horror reduction, store inventory (fuel and supplies). To start earning money for a better ship, you need to go relatively far, and to do that with a small ship, you need a network of backup supply depots. Carry some money with you to stock up and/or pay smallish fees. The longer the journey is, the more profitable it is.
Travel far and watch your fuel.- Always be hiring crew (either on a per-zailor basis or en masse). Officers are not crew, but YOU ARE.
Your ship will slow down tremendously with too few crewmembers (which means more fuel expenditure to go where you're going), and if none are left, it's game over. (Also see below on Terror.)- Write down weird hints/keywords/item acquisitions. This is what should've been the main draw of the game - unfortunately, there's nothing behind the pretty writing; the 'puzzles', such as they are, don't hold much water. How's 'explore the map and MAYBE you chance upon a specific port for no raisin where you decide to choose a specific action for no raisin that only has a 5% chance of success and a 95% chance of zero feedback'? Nope nope nope.- Try different things.
Very soon, you'll figure out which is the most profitable action in a specific port; however, other actions might bring unexpected benefits depending on circumstances. 'Explore island' is often (if not always) randomized.- Before a trip, do stuff in London that drives your Terror down from 50. The investment pays for itself. Party, relax, talk to people, hire zailors. At zee, the darker a spot is, the faster it accumulates Terror. When travelling known waters, try to plan a route through illuminated spots: lights, lighthouses. When exploring the zee, watch the dots around the skull.
10 dots = 1 point of Terror. Green dots = fractional Terror is decreasing, yellow dots = Terror is increasing, red dots = holy shit turn on your prow light unless you want to be eaten.
At high terror, monsters start snatching people off the deck like candy, no checks (and your ship will slow down with few people, so you'll be running low on fuel, which you need to keep the light on. This is a death spiral).- Nightmares aren't particularly scary, though. Granted, they might screw you over at the most inopportune moment (such as when you've completed a huge quest and you're scared shitless as a result).- Hire Officers, even those for positions you already have filled, and talk to them.
(A few items can be used with a right-click.) Sometimes, you can rearrange Officers before a test and increase your chances of success. (Other times, you can't. Such is life.)- You can camp out per-visit events at a port.
Embark (this will set your speed to Forward 1), immedately press Down or S to stop, and wait until the event bell rings switching your lights on and off so as not to accumulate whole points of Terror (watch the fractional dots around the skull).- Avoid combat for the most part unless you're in an expensive battleship purposefully hunting for rare components. Combat takes too long in in-universe time and consumes supplies and fuel as a result. Use F to get away from particularly troublesome monsters. Avoid warships like the plague before you upgrade, warships can cripple you into a death spiral or kill you outright.
Quit to menu and continue if you get hit.- Menaces are mostly bad. Accomplishments are mostly good. If you did something, got terribly crippled and died soon after but received an accomplishment, what you did was probably good - you shouldn't avoid doing the same with your next captain, you should prepare so as to survive the consequences.- Yes, you will probably die.
That's unavoidable - Sunless Sea is a horror game set in a weird world; the main game mechanic is assembling (semantic) puzzle pieces, and trial and error can't help but be part of the gameplay.Which brings me to the next part:Legacies is a FUCKING TERRIBLE mechanic. The system works as follows:Qualities start at 25. (You can pick one quality to get a further +25 bonus and an Officer. This is a pretty good, relatively comprehensive list of advice.However, there are a few points that I'd like to add to and/or amend.
What you ultimately do is very much up to your play style - but as stated by the devs themselves, trading is NOT the point of this game, so don't do trading as your prime activity.- Gradual Upgrades - My Views:Ships:Cutter:- Personally I think the Cutter is a worthless ship since it gives you LESS cargo than the starting shipFirst 'warship':- The 40-cargo-unit warship you can get for 4000 is, IMO also useless, since I'm also running out of cargo space. Having said that though, it's the first ship that's viable for a BIT of combat. Having two forward weapons means you can get a number of good monster-hunting weapons - including two of the best weapons in the game.Cargo cruiser:- Personally, I'd probably skip that ship and go to the cargo cruiser. By the time you can afford this, you should know where the lucrative trade routes are (yes trading is NOT the aim of the game - but there ARE a (small) number of VERY lucrative routes, and the cargo cruiser can best take advantage of these!).- Additionally, the cargo cruiser's massive cargo capacity means you can stock up on food and/or fuel at the cheapest locations, and ensure that you don't run out. It's also strong enough to withstand enough punishment.- It's equal heaviest with the dreadnought, so I'd definitely invest in a decent engine.
By which I mean one of the top two purchasable ones at least. By this stage you should easily be able to offset the fuel usage.- The biggest downside is the lack of forward weapons - meaning the two best weapons will be unusable. So you pretty much have to focus on port stories (which you should be doing anyway), and looking for good trading opportunities arising from those.Frigate:- I agree could quite easily be the ship you end the game with (it was the first ship I 'won' the game with).Dreadnought:- Although this ship is cool, I personally take it mainly for the extra cargo space as opposed to the extra damage and hull (which you don't need, really - unless you can't be bothered learning combat basics and enjoy hunting lorn flukes).On legacies:- Yes these definitely need tweaking. Especially with respect to pages - it's bad enough that only one officer in the whole game can increase these, and only up to 50, and he's a starting officer for one of the backgrounds - but then you can't really 'keep' your pages value since that's completely countered by the fact that a fully-discovered map massively reduces the secrets you can get!- Due to the way they work, I would definitely suggest increasing the skill you plan to 'inherit' from as a matter of urgency - at least up to 100 or so. After that you can spread things around some more (if you survive that long).- Once you're in a position to get two of your skills up to a reasonable level, definitely consider going for a scion since then you can choose two legacies.- There are extra legacy items (none of which I will spoil here) which give you a flat +25 boost to any subsequent captain. Even having one of these makes the legacy system a bit less crappy.- As soon as you have a ship that you're comfortable with, invest in a townhouse and a will, then consider converting some treasures/artifacts into heirlooms for your successor.
How you balance that with upgrades for your current captain is up to you - know that if you live long enough to go through all stories, you should have enough to buy all heirlooms while still upgrading your captain to a reasonable level (obviously more so if it's a later captain that has already inherited something).FUEL/SUPPLIESWhen I was starting, this was the most difficult to manage. It's mainly for this reason I like the cargo cruiser - I tend to pack it with about 20 of fuel and supplies (each), sometimes more.- Note that fuel and supplies vary widely in their price, and there are a number of places you can get free supplies. Take note of these.- Almost as important - port reports get you a small amount of cash, admiralty favour (for the first time) and 1 unit of fuel each. So in almost all cases, when you're in a port write one. If you're going past a port or near a port, consider stopping off even if it's just to write a report.
At the start this helps a LOT.- Watch out for the blind bruiser. He's a useful guy, but I would ensure I'd explored a reasonable amount of the map before accepting his help.