Sunless Sea Secrets and history guide

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Sunless Sea Secrets and history guide

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This guide is intended to be a compendium of knowledge and tips for players of todos the scenarios, but especially for newcomers. 

Secrets and history guide to Sunless Sea

Hello, I made this guide for players who are stuck or just want to get a clear idea of ​​the game and its mechanics. I hope it serves as a fast and reliable in-game resource for todthe.

This guide is divided into
- 'introduction' part about your character, ship and how things work
- game ports (locations) and some missions
- officers and their missions / promotions
- information related to achievements
- trade routes and diverse knowledge

There will be spoilers, so be careful.

: )
In addition, todI'm still adding content to certain sections.

I recommend checking the "Emergency Help" section, which is new. See "Make Money" for some tips, and "Ambitions" and "Missions" for guidance on the story.
I included basic information about popular trade, lore, and monsters. Hope it can show the real meaning of some things.

 
 

Character creation

En Sunless Sea, character creation is a simple process, which draws heavily from Fallen London. There are 5 main attributes and 5 paths to choose from, each providing a boost and a background. You make the decisions that suit your overall style of play. There is no right or wrong, only your perception of it.

It is also possible to remain without a past (at least for some time), to be shrouded in shadow, and there are at least two good reasons to do so: an inherited item and an achievement.
Read on to learn more.

Skills

Your character's skills are his only attribute and they serve a purpose: it takes a higher skill to pass skill tests multiple times, a skill test is called "a challenge" and with a 0-100% chance of pass (get a reward or progress a story) or fail. These challenges increase in difficulty as you complete more missions and stories. This is the true meaning of the game: take risks.

The main skills are:

Sunless Sea Lore and Secrets Guide

The iron,
the ability to fight your way through life, to fight enemies, tied to hunting monsters, as well as revolutionaries, is considered more difficult to breed or train;

The mirrors,
observation skills, linked to sight, luminosity and the ability to detect monsters and "see" further in zee, also how fast your weapons can fire, easy to lift;

The veils,
the key skill for sneaky and deceptive actions, often a quality of villains and spies, smugglers, street urchins, diplomats, also determines your stealth in zee;

Hearts,
o general charisma and courage, influence and generosity and therefore “goodness” of your character, related to love and romance stories, obviously;

Pages to
They are often linked to journalists, researchers / investigators and general knowledge of things. Pages also determines the speed of "leveling up" and overall progress through the game. It is the most sought after ability, however it is considered passive. Other skills are used with Julior frequently.

If you have a zubmarine, you can perform an Abyssal Rite and increase your skill to +20 at the cost of -10 from another skill:
Greeting: Hearts +20 Iron -10
Home: +20 Mirrors -10 Veils
Feast: +20 Iron - 10 Mirrors
Consolation: +20 Veils -10 Hearts

You can only do one rite at a time, and first you have to find the right place: there are many gaps, but todaces are different, and also change places for each captain in the line. I suggest going along the north coast, there should be a lot of cracks there.

Your past

There are 4 runs your captain might have before getting zee fever.

Street-Urchin.
In Fallen London, the urchins live above the city and rent their eyes and ears. This past gives Veils an artillery officer and a 25 boost.
Poet.
In Fallen London poets fight, are addicted to honey dreams and are often affiliated with aristocrats. This past gives you a browser and a 25 page boost to pages.
Soldier.
There are no wars going on in Fallen London, the last one was the battle for hell (Campaign of '68). This past gives Iron and a cook a 25 boost.
Ordained priest.
It seems that there is more than one religion in Neath, besides the supernatural environment. It's easy to start questioning your beliefs. This past gives Hearts and an engineer a 25 boost.
Natural philosopher.
These are probably the lost causes, the best possible reason to go to zee. Curiosity. This past gives a 25 boost to Mirrors and one surgeon.

As you progress through the story, you will notice that certain skill tests and missions are tied to certain lifestyles that can also be called zee professions.

A monster hunter can be an ex-soldier, with an initial bonus for Iron we have it around 50, plus the officer bonus that should give another 20 points more or less. For a fine team in the middle of the game and a decent boat they also award 20 points or more. An Abyssal Rite can give another boost (not to mention spending secrets on abilities). A monster hunter will have plenty of trophies, Stygian ivory, regrettable relics, a supply of fuel and food, and will depend on getting money from battle.

The main objective of a trader is to traverse todAs parts, avoid battles and complete side missions along the way. A commercial ship will cost 7000 echoes, with 120 cargo space and a weapon slot on the deck to shoot bats and myseragood pirate ships With an Avid Suppressor and a good engine, your main problem is fuel, minus delivery. You'll also be limited to certain ports that sell the goods you need, making half of the zee unused and unexplored. There will be a constant stream of echoes, depending on your trade routes. The money comes from long distance zailing.

As a scout / scholar, your captain will depend on a light ship and light cargo, making good profit from courier jobs and completing the Julius of missions. However, it will be a problem for the Mechanic's mission and the final part of the Adventurer's Wish (you will need a larger ship). An explorer can hardly make a lot of money, but on the other hand he can evolve into a merchant or even a monster hunter. Your cargo hold is often a mess of items, passengers, and ship's equipment.

The other important decision that you are going to make about your character is his ambition, which is also a condition of Victory.

Sunless Sea Lore and Secrets Guide

Ambitions

There are 4 ambitions available after choosing your past.
- Wealth
- Your father's bones
- Zee's Zong
- Your kingdom
- Immortality (zubmariner)

For the early game, I suggest Zong of the Zee or Your Father's Bones. It is mainly about exploring and collecting items. Wealth requires 50000 echoes or more to complete, which can only be achieved through extensive trading. In my opinion, it is not the best option for novice captains.

When you complete an ambition, it's game over. The game will also end when you die, either from "natural" causes or by completing a certain mission that is not an ambition.

I put a detailed guide later, under "Ambitions in detail."

 
 

Early counseling and how things work

The best way to start the game is to be an explorer with higher pages to progress quickly through the stories and hopefully earn some money doing missions. Once a better weapon and ship has been established and acquired, you can pass your legacy on to the next character, who can be a merchant or monster hunter.
You can read more about this in the Quests and Legacy sections. Note: SAY = Something Awaits You, an opportunity that appears after 1 minute in zee and can be used in ports. 

User interface

The user interface has 3 parts:
top left, with ship status (hull and cargo), fuel / supply meter and terror,
top right, with your portrait and crew count, pop-up menu for officers and skills,
bottom right, with Messages pop-up and Gazette access,
bottom left with log icon and SAY, fragment counter and oxygen level for zubmariners

Sunless Sea Lore and Secrets Guide

Here is the logbook icon with SAY (flashlight)

Start in London, the area known as Wolfstack Docks. There are more areas you can trade and progress in your story. London is the main center with the largest market and also offers boat repairs, new equipment, crew and officers.

Gazette

The Gazette is your "assistant." Every time you dock, a Gazette interface is displayed with the Shipping, Journal, Officials, Waiting, Store tabs available.

History : takes you to the streets of the city. For some cities, there will be "transitions" to other areas where the Gazette will not be available.
Hold - Shows your current vessel with todor your equipment and items. Allows you to equip items while in port.
Diary : shows icons with todto the information collected so far. Note that your quests are scattered throughout the journal. It is sorted by port/location. When you need to find what you're supposed to do, check the icons under "Goals" and "Learning about." If you didn't find anything, search the port you are going to.
Officers : shows your officers and pets, allows you to assign and interact with them.
Stores- shows available stores. At each location, there are typically 1-2 vendors.
See the Trading section of this guide for more details.
Shipyard : used to buy new boats (in London)

Sunless Sea Lore and Secrets Guide

Here's the Stores tab.

When you first arrive in Fallen London, be sure to write an ironclad will to pass something on to an heir. Because you never know when and where you will meet your end. Correct?

zailing

For zail you need supplies and fuel, and to have them you need to buy them to echo, exchange for items / favors or loot defeated enemies.
Fuel rods and supplies are displayed in the upper left corner of the user interface. Fuel and supplies are consumed to some extent while in zee and have their own mechanics.

- fuel burns twice as fast in gear 2 (increasing speed) and maximum power (F) burns even more fuel
- fuel burns faster with more efficient engines (more engine power)
- fuel burns faster with the bow light (L) on (lights burn 1% fuel per second)
- Fuel burns faster on heavier ships (either full load or the ship's own weight)

- supplies are consumed faster with more crew on board, which is the crew count divided by 2 for every minute spent in zee
Tip: Fewer supplies are needed with Claymen on board as they reduce crew capacity by -3

If you're feeling especially nerdy, there are spreadsheets made by players on different game forums that calculate speed / distance and fuel consumption ratio.
Here's an example for your Ligeia-class corvette with a weight of 1000 and an engine power of 800:
speed = (4.5 * 800 + 2000 * 8-1000) / 2000 = 9.3 distance units / second (for gear 1)
fuel consumption = ((800 * 0,0005) * 1) * 1 + 1 = 1,4% per second with the lights on (for gear 1), which means a barrel of fuel lasts a minute and a half in zee and about 40 seconds in gear 2.

Advanced boats, engines and officers will make a difference.
Here's an example of a Boa-powered Phorcyd-class corvettediceay the daughter of Maybe / Incan Mechanicsable as an officer
velocity = (4.5 * 1600 + 2000 * 8-2000) / 2000 = 10.6 distance units / second which is 10.375 without Maybe's daughter.
fuel consumption = ((1500 * 0,0005) * (1-0,05) * 1) + 1 = 1,7125% per second with lights on (for gear 1) and 1,75% without Tireless Mechanic . This means that in gear 2 a barrel of fuel lasts about 28 seconds.

In general, it is more efficient to use Gear 2, unless you have the Fulgent Impeller / Avid Suppressor combo equipped, which provides Julior efficiency at full power (F)

Zee is huge and sometimes good fuel planning can save not only echoes, but also your search or your life.

Hunger

One of the minor terrors in zee is starvation, or worse (the Sigil-Ridden Navigator quest is very illuminating here).
The hunger bar is located under the fuel bar in the upper left corner. Once hunger reaches 50, the crew consumes a supply point. If there are no supplies, an event will be activated for every 10 hunger points that will lower it if you are lucky.
Tip: Reduce your hunger when hunting monsters, using their meat to save you a box or two of supplies per trip.

Map

The map in Sunless Sea spawned once per captain, unless you choose Correspondent as Legacy and get the table above. Which is recommended if your map has shorter business distances. See "Trade Routes" for more details.

The map is divided into regions where some locations are fixed and others change for each new captain. Fixed locations are: Fallen London and Lower Barnet, Mutton Island, Venderbight, Whither and Codex, Irem, Cumaean Canal, Iron Republic and Grand Geode, Port Carnelian, Adam's Way and Varchas, Kingeater's Castle. These ports are on the coast and will be in exactly the same place where they were previously (not sure about the autumn islands though).

Some ports will be shuffled. They "travel" together or alone, but generally maintain their regional boundaries. Chelonate, Empire of Hands and Aestival will always be in the east, between Kingeater Castle and Irem. Isle of cats, Fathomking's hold, Mangrove College, Visage occupy the southern waters, while Chapel of Lights, Avid Horizon and Frostfound are in the north.

Sunless Sea Lore and Secrets GuideSunless Sea Lore and Secrets Guide

Below is a comparison of port locations on two maps. Blue circles mark submarine settlements that are linked to certain zee ports. I framed groups of ports and marked permanent locations in red.

Cargo and curiosities

As you go and go, you gather a variety of resources that take up space in your cellar (or don't). Cargo is a category of resources that are involved in trade or large missions and take up space (merchandise, passengers, mission items).
Those that do not need cargo space are called curiosities, and todHis shards/secrets, port reports, books, trinkets fall into that category.

Sunless Sea Lore and Secrets Guide

Here's a look at the initial loadout and the trivia.

Fragments and secrets

Snippets are bits of knowledge that you collect repeatedly. Your progress is marked with a gold bar in the lower left section of the user interface, above the captain's log. When you collect enough, you get a secret, which is a valuable item that has many uses. Secrets are spent to increase skills by speaking to your Officers on the Journal page.

They are also a key component for serious quests and crafting powerful items like the Monstrous Almanac, the Serene Aquarium, etc.

 
 

Death and terror

Elevated terror ultimately leads to insanity and death, as does 0 crew or 0 hull. But there are other more elegant ways to die. These will be mentioned in the Missions section of this guide.

Terror is the main limitation of the game, supplies and fuel not so much… they can be easily replenished in the ports.
The terror bar can be found next to a skull icon in the upper left corner of the user interface, and there are 3 types of environments: serene, scary, and very scary, each marked with green, orange, or red dots, when reach the full circle of their Terror increases by +1. Your ship will also signal the rise of terror by illuminating her port and starboard with ghostly green lights.

Sunless Sea Lore and Secrets Guide

Here the green dots indicate a safe location.

The level of terror is linked to the luminosity and proximity to the land, being the lowest near the light sources (buoy or lighthouse) and the coast with the bow lamp on, and the highest in the open zee with the bow lamp off. When you reach well-lit areas, the "terror points" will turn green and begin to decrease, eventually reaching 0, but not beyond that, so your terror level will not decrease.

The only way to reduce terror effectively is to dock at certain ports and take advantage of certain opportunities, either by paying echoes or some other favor.

There are certain levels of terror that will lead to frequent encounters on your ship.
0-30 is considered low, your crew will freak out or freak out, but nothing that a Hearts skill check pass can't handle.
30-50 will make you very nervous, there will be more events and more losses if you fail
50-90 at this level, docking in London will give you 1 point of Nightmares and reduce the terror to 50. You can get a whistling 50-70 terror points after certain events in Frostfound or by sailing past the edge of the map, taking you directly to this stage of terror, if not beyond. At this point you will have events that will kill your crew, increase the terror, and a Constant Companion will appear underwater, being a 750 HP spider that will follow you around. todAs soon as you dive in until the terror subsides.
90-100 is basically suicide, but there is a brighter side: a ghostly officer will appear on your ship by the name of Lady in Lilac.

I include trusted locations to reduce terror in the Emergency section of this guide.

Note that technically there is no death on Neath, thanks to the energies of the Mountain of Light, also known as Stone, and on the Elder Continent (south coast) there is no death at all. When you "die" in zee, you usually go to the kingdom of Fathomking as a prisoner or maybe you become a Drownie if you visited Mutton Island and ate lumps of rubber. If you retire and "die of natural causes," you would be exiled to the Colonies-Tombs, because naturally you would be too old and probably too ugly to show your face to people. That's why they wear bandages in Tomb-Colonies. Sometimes a grave-setter can meet a darker fate and become the birthplace of a moth… just like the movie Alien suggested. There are also long boxes from Soothe & Cooper, similar in their image to Tomb-Colonists,

 
 

Legacy

When playing, you have to keep in mind that your captain will eventually die or complete an ambition. Sunless Sea you have opportunities to pass your accumulated wealth to the next in line.
First, there is an ironclad will (allowing lodgings and relics to be traded), available for purchase at your London lodgings for 100 echoes.
Second, there is a romantic story in London that results in having a child who then goes to zee and becomes your Scion (allowing 2 Legacies instead of 1). This story also requires the purchase of an elegant townhouse to progress. In the house, there are options to create relics from captivating treasures or wacky artifacts, each relic can be traded for 900 echoes and is a reliable source of income for your next captain. Your next captain will have 5 legacies to choose from 1 (without a Scion) or 2 (with a Scion):
-Rival (50% Iron and a weapon)
-Pupil (50% of Mirrors and 50% of money)
-Salvager (50% Velos and 50% money)
-Shipmate (50% of hearts and an officer or mascot)
-Correspondent (50% of pages and the Neath graphic / map)

 

Sunless Sea Lore and Secrets Guide

Here is the Legacy menu.

As you can see, it is possible to transfer 100% of your captain's money, but there will be no weapon, no letter, and no officer.
Please note that none of your items or shipping will be transferred. You will have to buy a new boat and todor the equipment for it.

There is a way to get a permanent boost in starting skills todCaptains by obtaining the following items:
Horizon Codex (+25 Pages)
A traveling light (Mirrors +25)
Manual of Miracles (Veils +25)
Boke of Sharps (Iron + 25)
A dream of red (Hearts +25)
An abduction of his heart (Pages +10)

Sunless Sea Lore and Secrets Guide

Here is the Legacy Items menu.

See the Missions section for detailed information.

 
 

Your ship

Each captain receives a starting ship, a simple one with a 40, 10-quart cargo hold, and a 70 HP hull. You can only change equipment in ports.

Your boat can be equipped with a total of 6 elements: Forward, Deck, Aft, Bridge, Tender, Engine. Some boats will have restrictions and only 4 or 5 spaces are available.

Sunless Sea Lore and Secrets Guide

Here is the overview of the starting ship.

Advanced ships can carry 3 weapons on the bow, deck and stern. Your starting ship only has 1 weapon and an old engine.
Equipment can be purchased in London or crafted by completing missions. See the Missions section for more details.
Keep in mind that the July sale price of the items is 50% lower than the purchase price, please plan accordingly.

There are a total of 17 weapons, 8 engines, and 20 miscellaneous items that increase or decrease abilities. That makes a total of 45 items and 12 of them can be created through missions or their lodgings.

Helmet
Your hull is your "health" and it works the same for any other ship you encounter in zee. The best boats have more hull. Here is a comparison:
Lampad class: 50 hull, Ligeia class (starting ship): 75 hull, Phorcyd class: 200 hull, Caligo class: 300 hull, Maenad class: 450 hull, Eschatologist class: 600 hull. 5 damage, 15-40 damage if it is a mount. Nomad or tree of ages. So… well… don't go east on a Lampad-class cutter.
The hull can be repaired by leaving your ship in dry dock in London. It will cost you echoes, less if you have favors from the Admiralty. More if it is a standard shipyard. Usually the helmet is completely repaired. However, not if rattus-faber are involved ...

Cuartos
It is the number of crew your boat needs to keep it going. 50% of the crew can only run at 50% speed (gear 1). Here is a comparison:
Lampad class: 5 crew, Ligeia class (departure ship): 10 crew, Phorcyd class: 15 crew, Caligo class: 30 crew, Maenad class: 25 crew, Eschatologist class: 40 crew.
The crew consumes supplies, so when you don't plan on going to scary places or dealing with scary people, or fighting monsters, better keep it at half + 2-3 crew just in case. You don't need 30 crew members in the caligo class, you only need 18-20.

How do you lose crew?
- in fights when enemies launch special and powerful attacks
- going to forests, castles, surface, shore leaves, hunting, etc.
- sacrificing crew for items and favors
- eating crew in certain places or when hunger is 100
- losing crew to terror / mutiny / assassins on board (unfinished, spiders, assassins)

Hold
Determines your ship's capacity to store cargo, passengers, and equipment. Ships typically have 40 or 70 holds, the merchant class has 120, and the Eschatologist class has 100. Part of your hold will be reserved for fuel and supplies in todor moment. Additionally, there are sealed containers to contain dangerous species and hidden compartments for contraband goods. Buy the ones from London or Gaider’s Mourn.

 
 

Emergency help

Here are some tips for those who want to get to London safely in extreme conditions (low fuel / supplies / crew / hull / echoes somewhere between Irem and Kingeater's)

Helmet repair
There are not many options to repair your ship in the zee, but you may be in luck.
- The most obvious, while your helmet is above 50% and you have additional supplies, press R and repair part of that helmet at the cost of 1 supply. It will not work with critical damage below 50%.
- Kill a shark and use its cage to repair 1-3 helmet points
- Fathomking's Hold offers an option to repair the helmet, but first you will need a live specimen to do so.
- Rattus Faber on Pigmote Isle can help, but only if you joined them (the rat engineer) for the main quest
- Aestival Colony has an option to repair the helmet, but I have never tried it.

Crew
Unfortunately, your crew becomes the main currency of the negative events that happen in zee. And the most frustThe only thing that can result is crawling at gear 1 speed when the crew is below 50%. But once in a while, you can improve a bit without visiting London.
- Demeaux Island has an event when "Something awaits you" when a volunteer wants to join
- Port Cecil and Venderbight can trigger a "Raggedy Fellow" event when a Zailor joins, however this could have minor consequences
- In Fathomking trade a zailor for 1 twinkle, but you must give him a zee-ztory to make him descend first
. You can hire a crew at Khan's Heart.
- In Codex, after retrieving strategic information for the Admiralty, an event may arise to bring a mute exile on board.

Also, installing We are Clay docking in some port could help if you only need 1 crew member.

Supplies
Getting food is an easy job when you are a monster hunter. What if you are not?
- on Demeaux Island, drinking factor tea (requires SAY) yields 1 supply
- In Frostfound, having tea with the squatters (requires SAY) yields 1 supply and one fuel
- compiling a report in Mangrove College also gives 1 supplies
- Vengeance of Jonah in Venderbight trades strange catches for 3 supplies, but first
Must Unlock: Uttershroom will exchange Prisoner Honey for 1 supplies and a blemmigan for your propagation quest
; again, Fathomking comes to our aid when you ask for a blessing (requires SAY) and get 5 supplies, but again, there is a small price to go down there
– In Empite of Hands, the supply hunt in Ash Isthmus, the raid in Hearthsake Village (iron control), and the shore leave in Port Stanton (with SAY) will give you some supplies

Fuel
Unfortunately, there are no great opportunities to get free fuel other than the Admiralty in London. Sometimes Fathomking's Blessing produces supplies, but it's mainly killing monsters (like lifebergs or behemoustache) and defeating todor type of ships.

The easiest option is to buy fuel / supplies at the port. I prepared a map where the ports of sale of supplies and fuel are marked.

But there are clearly some places that they overrate: Empire of Hands, Irem, Gaider's Mourn, Venderbight, Rosegayou when you can have fuel to 8 echo from Iron Republic or Wrack (after attracting enough ships).

 
 

Officers

A great addition to the ship's crew and their skills are the officers, recruited from London or other ports. There are 10 officers and 4 mascots available.
Some officers are a temporary addition to our crew and will disappear once their mission is over. Each officer has a mission that promotes them to a better self which may or may not be difficult, however, with each new captain todThe officers return to their original qualities. Please note that it is possible to recruit todos the official ones, and if you haven't found one, take your time, that's the game mechanics for you. 

Here is the list of Default officers for each fund and a pet.

Shady Cook +1 Hearts (68 Campaign Background Veteran) - He's a cook and gives you a reward for taking him to Wisdom
Gall-Eyed Engineer +1 Veils (An Ordained Priest background) a chief engineer who gives a reward for taking them to Kingeater Castle or giving them to the Cage Lady on Cat Island.
Sly Navigator +1 Mirrors (poet's background) is a first mate who gives a reward for taking it to Frotfound
Longshanks Gunner +1 Iron (a street hedgehog background) is an artillery officer who gives a reward for taking her to the
plausible surgeon Shadow of Khan 1 Hearts +1 Pages A background of Natural Philosopher) is a doctor who gives a reward for taking him to Chelonate
Comatose Ferret +1 Hearts good… your story can end in a boat if you feel desperate

You can get rid of them if you want.
You can keep them, although it makes no sense except to sacrifice the engineer at Port Cavendish.

Here are the permanent officers

cook

Venderbight Poisonnier +6 Hearts +3 Pages can be recruited after visiting Demeaux Island and having tea with the Factor. It requires supplies, strange catch, mutersalt, live specimen, zzoup, and eventually a sacrifice of an Elegiac cockatoo (or a fluke core), then another 5 boxes of wine, and a trip to Fathomking's cellar to be promoted to Chef- Paramount. (+9 Hearts +5 Pages)
Nacreous Outcast +4 Hearts +2 Pages +2 Mirrors can be recruited from Principles of Coral while your quest is running, then brought to Salt-Lions, Frostfound, and finally in the final chess match, win or lose, lose and take the Nacreous Survivor (+8 Hearts +4 Mirrors +4 Pages). If you win and lose the guy, you can get him back from Fathomking for 1 Chance Core + 1 Scorching Riddle, 7 Sparklers, and 7 Captivating Treasures.

Chief Engineer

Great Magician -1 Hearts +6 Veils +3 Mirrors is usually available in London. His story takes you to the heart of Khan, where you will find help with echoes, 2 attentive curiosities and 2 bundles of parable flax. Or a pewter horse head that you get in a random event at Gaider's Mourn by siding with the Khanate. For the next part, make some prisoner honey and twinkle. Depending on your choices, the Magician becomes Urban (-2 Hearts +8 Veils +5 Mirrors +3 Pages), Satisfied (+6 Veils +5 Mirrors +1 Hearts) if you are on his side or Prudent (+6 Veils + 4 Mirrors) if you dissuaded him from his plan.
Maybe's daughter +6 Veils +3 Iron +100 Engine Power can be found in London. Her story is easy, you will have to visit the ports in search of her mother, with the final leg of the trip taking you back to London to the Penstock Wicket and promoting Maybe's daughter for an iron raise or higher veil depending on whether you let her go there or not.
Incan mechanicsable +8 Veils Fuel Efficiency +5% has a quest of its own that allows you to obtain a Mirror Capture Box full of Angry Serpents and later a super fast engine for your ship that provides +5000 engine power and 50% fuel efficiency. That part of the search is very challenging. First, collect some zee-ztories and other items, as well as a clay man and a Khan's Shadow mirror capture box. He takes that to Hunter's Keep (+foxfire candles if destroyed), then talk to the man and find out the recipe. Rescue his friend from the khanate prison in Wisdom (and better do it with a Hearts check than wait for your Pages to be 139. Find the components for the Element of Dawn and carry the huge shipment of supplies, stygian ivory and todor what I mentioned before to Kingeater's Castle. Don't even think about it when you're at the beginning of the game.

First official

Carnelian Exile +6 Mirrors +3 Pages she is touched by the Dawn Machine, and her dangerous quest finally brings you to an end. Not to mention zailing 4 times beyond the map. But you were warned, right?
Merciless Modiste +8 Iron +3 Veils +1 Hearts can be recruited in Mt.Palmerston for 6 Parabola-Linen, her story is interesting and she can make you a garment to permanently increase skills (Hearts, Pages or Iron). She was a part of the Set, a group of artists who whipped the Irrepressible, a deadly zub that can now be found beneath the Chelonate. Pirate-Poet was also a part of it. You can give them both to kill when the zub finds you, but the Pirate-Poet will escape from todthe modes. Use your hearts on Fathomking's for Father's Bones Ambition progress.
Sigil-Ridden Navigator +6 Mirrors +3 Veils is a man who lost his memories, and at the end of his story, you might think life was better without them. Of todEither way…bring 2 live specimens to the Chapel of Lights. He then takes the poor guy to Frostfound with some supplies and a wacky artifact. Then to Avid Horizon with strategic information. When you find out about his past, drop him off at Codex, Empire of Hands, or Kingeater Castle. The castle is the only option to keep him alive, and to do that you would have to be… uh… VERY inexplicably hungry (3+).

Artillery officer

Irrepressible Gunship +8 Iron offers a quest to craft a powerful weapon that can be used or sold to interested parties (see Opposing Forces section for more details). You will have to take it to Aestival, Iron Republic, and Station III to do so. It can also be euthanized on the Isle of Cats if you're siding with Zaira (and evil enough) to get a nice bounty.
Adventurous Presbyterate +6 Iron +3 Veils There is no way to promote it. He dines with her 3 times for 3 supplies and 3 sacks of coffee, then fights some assassins, then decides to end his life and goes to Abbey Rock or Godfall.

Surgeon

Campaign Activist +6 Hearts +3 Iron is a very sick woman and her search will take you to places to find ingredients for a cure. You will need 4 mutersalts, a strange catch, 2 solacefruit, zzoup, 7 drowning pearls, 5 secrets, 1 sparkle, and a judgment egg to complete her story. Indomitable Campaigner grants +9 Hearts and +5 Iron.
Cladery Heir +6 Hearts +6 Iron is probably half Mr. Iron, just like Maybe's Daugher is half tiger. To progress in his story, he would have to gain "memories" of the surgeries. One of those surgeries can be performed at the Nuncio. Other ports are Irem, Aigul, Cumean canal, Port Carnelian. Then you will need strange catches, live specimens, prisoners, blemmigans, other things to cut. In the end, you can get a ship, which is made from a part of the Bazaar. But it is not that elegant.
Haunted Doctor +6 Hearts +3 Pages may seem innocent, but this villain will steal your Strategic Information / Vital Intelligence, sabotage your ship, and do other nasty things. He lost his purpose, and you can give it back to him by taking it to Khan's heart (Doctor determined +6 hearts +6 pages), and then persuading him to be loyal to London (Docdisillusioned tor, +9 hearts +3 pages).

Here are the officers
Story related Scrimshaw Chronicler -1 Hearts +3 Iron +3 Pages +3 Mirrors (Glory's Bones Quest on Chelonate and Irem)
Your Father +1 Hearts +1 Veils (Ambition: Your Father's Bones quest)
Nostalgic Deviless +1 Iron (her search on Mount Palmerston, where at some point he asks to take her to London)
Lady in Lilac +6 Hearts +6 Pages +6 Mirrors (Nightmares 70 and above)
The Scarred Sister (she is the younger sister of Hunter's Keep and her mission ends when you take her to Abbey Rock, Station III or Naples)

Sunless Sea Lore and Secrets Guide

Here's the officers tab in the Gazette.

 
 

Pets

Pets:

Comatose Ferret +1 Hearts (Starting Pet)
Blemmigan Gallavanter +3 Mirrors +2 Pages (joins in London)
Miserable Mog +2 Iron (adopted on Mutton Island)
Foundling Monkey +5 Hearts (steal your clothes in the Empire of Hands. Just be polite. Join later.)

Albino Tinkerer +2 Veils (Pigmote Isle, siding with rats)
Guinea Page +2 Pages (Pigmote Isle, siding with the cavies)
Elegiac Cockatoo +2 Mirrors (Wisp-Ways at Mangrove College)
Eyeless Skull -2 Mirrors +4 Veils (Great Magicial Story or Frosfound)

Keeper-Moth -2 Hearts +3 Mirrors +3 Veils +3 Pages (end of the Curator's story)
Watchful Idol +4 Mirrors (End of the Principles story on how to win the game)

 
 

Ports

London is the central port and the home of its captain. London is the fifth city that fell above cities 1-4 after being bought by the Bazaar Masters. It is ruled by the Masters (of course) and the Queen has some power too, though she never leaves her palace. In London, you can interact with many prominent figures (and locations): the Admiralty where you submit port reports, deliver vital strategic information and intelligence, the University where the academic buys curios from the zee, the market or carousel with lucrative opportunities to make money or decrease terror. Labyrinth of Tigers is available to your captains after the first one dies.
London is also the main shopping center where almost anything can be sold. Here you can fix your ship, hire a crew, buy supplies and equipment.
The heart of London is Bazaar, a huge crutacean that lives in the caverns below, it was once a Messenger of the Stars (Trials) who delivered Correspondence and finally fell in love with the Sun. It was somewhat sad and romantic, and after a certain deal, the Bazaar ended up with Healers who were chiroptera by nature (yes, a space crab and a docspace bat ena), robbing 7 love story cities, 5 robbed, two to go. . Read more on the wiki if you wish 🙂 Hunter's Keep is a small island that is generally located to the North West of London. Three sisters live in the cabin: Lucy, Phoebe and Cynthia. The sisters are mysterious, each linked to the gods of the Zee, and after a few dinners with them, the story progresses to a bitter end and the house is consumed by flames. It is inevitable, but in the end it also provides a unique inherited element.
Hunter's Keep basement is mentioned in the Tireless Mechanic quest. 

Mutton Island is a fishing village where nothing usually happens until the khanate seizes it at some point. There is no way around this story. You can also choose a pet in town, and it's sometimes mentioned in the Mr. Sacks quest. But when it's gone, it's gone forever.

The Salt Lions (Station IV) are linked to the gods and are also mentioned in the Nacreous Outcast quest. There is also a profitable opportunity to transport Sphinx to London, but it is limited and will not be available later in the game. Sphinxstone is meant to be a drug for the Bazaar itself.

Gaider's Mourn houses todor type of pirates, there you can drink in a bar and meet todor type of suspicious characters (like the pirate-poet) and buy/sell illegal products.

Venderbight is the port of the Tombs-Colonies that were the Third City. Here you will find the Vengeance of Jonah restaurant, as well as a profitable search given by the First Curator and the Last Tour Operator, which is a repeatable search.

The Cumaean Canal is the gateway to the Surface (Vienna and Naples). It was once excavated by the Stone Pigs. To get to the surface you need 24 fuels and 2 supplies, however I suggest bringing more because events on the surface are unpredictable. Visits to Surface also greatly reduce terror. Supplies are cheaper, but not fuel. First you go to Avernus, then to Naples, then to Vienna. Every trip is a risk, of course. From Naples you can transport cargo and make some profit at the risk of losing your crew. To go back, repeat the same steps in reverse. Please note that you will need fuel / supplies to get back to the Neath.

Where is dedicated to the gods of the zee. It is a place of endless questions and no answers.
Codex is a small colony directly across from Where. Has todThey have the answers, but their exiles are mute, because they dared to answer questions. Whither and Codex are somewhat opposite to Irem, which is the city of riddles.

Abbey Rocks is a monastery ruled by the Sister who was a prominent figure in the Second City. Here you can reduce terror and trade in supplies, trophies and strange captures.

Shepherd Isles is a peaceful place also linked to the gods of the Zee.

Demeaux Island or 'Funging Station', where you can have tea with the local 'manager', also gather supplies and learn about Jonah's Revenge.

Iron Republic is a colony of hell south of London where there is no human or natural law, so it is very dangerous and always changing. However, due to its nature, fuel is very cheap, cheaper in the Neath. Iron Republic also has 4 markets that also change depending on the day. The place is affiliated with demons and revolutionaries, therefore whoever is linked to it is one or the other.

Station III is a Soothe & Cooper base just like Demeaux Island is an Iron & Misery Co base. As the name suggests, this is where the Soothe & Cooper long crates go. In other words, it is a secret weapons facility that melts the metal from the hearts of myseradeceased who overdosed on his tonic which is supposed to cure heartache. Austere Acolyte and Heartmetal Smith are the only inhabitants.

Uttershroom is an overgrown mushroom that is home to the Blemmigan species of a sensitive mushroom. Here you can start the Propagation search.

 

Avid Horizon It is the gateway to the High Wilderness and this is where people (supposedly) leave Neath and head to Reach, a region that appears in Sunless Skies.

Port Carnelian is located on the Old Continent (as well as Adam's Way and Varchas). It is the diplomatic center where local people and tigers deal with Londoners and the Khanate.
Isle of Cats / Port Cavendish is a smuggling paradise ruled by the pirate king Leopold. His daughters Isery and Zaira run the red honey trade. You will have to choose one of them as a pattern. Red honey is a substance made from human memories, not exactly an ethical thing.

Pigmote Island is a fungal desert where two colonies of vermin are involved in a civil war: cavies vs rattus-faber. You will have to support the island and eventually bring it to prosperity or fall.

Nuncio is a postal center where you can choose some missions.

Visage is home to a strange face-shaped carving called The Bloom of the Years, which is also found at Jillyfleur and Jillyfish. The trick is to keep the role of your mask: the frog is clumsy, a lobster can steal, the moth is above todbut she is also respectful.

The Chapel of Lights is related to a very disturbing story from Fallen London about a Master who was eaten by the rulers of the Third City and therefore gives off a cannibalistic vibe. This story is also related to Mutton Island, where the Master's remains were dumped into a well, and Where They Call Him Drowned Man.

Khan's Glory is the administrative center of the Khanate where one can influence affairs in the same way as in London: by giving gifts, finding information, doing favors and placing spies.
Khan's Heart is the commercial center of the Kanato. You can enter the trade by doing favors for the Leopard / Taimen clans in Khan's Glory.
Khan's Shadow is a small port of exiles, pirates, and warriors of the Khanate.
Wisdom / Sea of ​​Lilies is a prison originally used by the now independent Khanate. You can rescue the prisoners from there if you have high hearts.

Adam's Way is a city in the Old Continent where each visitor is only allowed to stay one day, and the day is measured by a life cycle of a tree that grows, bears fruit and dies in 24 hours.

Frostfound / Brite is an ice castle allegedly built by Salt before going east. Salt left his memories there.

Polythreme is home to the Clay Men, some bastbefore normal, others unfinished. They are born from the king's dreams, and the king is one of a thousand hearts. He was a prominent figure in the First City, now his clay descendants are the laborers of the Neath, each of whom has a Mountain-Sherd for a heart.

Fathomking's Hold is the throne room of King Drownie, married to a Lorn-Fluke who is famous for his unpredictability and can also bring back the dead.

Grand Geode is the base of operations for a splinter cell of Admiralty officers who fell under the influence of the False Judgment (false star) called the Dawn Machine. His eyes shine with an amber light. Ultimately, this faction is fighting for power and is very eager to overthrow the Admiralty and gain control.

 
 

Missions and tips

Organize important missions based on their difficulty and availability.

Tomb Settlers and the Ultimate Tour Operator: There are few minor Tomb Settler missions depending on the past of their captain. Being a poet also produces a Soothe & Cooper long box. These missions start in London and take you to the Tomb-Colonies.

The Last Tour Operator is a repeatable mid-game quest that starts with 12 supplies (and an additional 10 barrels of wine if you were a poet). It's a continuous journey to 3 random ports (Gaider's Mourn, Shepherd Isles, Khan's Glory, Chelonate, Irem, Polythreme) with a bunch of "tourists" who may or may not wreak havoc depending on your choices. You better choose safer options for them because you have to bring back 12 bastbandaged ardos and nothing less. Sometimes a safer option costs a spare bottle of wine, supplies, or good relations with a certain pirate king. At the end, this quest grants you 1500 echoes and a judgment egg .

neathbow It is also a Venderbight quest given by the First Curator. It is about collecting the 7 unterzee “rainbow” colors: gant, viric, irrigo, peligin, cosmogone, violant, apocyan. Sometimes there is more than one way to get the color and some are easier than others. TodColors except Gant produce a captivating treasure .

Apocyan: Bring a piece of blue scintillation or an apocyan chess piece. The blue twinkle is the “rat star” on Pigmote Island. Stealing it will banish you permanently. Alternatively, you can make Murinia independent and obtain it from todEither way, either find it in Mangrove College's Wisp-Ways, or take the Iron Republic London Report to the demons at the Brass Embassy after the Wistful Deviless quest. The Apocian chess piece is given at the end of the Principles quest.
Cosmogone - Bring an ash bathed in lightning. The lightning soaked ash is delivered to the Uttershroom at the end of the Propagation mission.
Gant: Bring your weeping scar, an Eater-of-Names figurine, or a Star-Shell. The Weeping Scar is acquired in the Chapel of Lights by sacrificing 1 point from Nightmares. An EoN figurehead is a trophy given after killing the ship (see Weapons and Monsters part). A Star-Shell is found deep within the Gant Pole or Frostfound.
Irrigo - Brings an eyeless skull or fin nucleus. An Eyeless Skull is given in the search for the magician in London (which is worse) or is acquired by pure chance in Venderbight when you have Something waiting for you (a better option).
Danger: bring a hunter's eye. Can be found on Avid Horizon or after a fight at Gaider's Mourn.
Violante: bring a bottle of purple ink. It can be acquired at random by entering a shop while walking through Khan's heart, exchanged for red honey in the Empire of Hands, or found while searching for treasure on Treasure Island in the Empire of Hands itself.
Viric - Bring a mirror amulet, a mirror box full of angry snakes, or a ghostly encounter. Mirror-Charm occurs in the Varchas temple after having some smoke nightmares. A Mirrorbox is stupidly easy to get through the Mechanic quest (an empty box and a clay man for Hunter's Keep). The Ghostly Encounter is a random event in Venderbight.

Principles of Coral is a quest for an old chess master who plays chess with you and then asks you to bring him chess pieces for the game. The game ends the mission and offers various items to get a winner / loser result.

Wistful Devilless he is an exile on Mount Palmerston. If you befriend her, she gives you packages to deliver to the Brass Embassy in London and then travels herself. In any case, your search gives access to the Embassy where you can sell souls.

Isle of cats offers two paths to choose from: with Isery or with Zaira. Isery will ask you to deliver smuggled honey to the Scholar in London. She will give you rewards for a successful delivery, then ask you to give her a crew member for experiments. Zaira smuggles honey to the Venturer. She gives a Julior reward, but asks for a sacrifice later (a crew member, a prisoner, or an officer: irrepressible gunboat or big-eyed engineer). She would give you 20 extra supplies for the officers.

Mr sacks it's a nasty quest that isn't good for early game. Appears after you've scanned Avid Horizon. One of the Masters will travel with you, giving you items to deliver at certain ports. There are 2 alternate ports each time, and the rewards will be different for each (Khan's Heart: drowning pearls and a threat point, Pigmote Isle: scintillack, Isle of Cats: Red Honey, Mutton island: 49 echo). Then the beast goes with you to Avid Horizon and makes a snow child with your blood (or not, depending on your choices). The child will slowly melt, unless you help him. Go straight to Iron Republic with a little twinkle, you get a long box of Soothe & Cooper, then go to Station III and exchange the box for a Heartmetal Ingot. From there, the child will go to Irem.

Blind Bruiser and Cheery Man They will give you some smuggling tasks that could be a start for a new captain. After a few runs, Cheery Man himself will ask for detective work and then a few more favors. He would have to find the last agent who is his daughter and then help him with his health problems.

zubmarine it is available with Zubmriner DLC.
First, go to Port Carnelian and find the fierce philanthropist and his secret workshop.
Then steal the zonar schematics from Khan's Shadow or Station III and return for the final step.
Trade Zee-Ztories, Wacky Artifacts, Stygian Ivory, and Extraordinary Implications for Experimental Progress all the way to 99.

Zubmariner “Passengers”:
- Peerless Aurelian (Harbor Carnelian / Venedrbight) to Undercrow
- Puppy Apprentice (Venderbight / Empire of Hands) to Rosegate
- Truth Hunter Chelonite (Chelonate) to Scrimshander
- Rude Researcher (Mangrove College) to Hideaway
- A monastic Drownie (Codex) to Scrimshander
- Wandering Parson (Sky / Face of Quaker) to Low Barnet
- Lost Cause Scholar (Scrumshander) to Hideaway

There is a "Recover a Regret" quest linked to Aigul.

Prisoner of Dahut : It also starts in Wrack where the songwriter tells you about another prisoner in Dahut, and continues in Dahut where you ask first and then do the same thing you did with the drownie songs, only this time you need Claridad above 20 and Length of stay 4 to 9 to reach the Prison and there, sing the Song of Broken Hooves (song is lost) to free the composer. Take her to Rosegaand report to Wrack to finish the story.

Flavor of a Cigar starts in Rosegayou, you are asked to deliver a lost apprentice of monkeys to the Empire of Hands. After that, bring unread logs, romantic literature, to complete a cigar. Bring him 2 Ambiguous Aeoliths for the robust taste, 3 Unread Records and Regrettable Hallows for the bitter taste, 3 Romantic literature for the delicious taste.

wreck is one of my favorite stories on the unterzee. Exchange 1 Sparkle for the audience with their king. Then lure captains from other ports to Wrack and elevate the current state of the city to Prospering. Open some new stores. Also, remember to go and try some rope, which induces memories of past lives (?) In which you and the king were family, friends or lovers. When you decide which one you prefer, return to it and from then on you will get a nice terror reduction and your very own sapphire tree in Dahut.

Blemmigan propagation
There are a total of 29 "safe" ports to drop the blemmigan on the ground. 30, including Iron Republic.
It takes 7 spread points to get a reward in Uttershroom. Here is the list:

Abbey Rock, Aestival, Chapel of Lights, Fathomking's Hold, Gaider's Mourn, Godfall, Hunter's Keep, Irem, Isle of Cats, Khan's Heart, Khan's Shadow, Mutton Island, Nuncio, Polythreme, Port Carnelian, Salt Lions, Saviour's Rocks, Shepherd Isles, Station III, Varchas, Venderbight, Visage
Anthe, Dahut, Hideaway, Nook, Rosegayou, Undercrow, Wrack.

 
 

Ambitions in detail

Your father's bones
For starters, it's a nice ambition, different for each captain's background:
Street-Urchin (Deliver the Stolen Bone) involves the Chelonate
Poet (Say the address) involves the Nuncio
Soldier (Pair the knife with its twin) involves the Fathomking's Hold
Priest (an interview with the smiling priest) involves the Chapel of Lights. Personally I don't recommend this one because... you know... Mr. Eaten and todor…
 
Natural Philosopher (A Crimson Lion Mask) involves VisageSunless Sea Lore and Secrets Guide 

At some point you will have to go to Fathomking and he will ask you for 6 items: a heart of legend, a miracle of science, a willing guest, an end of the elders, the fruit of the eternal tree and a light from heaven. Awesome, huh? Now to business.

- the end. Easy to witness if you have been involved with the curator at Venderbight or Principles in Port Cecil. Just finish one of the missions and you're done.
- the heart. Easy to get if you have a ruthless Modiste and progressed her quest to the bitter end. You will have his heart or Pirate Poet's or both. Another choice of hearts can be the trophies from Mount Nomad or the Tree of Ages.
- the miracle. You will need to hand over one of your handcrafted items: Memento Mori (from the Gunboat), Serpentine (from the Wizard), Gleaming Impeller (from the Mechanic) or the Icarus in Black (from the Artificer in the Republic of Iron).
- the Sky-Light. A Mirrorcatch box is the easiest option. Another is a Mountain-Sherd, or if you're particularly generous, an Element of Dawn.
- the fruit. A Hesperide apple from Irem might be the one. Uttershroom Sporule could be another.
- finally, the guest. Make your choice: Nacreous Survivor or Chef-Paramount. That's.

Zong of the Zee
An interesting mission that involves crafting 5 items. The crafting option is only available when your accommodations are upgraded. It uses a lot of rare items.
To do this, you will need 5 port reports (Mt. Palmerston, Port Cecil, Irem, Khan's Heart, Kingeater's Castle), as well as 40 secrets, 77 Zee-ztories, Memories of Distant Shores and Tales of Terror, a Dread Surmise. (= 7 Scorching Riddles) and those 5 items I mentioned:
Anatomical Cabinet (= 7 Secret + 7 Regrettable Relic + 1 Supplies) Monstrous Almanac (= 7 Secret + 7 Exceptional Artifact)
Serene Aquarius (= 7 Secret + 1 Living Specimen + 1 Supplies)
Stone shrine (= 7 secrets + captivating treasure)
Whispering Trophy Box (= 7 Secrets + 7 Strange Catch)

Wealth
Recommended for experienced captains. Requires 30000 gold and a Zeeside mansion (townhouse upgrade for 10000 eco). Making 40000 in zee (plus ship/fuel/equipment costs) isn't exactly the easiest thing to do. Once you have it todOr, simply pick up your captain at Lodgings.

Your kingdom
It's a serious ambition that requires a lot of transportation, and ideally a merchant ship. Finding protection from sunlight is a small drop compared to todor the rest. You'll need to bring crew, supplies, treasure, leave one of your officers to guard it, put political powers in place, and a few other things.

Zubmariner's Ambition (Immortality)
It's a long mission involving 7 people and the endgame assault on a Nidah city in the deep south. See details in the Ambitions section of this guide.

This
A secret ambition to go east, made at great cost with the help of the Carnelian Exile. Please note that, in the end, todAs his stats will drop to 0 and his offspring will have nothing left except inherited items and his own mask.

 
 

Inherited items

Horizon Codex (+25 Pages)
- Venturer's Story: Bring him his goods, then agree to go north, grab supplies, and be brave. On Avid Horizon, go to the end.
- Dawn Supremacy: Raise Dawn Machine Supremacy to 7 (Create Dawn Element, Sell Memento Mori, Send Vital Intelligence to Ravenous Diplomat, etc.) A traveling light (Mirrors +25)
- Zeppelin: in the Empire of the hands, fully equip the Zep and steal it. Go east.
- It is possible to obtain the item in your neighborhood. 

Manual of Miracles (Veils +25)
- Shrouded in Shadows: Make a final Sphinx delivery to Penstock without choosing a past for your character (do not deliver to Dawn Machine)
- It is possible to obtain the item in your neighborhood

Boke of Sharps (Iron +25)
- Anarchists Supremacy: Raises Anarchists Supremacy to 7 (package delivery from Vienna)

A Dream of Red (Hearts +25)
- Meet the sisters at Hunter's Keep and when their story ends in fires, rescue Phoebe and bring her to the surface.
– Finish the story of the Austere Acolyte in Station III. requires bastformerly long boxes Soothe & Cooper.

An Adumbration of Her Heart (Pages +10) (Zubmariner)
- When you approach a black wave (abyss), dive in and dive. To get the item, you need to complete 4 rituals and hug the Lady in Black, which also means your end. Note that you must first "dive deeper" with a Hearts challenge, then do the ritual and watch the counter change from 0 to 3.

Here is the correct order:
- Abyss of Scriptures (Greeting Rite). The Rite itself grants +20 Hearts that help to overcome the challenge.
- Pit of Pyres (Hearth Rite)
- Pomegranate Abyss (Banquet Rite)
- Abyss of Tombs (Rite of Comfort)

There are about 15 divisions scattered in the unter-unterzee.

 
 

Achievements

Some of the achievements are bastAnte simple and related to the story, which means you can't miss them when exploring the zee and visiting the ports. Others are complicated, and I based my list on the global statistics of Steam:
- Come closer (Lady in Lilac). Lady in Lilac will come on board when her terror exceeds 75, provided she has received a tattoo from Pirate-Poet or in London. Actually, he's a "good" character in the Clathermont tattoo family. She is also the mother of Maybe's daughter. At Fallen London, she's the one behind the Feast of the Rose festivals.
- Storm curse. Easily caught doing the last piece of the Last Tour mission in Chelonate if your Tomb-Colonists go berserk during a ritual.
- Roaring Rise (The eye). It appears in the waters of the south.
- What lies below (Constant Companion). Just dive into terror above 65 and wait.
- Stone's Curse is trapped in Frostfound, in the Dark Room.
- The Lady's Parlor (Lady in Black) is a simple puzzle when you know where to look. Complete 4 rituals in the following order:
1. The greeting ritual (Abyss of the Scriptures)
2. The Ritual of the home (Abyss of the pyres)
3. The Ritual of the Banquet (Abyss of the Pomegranates)
4. The Ritual of Comfort (Graves' Abyss)
Note that for this to work, you must choose the "Dive Deeper" option, NOT Perform the ritual. When you do it right, the "ritual" counter will increase from 1 to 3.
Each chasm in the unterzee has two names: geographic / nautical and fictional, and there are only 4 types, one for each ritual.- Salt's curse is easily captured in interactions with the Raggedy Fellow, Mute Exile in Codex, or by shooting a white zee . bat. Watch out as you take your son / scion out of London.
– Romans 6:9 (Immortality) First, Port Carnelian and a quest to find the Fierce Philanthropist’s Husband (Lytton). Then Scrimshander and a quest to find 6 people: the Financier, the Propagandist, the Guide, the Soldier, the Captain, the Healer, and yourself. Generally there are options, because not todat 6 they would be available. Here are their locations:
Fierce Philantropist (Port Carnelian) can be bribed with zzoup and parabola-flax.
Voracious Diplomat (London) / Bourdain (Wrack), Vorcious Diplomat joins in when you have good spy networks in Khanate and Port Carnelian. Bourdain is a bit more complicated. He's imprisoned in Wrack, so you have to be the King's friend / lover or trade the mirror for a Judgment egg.
Isery (Isle of Cats) / Almost Dead Man (Undercrow). Isery is fine if you choose her as patrona in Port Cavendish. Almost Dead Man can be lost if you finish his mission first. Also, he sends you to deliver letters to those places.
Batuk (Nook) You have to convince him in a few steps.
Sprightly Visionary (Hideaway) can be recruited in any case.
Rosina (Anthe) / Prince of Bands (Carnelian of Port). Finding Rosina can be difficult and to have her you have to be fine. Or dead. 

To progress further, you will need a lot of resources. Spy nets, Fluke-Cores, money, captivating treasures, sunlight-filled mirror capture boxes, scorching riddles, torpedo components, sapphires ... The
immortality is very expensive. Which is understandable, because you actually go deep into the jungle of the Elder Continent to capture an ancient city of Nidah.

- A Drownie Devotee: The story begins in Wrack, where a songwriter gives you a drownie song, then you can get other songs from Dahut: reach certain levels of Enthralment / Clarity / Length of stay.
Please note that you need a SAY each time you do a part of this mission.

– First, a love song by Drownie. need Claridad less than 3, Length of stay 4 to 9 Rites of Spring. Choose to stay and pass the Enthralment challenge (at 17) to continue.
– Then Drownie Song in Counterpoint. You need Enthralment more than 15, Length of Stay 4-9 to go to Summer Festival, and a Cl challenge.aridad (at 13) to get the song.
- Finally, Drownie Hymn. For the final piece, first exchange 1 Twinkle for a Fathomking Fish in its hold. (White Mollyflower sets Enthralment to 0) In Dahut, you will need Enthralment less than 3 and Length of stay from 4 to 9 to attend the Liturgy of challenge. Souls and Clarity (at 25) to get the song itself.

Now for the math. You will need to pass several skill tests to get points in Enthralment or Clarity, each event also adds 1 point of Length of Stay.
Captivity Events: Blemmigan, Bonfire & Meal (if successful), Clothing, Secret Locations, Crypt and Calendar, reading an unread log (if unsuccessful)
cl eventsaridad: Port Report, Bonfire & Meal (if failed), ask about prisoner, search for other visitors and secret places, crypt and calendar (if successful)

Note: todCurses are removed in Where by making offerings.

 
 

Weapons and monsters

Weapons

I already mentioned weaponry in the section on your ship's equipment.
However, there are more than just fancy names.
There are 2 shops in London where you can buy weapons and 2 craftable weapons that take a bit of effort to craft.

Weapons can be divided by damage type and ammo. There are universal weapons that damage life and helmet. These types are "cannons," "firearms," ​​and "torpedo launchers."

Cannons are universal and deal the same damage to ships and monsters. They can be mounted on deck, bow and stern. Here is the list:
Frigate-Surplus (DECK) Cannon. (8
) Cannon of Reproach (COVER). (12
) Denunciation Canyon (COVER). (fifteen)
Hellthrasher Cannon (COVER). (18
) Majesty Canyon (FORWARD). (22) Step.
Memento Mori Cannon (FORWARD). Life damage (32). Stagger.
Discouragement Canyon (AFT). (24) Step.
Scorpion Cannon (AFT). (22) Step.
Cannon of Doom (AFT). (28) Step.

Firearms are advanced weapons that look like harpoons and fire spikes or similar projectiles at Zee monsters and enemy crews. Here is the list:
Calvary (FORWARD). Harpoon. Life damage (24).
Britomart (FORWARD). Harpoon. Life damage (22).
Heart-Ender (FORWARD). Harpoon. Life damage (28).

Torpedo launchers can only be advanced weapons. They have a longer range and a narrow firing arc, and require ammo. Its advantage is the ability to stagger enemy ships, reducing their rate of fire. Torpedoes are purchased for 5 echoes or found in zee-bed while exploring the unter-unterzee. Here is the list:
Dynamite Torpedo-Gun (FORWARD) Torpedo launcher. (24) Step.
Sea Worm (FORWARD). Torpedo launcher. (24) Step.
Aventador (FORWARD) Torpedo launcher. (28) Step.
Bandersnatch (FORWARD). Torpedo launcher. (34) Step.

"Bandersnatch" staggers enemies for 8 seconds.

Note that Iron's skill count affects the damage dealt to enemies and Mirrors affect the heating rate of shooting solutions.
WeaponDamageBonus = round (Iron * 0,16). At Iron 100 your weapons do 16 dmg more. A Memento Mori will deal 48 damage to beasts and 40 damage to ships.
WeaponSpeedBonus = WeaponSpeed ​​* Mirrors / 333 At Mirrors 100, a Memento Mori will be able to fire every 2,8 seconds (4 sec-1,2 sec)

Monsters

There are very few types of monsters in Neath. There are ships, zee-beasts, and unterzee-beasts, as well as very strong opponents like Tree of Ages and Mt. Nomad.

1. Easy level

Auroral Megalops (20 HP) isn't really worth it. It usually spawns in waters around London. Deals some shards and hunger/supply losses with a small terror loss. Ram attack.
Bat Swarm (20 HP) is often seen near Venderbight. It is mainly used to reduce terror in a few points.
Jillyfleur (40 HP) Produces strange captures and fragments, after visiting Visage. Ram attack.
Antler Crab (150 HP) Not a big deal if you keep it at a distance. Destroy it to get supplies or knowledge. Ram attack.
Albino Moray (210 HP) Appears on a coral reef near Port Cecil or Demeaux Island or Wisdom. Produces relics and other curiosities (regrettable relics, grave settlers). Ram attack.
Bound-Shark (140 HP) Can be found in Sea of ​​Lilies. Dissecting it could repair your hoof in 2-3 points. Ram attack.
Particularly Tormented Bound-Shark (210 HP) Same type as above, only tougher. Ram attack.
Lifeberg (400 HP) is often found near Whither-Codex. It is not too difficult to kill when kept at a distance. Good source of supplies / fuel. Ram attack.

Generally, the strategy of the zee-monsters is to keep them at a distance and use a powerful forward weapon. Some monsters are slower and take time to rotate and launch an attack. Good veils and an off headlight mean they won't see you. You can kill them even with a starter ship and a decent weapon. Harpoon-type weapons tend to deal more vital damage.
Zee beasts are a good source for hunting trophies. They can be sold for 65 echoes, but better yet, in some cases they can be exchanged for more valuable items (Chelonate, Khan's Heart, Shepherd Isles, Abbey Rock).

Pirate Steam-Pinnacle (30 HP) easy to sneak away. He has a stash of curios to loot. Ranged Attack (4 dmg).
Crack pirate Steam-Pinnacle (80HP)
Pirate Frigate (90HP)
Alcaeus-Class Corvette (180 HP) is a pirate-poet ship. Usually the pirate-poet quest begins, and when you're done, it only gives 200-500 echoes each time you rescue the pirate-poet. Ranged gun fires and flares.
Unfinished Pirates (75 HP) Spawns near Polythreme.
Unfinished Revolutionaries (210 HP) Spawn near Iron Republic.
Rat-Barge (150 HP) Appears near Nuncio. Usually it is sucked into a vortex. Easy prey.

There are also non-hostile vapors that carry cargo and passengers, they don't show a? when he approached.

The strategy for the boats is a little different: stay aft so that it does not attack and repeat its movements. This strategy works with deck weapons. The forward weapon does not have enough range to follow. A recommended configuration here will be a torpedo weapon.
Note: when your ship is a frigate or a battleship, it becomes much more difficult to use this type of fighter.
Ships aren't as profitable as zee-beasts when it comes to loot. You can put in a lot of effort and get a random reward equal to 60 echoes.

Sunless Sea Lore and Secrets Guide

Unter-unterzee:

Corsair Undergalley submarine boat (30 HP), easy prey.
Putterpony (120 HP) Submarine khanate ship. Not hostile. Often seen snooping around Fallen London.
Boundling (220 HP) Underwater version of a Bound-Shark. Ram attack.
Beloved (180 HP) Really easy to kill. Appear near Wrack, or (under water) Port Carnelian. It can be sent to Gant Pole. Ram attack.

2. Medium level

Faustic Corsair (300 HP) usually seen near Mt. Palmerston. Easy to defeat by following him. Ranged Attack (15 dmg)
Western Antler-Crab (300 HP) Spawns near Uttershroom. 20 dmg. Ram and ranged attack.
Elder Crab (600 HP) Spawns near Aestival. 40 dmg. Ram and ranged attack.
Blue Prophets (400 HP) Swarm of birds similar to the swarm of bats. Produce some royal blue feathers (about 50). Deal fast damage with a ram attack (15 dmg).
jillyfish (400 HP) Absolutely useless, offers the same options as jillyfleur. Ram attack.
Behemoustache (210 HP) Spawns near Elder Continent. Produces fuel and supplies (unless you send it to Gant Pole). Ram attack.
Khanate War Trimaran (210 HP) Patrol the waters around the Khanate. 2 ranged attacks. 5-15 damage and damage to the crew.
Tyrant Moth (400 HP) Spawns near Ragged Crow. Easy to kill when you keep your distance.
Lorn-Fluke (600 HP) Spawns near Empire of Hands. It has a ram attack (40-45 dmg) and fires 2-4 dmg correspondence and increases terror. In general, it is not a big challenge.
Savage Lorn-Fluke (750 HP) a little harder to kill, but todBoth modes the same variety.
Eater of Names (1000 HP) Spawns near Chelonate. It is not too difficult to kill, especially with a good helmet. Deliver cargo or a figurehead (if you really need it).
Glorious Dreadnought (800 HP) and Glorious Frigate (500 HP) can be found near Dawn Machine or Kingeater's Castle.

Unter-unterzee:

Wreckship (360 HP) can be discovered as a curiosity in zee-bed, where it lurks. What works above water works here too - put it in if you can.
Trisklegant (260 HP) Conveniently appears near Gant Pole. Easy sneak attack. It can be sent to Gant Pole.

3. Difficult level

Republican Dreadnought (400 HP) has todor type of attacks, including stern weapon.
Tree of Ages (900 HP) Spawns near the spider islands of Savior Rocks. Most powerful ship.
Mt.Nomad (1000 HP) Appears near Chapen of Lights. He is a son of the goddess Stone or Mountain of Light. Nasty beast. Probably the most powerful beast in todthe times.

Unter-unterzee:

Thalatte (420 HP) has a ranged attack (acid) and a ram attack. Nasty beast. It can be sent to Gant Pole.
Irrepressible (400 HP) Oooooffffffff…. Piece of work, that one. I've never actually met him in combat.

 
 

Gods

There are three gods of the zee: Salt, Stone, and Storm.
Storm is probably the most powerful of the three. It is a space dragon, very angry and very violent. It is the force of law and punishment.
Stone is a descendant of the Sun and the Bazaar who lives on the Mountain of Light far to the south. It is the source of life and protection, and probably responsable of immortality and the strange game of life and death in Neath.
Se dice that Salt is the "traveler" (but probably another Judgment like the Sun) who went east, leaving behind Frostfound where he left his memories and Kingeater Castle where he left his hunger. Generally interested in the flow of time, memories 

 
 

Opposing forces

En Sunless Sea, the "Great Game" is full of spies, politics and revolution. The status quo of each party involved is also called "Supremacy."
You are the only force that can change the balance and bring victory to a certain faction. For doing that, there is a reward: a legacy item, but only if you side with the anarchists or Dawn Machine and elevate them to victory, or if you have your colony open with the embassy of Khanate or Presbyterate (Elder Continent) . That, and the role-playing itself, are the main reasons to delve into politics.Supremacy: London
The Neath is ruled by Traitor Empress, known as His Enduring Majesty. London interests are represented by the Admiralty.
However, there are other agents fighting for power and you, as the captain, can offset the balance by doing favors for those agents. First, there are the revolutionaries, exiled to the Surface. This faction is commonly associated with explosives, and there are indications that some of the characters in Sunless Sea they were or are, in fact, working towards revolution. 

Supremacy: the Dawn Machine
Another prominent faction resides in the Grand Geode, near the Dawn Machine. The machine itself is an artificial god, or "judgment" similar to the sun. Its creators meant a good thing, but their creation became so powerful that it now has a will of its own and its own goals. Carnelian Exile was once part of that. And dice that the thing was built by one of the revolutionaries / anarchists.

Supremacy: the anarchists
This faction is represented by the Calendar Council, a group of revolutionaries who took names from January to December and plan to extinguish todto light in the Neath. If you played Sunless Skies, you may have seen what they did to Eleutheria. A large faction is hiding in Vienna, and reaching the Surface will allow you to help them with the delivery of explosives to London (to blow up the Bazaar, no less). Or you can refuse and report them. If you don't like that revolution, here's a roleplaying tip: Don't make deals with the Jovial Contrarian in the market. The University (and probably the Academic) are also involved. The Haunted Doctor was an anarchist, he ended up killing one of the main revolutionaries.

Supremacy: The Khanate
The exiles of the Fourth City have many reasons to hate London, the Bazaar, the Masters and todthe others. After todor, they robbed his house and then destroyed it, forcing his people to flee and found a new society for themselves. In their Julioría they fight for influence in Port Carnelian and Mutton Island, but would also take Pigmote Isle. The main qualities that describe your relationships would be the Khaganian suspicion, as well as your standing with the Leopard clan and the Taimen clan. Gain favors by giving them moon pearls or coffee.

Supremacy: Matters in Port Carnelian
This colony is an important battlefield where the interests of three factions collide: London, Khanate and the tigers of the Old Continent. You can choose a side and advance the story, create spy networks and more.

 
 

Make money at the Neath

There is a lot of variety here. You can choose how you make money and what inventory you use. Trading is the simplest thing that comes to mind, but there are other ways too.
- Killing monsters is easy with good weaponry and high Veils / Iron. You can sell hunting trophies, trade them for wacky supplies and artifacts at Abbey Rock or Chelonate. Sell ​​Stygian ivory and regrettable relics, and other occasional items you get from shipwrecks. It's a good life and a steady stream of free fuel and supplies. As you do so, you can complete side quests that don't need much thinking. In this case, you can turn hunting trophies into wacky artifacts and make those relics at your lodge. Hunting the Alcaeus-class Corvette produces 400 echoes for rescuing the pirate poet, and it can appear very quickly in the same location. 

- There are some very profitable missions, but they require some zailing: Sphinxstone, Neathbow, Last Tour Operator, Principles of Coral. With the Neathbow mission you can instantly obtain 7 captivating treasures and turn them into relics for your next captain. But this is also a dangerous quest.

Admiralty It will provide a steady supply of fuel, cash, and repairs as long as you don't play for the anarchists or the dawn machine.

These are the rewards you get from the University academic:
1 echo: ambiguous aeolith (in rare event gives 50 echo)
5 echo: regrettable relic
10 echo: zee-ztory, memory, strange catch
20 echo: unread record, watchful curiosity
50 echo: intriguing fragment
100 echo: extravagant artifact, living specimen, awakened idol
120 eco: sulfur hums
250 eco: extraordinary involvement
500 eco: judgment egg, fluke core
800 echo: patch of blue scintillation, ash bathed in lightning
1000 echo: captivating treasure, element of dawn, scorching riddle, also red honey if you choose to betray Isery

7 riddles lead to a terrible conjecture and the scholar is gone.

Wisp Ways . A treasure as long as you have plenty of fox fire candles.
There you can find a large number of items, while the best items, Julior will be your retelling of «Another day: Sailing through the swamps».
Elegiac Cockatoo (81-90), Fruits of Comfort (101-117), Blue Twinkle (118-120), Searing Enigma (121-127), Long Boxes (128-130), Captivating Treasure (131+)

En chelonate , there is a brief chance to sell Gant Pole meat to a meat merchant for 200 echo (9 or 10 runs, then it goes away)

Unique offers and other opportunities

Now, there are certain offers that only appear when you have a certain item or SAY. It is extremely good for the time when you need to get items for a mission:
- exchange 1 regrettable relic for 3 unread Codex records
- Exchange 1 hunting trophy for 3 attentive curiosities in Khan's Shadow
- Exchange a hunting trophy, zee-ztory and supplies for a quirky artifact in the Chelonate
- Exchange the Twinkle for 2 Comfort Fruits at Gaiders Mourn
, exchange 1 rare catch for a live specimen in Uttershroom

Items that are not recommended for sale. You may need them!
- Pewter horse head (from Gaider's Mourn) required for the magician's story
- long boxes to calm and copper (better
put them to good use in Station III) - any items from the Neathbow mission, unless already used
- live specimen (very rare, also don't buy from Labyrinth of Tigers unless really necessary)
- drowning pearls (do not use cargo space) used as gifts in Khan's Glory

Mutersalt, Scintillack, Solacefruit - Have 1-2 items ready for officer missions and other stories. Parable-flax, wine and honey can also be used in some missions.

Now…. Soothe & Cooper Long-Boxes ...
- get one in Demeaux with SAY and 2 Strange Catches
- Get a wandering Khan's heart for 77 echoes
- get one for a hunting trophy and a SAY in Shepherd's Isles
- get one by chance by exploring Venderbight

 
 

Trade routes

Trading takes up a lot of space on forums and in player guides. For some players, the end goal is to have as many echoes as possible. Depending on your style of play, you may or may not agree, but in any case, trading cannot be avoided as part of the game. Note that you can find more information on profitable stories in the How to Make Money section in the Neath section of this guide.
There are ports where goods are collected, exchanged at other ports for profit, and sold to the highest bidder. Considering the Zubmriner DLC, these are the most popular trade routes: - Wine trade (London came straight to Godfall) buy at 21, sell at 30, but limited. You can sell for 24 at Adam's Way and Aigul.
- Aigul also buys coffee in Port Carnelian, making it a short run but little profit.
- Honey to coffee trade (coffee from Port Carnelian to Irem, Parabola-Linen back to London / Dahut) buy at 38, sell at 66 (Dahut) or 60 (London)
- Wine to coffee trade (wine to Empire of Hands, coffee to Irem, Parabola-Linen back to London / Dahut) buy at 21, sell at 66 (Dahut) or 60 (London)
- Surface coffee trade (coffee from Port Carnelian to Cumaean Canal and Vienna) buy at 38, sell at 80 The option dries up after approximately 150 bags.

 

Sunless Sea Lore and Secrets GuideSunless Sea Lore and Secrets Guide

Here are two maps with two coffee routes.

- Sunlight trade (empty boxes from Khan's Shadow to Surface / Aestival, then London or Isle of Cats). It's risky and I tried it only once or twice.
- Trade from sunlight to sapphires (empty boxes to Surface / Aestival, full boxes to Nook, sapphires to Chelonate) buy at 250 sell at 693 (= 7 sapphires per box)

Sunless Sea Lore and Secrets GuideSunless Sea Lore and Secrets Guide

Here are two maps with two sunlight paths . The yellow route is repeatable.

- Prisoner's Honey to Sapphire trade (Prisoner's Honey to Gant Pole, Shrieks to Scrimshander, Mutersalt to Anthe, Scintillack to Wrack (thriving), Sapphires to Chelonate or Anthe) buy at 25 sell at 99. I use this route, especially when ports they are close to each other.
This route can be repeated when Sapphires are sold at Hideaway each for 2 Mutersalt, then the Anthe to Hideaway leg is repeated again.

Sunless Sea Lore and Secrets GuideSunless Sea Lore and Secrets Guide

Here are two maps with two sapphire routes. The blue route is repeatable.

As you can see, some maps are more suitable for trading than others. Note the difference between the length of the sapphire trade route for Map 1 and Map 2.

Notes:
I like the sapphire trade route, even when combined with the sunlight trade. When Wrack is prosperous, you can buy 80 firkin prisoner honey and turn it into 80 sapphires, sell 40 sapphires in Anthe, go to Hideaway and do 80 mutersalt, go back to Anthe and Wrack, get 80 sapphires again, repeat as many times as you like , and buy fuel / supplies at Anthe / Wrack too. Perfect and there is no danger. Many echoes.

 

 

That's todor what we are sharing today in Sunless Sea Secrets and history guide, if you have something to add, feel free to leave a comment below. See you!
 
Credit to vegetarian