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As a Moments subpage, all spoilers are unmarked as per policy. You Have Been Warned.


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    Ambitions 
  • In the Light Fingers ambition, when you find out about the Orphanage, you're treated to a NASTY piece of work called Poor Edward. He's an agent of the Masters who tells you to drop investigating the Orphanage otherwise he'll bury you alive because killing you wouldn't really work in the Neath. He then gives you some herbs that can erase your memory. When you finally get to the Orphanage, if you aren't good at sneaking around it, you'll discover Edward was NOT bluffing and WILL bury you alive. If this happens, you're essentially forced to commit suicide in order to escape. So where does the CMOA come in? When you finally find the Music Hall Singer and her sister, both of whom you went in there to save, she will tell you that they can't leave. That whatever the Hell they were working on got to her sister, and that she doesn't want to leave. She says that her sister will never want to leave so long as she can remember it, and that the herbs to erase her memory would be impossible to find...and then asks you why you're smiling. You use the herbs on her sister and are able to get her out. All thanks to Edward. It gets even better if you choose to burn down the Orphanage, as you see him get enveloped in the flames as you leave.
    • Later in the Ambition, you're being forced to marry Poor Edward to get your Hybrid back from him after its been kidnapped. Depending on your actions and choices during the wedding, you can choose to let Clara decide his fate, and what does she do? Calmly walks over to his retreating form and shoots him without hesitation. After the horrors him and Mr. Fires subjected her to in the Orphanage and that painful birth she was forced into going through with that could've killed her, she's all but earned the right.
  • There are two endings to the Light Fingers ambition concerning the fate of your Hybrid, the false-star. If you choose to...
    • ...keep your promise and give the Hybrid to Mr. Fires, it actually upholds its end of the deal. Clara is sad, as is the rest of your camp, but you have your reasons to get rid of the Hybrid in this matter. The Hybrid is terrified of Mr. Fires, rightfully so, but it doesn't matter to you. You have in your hands that elusive diamond, the size of a kitten, from the Mountain of Light itself. The prize that started this entire adventure is finally yours, and while it's significantly smaller than the tales told, it has something so much better in its light.
    • ...break your promise to Mr. Fires and refuse to give it the Hybrid, you and Dr. Vaughan hatch a plan to stage the (fake) death of your Hybrid in order to smuggle it to the ceiling and keep it away from the Master so it can't further its plans. It's a laborious process, one that involves creating a fake corpse of your Hybrid and tricking Mr. Fires into thinking the Hybrid never survived its transition from Parabola into the real world, but the result? Your child is safe and sound from the hands of something that would use it for its own gains. The knowledge that you have successfully stopped the plans of a spiteful Master, and the love of your False-Star, always there for you to be your guiding light in the darkness of the Neath...that is your prize.
  • Remember the battle against the Rattus Faber? Well, you can go through another battle scene in the Grand Sanatorium- against Tomb colonists, potentially some of the most dangerous humans in the Neath. Mirroring the duel at the end of the battle, you fight a spider council. You can fight at least three, but two of the one on one fights would be boss battles, if the game had a combat engine.
  • The finale of Nemesis is this mixed with Nightmare Fuel. You end up poisoning Mr. Cups with Cardinal's Honey, leaving it phasing in and out of the dream of the dead and rapidly disintegrating each time. It begs you for the antidote, offering the return of your lost loved one in exchange. That's right, Cups gives you the same offer that the Masters gave to the Manager of the Royal Bethlehem, the Duchess, the Gracious Widow and the Traitor Empress so many years ago, and you don't even have a city for collateral.
    • If you accept, it turns out Cups isn't bluffing; it performs a ritual using its own blood and an unfathomable amount of Hesperidean Cider to bring your loved one back good as new (with one catch, but even that's getting off light compared to what happened to the others the Bazaar revived). Cups then decides to call it even, having survived but made impoverished by your bargain.
    • If you reject the offer, on the other hand, Cups is finally dragged off to meet his fate at the hands of the others who went before you. Later on you meet with Lilac to discuss how to write your story on the Bazaar's skin. From here you can choose to either keep your role in Cups' death a secret by stopping the story with Scathewick, tell the whole story as a warning to the other Masters that they're next, or forget the revenge angle entirely and dedicate your story to the memory of Cups' victims, your own loved one among them.
  • The finale of Bag A Legend. Beginning with detonating the Chorister's Bomb, a Red Science superweapon that converts the Master from WHO into WHY. Its activation involves everyone present in your base camp to begin singing in a multitude of tongues (including English, Hellish, and Rubbery), a paean of condemnation and cruelty, that causes Mr Veils to bellow out his denial, before exploding into his component selves. Essentially destroying him with a long and lyrical "Reason You Suck" Speech.
    NO
    I AM NOT SUCH A SMALL AND BORING THING
    THAT I COULD BE EXPLAINED
    • The immediate results of the bomb scatter dozens of Veils around the clearing. Most, however, are simply too small or trivial to persist. Still others begin devouring each other, until only three remain to flee into the depths of Parabola. Each prove to be boss battles all their own, to be cornered and destroyed (or, for more concerning Bag A Legend players, spared for other ends. At this point, "the Vake" is dead, at any rate). One by observing the Order of Days which ends on the Day of Slaughter, one by cornering in the Great Game, and the last by sending an attack through the ages of time and Is-Not with a a weapon that is neither now nor then, neither real nor imaginary.
    • Brief moment, but when you know the Vake is coming for your Base-camp, and enter the mirror to find yourself face-to-face with him, you have the option to battle him briefly to reduce the damage, and to finally have a decent test of your might against the beast... and you can mangle it quite a bit if you win, slicing off a claw and tearing up its wing before you're forced to flee. The Mother Superior would be ecstatic.
    • Once all is said and done, players who killed every last aspect of the Vake carry its three heads in one bag. The head of the Curator ends up eating the other two and replenishing itself until it appears like Veils the Master once more, and it is your final and most impressive trophy. It is carried with the player for the rest and shown off with pride as you collect the fortune owed to you.
    • And then there's the final bounty of four million Echoes that started the whole mess. Not even the Bazaar itself and all its Masters can deny you your just reward, for they are bound by their own laws and promises and the fact you might go after them next. And it turns out... the Bazaar doesn't have it. No one could claim it, so slowly it was spent, and they never had that much because Veils, arrogant as he was, kept jacking up the prize on his own head to get better prey never thinking that he might get killed. The Tragedy Procedures need to be called to determine what to do next. And the Bazaar almost has to liquidate the entire city and everyone in it, along with everyone in its service, just to get you paid; something that has never happened only came close five cities ago. The alternate solution? They just give you literally everything Veils had. All its properties, all its industries, all its deeds, everything is yours. And everywhere you go, what was owed to Veils? It's owed to you. And you proceed to run it all better than it ever could... and it's still not enough, so the Bazaar signs you up for a few additionals; wherever it has any influence at all, you will be owed, and you will be paid.
  • The finale of Heart's Desire has several moments.
    • Your match against the Manager of the Royal Bethlehem Hotel. In his Garden of Nightmares, the Manager begins assaulting you with nightmares to throw you off your game. You, however, came prepared. With your own Battalion of Obedient Dreams, you utterly thrash his nightmares with your own, which is either a raging inferno, a storm that speaks, an army of the dead or an army of the Bloody-Handed Queen and the Beleaguered King combined. In other word, you defeat the man who collects nightmares by taming your own dreams and proving them the superior nightmares.
      • At culmination the Manager releases his own greatest nightmare - Nothing-After-Death. He himself can barely breath in it's presence, while you sic your dreams on it. Fire Sermon sears away everything insignificant in it, leaving only fear - and the fear can be fought. The Chess argue that while their makers are gone they, their strategies and principles endure, humiliating it into defeat. The Dead boast that they actually persist, daring it to prove them wrong and then making it one of their own. And Storm simply tells that you're still alive, then bitch-slaps it with a lightning.
    • The match between Pages and the monkey... ending with the monkey's shock victory. You've gotten hints that the monkey means business, but nearly everyone expected that it would be you against Pages in the end. Not this time. A Master of the Bazaar, who in any other ambition would be either the Big Bad of the story or the Greater-Scope Villain... is bested by a monkey. And lest we forget, this isn't even the first time he won.
    • Which leads to the final battle between you and the monkey. Card games never felt so awesome. Your match last days, possibly weeks, perhaps even months. All under the gazes of the Masters, rapt. You are neck to neck, whether you choose to focus and play, or accept the strange visions of the Bazaar to guide you to victory. And you still lose! For all your preparations, trainings and possible supernatural powerups, the monkey proves himself the superior player, or at least an equal one. If it wasn't for his love of the game, you could have failed the ambition right there, bested by a mere monkey. Except you...
      • ... stake something for another go. A final game to win it all. And Gregory Beechwood, for all his hate of the Marvellous, loves the Marvellous. He accepts, and you play again. This time, you come out the victor. Using your wish, you can become a Master of the Bazaar, become the the heir to London, acquire a form of immortality and ownership of London, or acquire a surface mansion that allows you to be beneath the sky once more for half the year, every year. Through a game of card, you have achieved your Heart's Desire.
      • ... fold, allowing Gregory Beechwood to claim victory a SECOND time. He then use his wish to permanently put an end to the Marvellous, taking away the Masters' little game, ensuring the players would no longer destroy themselves and others in pursuit of their wants. The monkey stands a little straighter. You might have lost the Marvellous, but you prove yourself superior to all other players in one manner: You are uncaged by your Heart's Desire.
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    Location-based storylets 

Watchmaker's Hill

Port Carnelian

    Non-repeatable storylines 
  • If you choose to let him do it, the Disgraced Rattus Faber Bandit-Chief finally clearing his name by setting up an Enemy Civil War to take down the Big Rat's lieutenants. Usually, he dies in the ensuing fray - but if the random number gods are smiling upon you, he returns victorious and no longer disgraced.
  • The conclusion of the story of the Missionary and the Firebrand, if you choose to "rail at them". To quote, "they've dragged you up and down Fallen London, halfway across the Quarter, tried to strip you of your memories," and then billed you for a 400-echo MacGuffin. Your character is not impressed, and does not hold back.
    "What are you doing down here? Why can't you leave well enough alone? How would you both like to b____r off back to the Surface and leave real Londoners to get on with real life? Did you really spend a year looking for the Nadir without even knowing what it was? Who are you people?"
  • Taking up the Jack-of-Smiles case, and ending the nightmare by burning down the cursed forge in question, and dumping everything into the Zee, to be lost forever. You took a case that no other could crack without either dying or joining the Jacks, made your way through it through wit and force, found out the truth, and dealt the killing blow to a killer of hundreds.
    "Newspaper interviews. Endless parties and dinners and speeches and salons. A parade down the length of Ladybones Road. A statue. A statue! It's in a quiet square somewhere, but still. London's memory is short. But today, London loves you."

    Exceptional Stories 

    Meta 

    Misc 
  • For those kind or sleazy enough to turn your Handsome Townhouse into an orphanage, there is one particular option that requires several hundred echoes and many many opportunity cards worth of effort to obtain before you even have the option to recruit her for a little bit of Fate. That would be the Laconic Prodigy. Her story goes a little something like this: Her parents were killed by the Vake, and so she ended out in the street. Afterwards, she was approached and recruited by the Sisterhood, i.e. the people who hunt the Vake and indeed will help a player who is trying to Bag A Legend. However, she didn't like the convent, so she escaped. Note that the Sisterhood convent is out in the middle of the Unterzee. Afterwards she bounced between urchin gangs until she ended up at your orphanage by pure chance. This little girl, who has quite the spiffy hat, is basically a smaller version of you. She's more stealthy than the most experienced of the Duchess's cats, she's more watchful than a Hound of Heaven, and she's more dangerous than a FULLY GROWN TIGRESS. She's basically a Scuttering Squad, but better. When you recruit her, she only joins you under the (heavily haggled) idea that when you and her introduce yourselves to someone, she gets to say that you are her assistant.
  • All players gaining a notable profession undergo a crowning moment of awesome with a different achievement for each.
    • For the Crooked Cross, their moment comes in convincing a virtuous priest to destroy a golden cross.
    "You put the cross in the Curate's hands so he can feel the weight of the gold. At first, he looks at you as if you were mad, but your questions are reasonable. After all, is God measured in right angles? Isn't a wooden cross as good as a golden one? Think of the good works that the money could be put to. The poor it could feed. The children it could clothe.

    When the priest takes a hammer to the cross, he does so with the certainty of a saint."
    • For the Midnighter, their moment comes when they track down a Queen in the Great Game, stealing her earliest childhood memento, which involved burning down the orphanage she grew up in, and delivering it to the Detective who was tasked with discovering the perpetrator of the arson / multiple-homicide of said orphanage. The Midnighter shows that no one is safe from the manipulations of the ministrator of St Jousha.
    "When tedium threatens she looks upon it, remembers how close she came to losing everything, and returns to her safe, sensible habits. Why does the box feel so light?"
    • For the Licentiate, they track down another Licentiate through his noble origins and murder him in the middle of a masked ball without anyone noticing. They find a scrap of leather with aliases written on and cross his name.
    It's never too early to get started.
    • For the Monster-Hunter, you set to zee, bait an anglerfish-like monster so huge its lure glows like a sun, and it raises a mountain of water upon rising from the depths. You jump in, you kill it in its own turf, you haul it back to your home and eat it raw. This feat turns your eyes the same color as the beast, a deep Peligin, and it leaves you with a snapped bone quickly turned into a harpoon and hungering for more blood to spill. It's implied the whole feat turns you into a minor Humanoid Abomination.
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