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  • Awesome Music: Each territory you meet gets its own sort of introductory Leitmotif, and each one of them is amazing in its own right, and twice so when coupled with the land you're now meeting.
    • Khan's Heart is nothing short of delicious. A spicy Oriental tune that plays around the Khanate.
    • The music played during the approach to Port Carneliannote  is also played when you sail to the Stars with the Merchant Venturer. Fitting that the entire track sounds like alien chanting.
    • The Surface is an uplifting tune that greatly contrasts with the generally subdued tracks found in the Neath.note 
  • Moment of Awesome: Achieving an Ambition ending is always awesome, but there's one that is crossing from Fallen London into this: in Fallen London, one of the glimpse of future is when you and several others are near the Mountain of Light, arguing on what will they do with the immortality they will gain if they breach the Mountain of Light. One of the choice even tell that only if they can breach into the mountain and get it, since no one else has. With the Zubmariner DLC? You now have an ambition that lets you do that for real and you can win your immortality.
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    • The Presbyterate Adventuress's chosen death: battling the Vake at Abbey Rock. The normally taciturn warrior-nuns are over the moon at the scar she left with her final act.
  • Demonic Spiders: In a game where fighting enormous oceanic monstrosities is commonplace, the thing most captains really dread are Blue Prophets. Those goddamn parrots not only do horrible damage to your hull, they're also relentless in their pursuit, will spot you sneaking around even offscreen, and they're too bloody fast to outrun on a ship. It's suggested you try and stay away from Port Carnelian for a good, long time due to their presence.
    • Glorious Dreadnoughts are very tough and possess a full complement of fore, deck and aft cannons, and frequently patrol the edges of the map.
    • Under the surface of the Unterzee, Thalattes outdo half of the game's bosses in how much damage they can dish out before dying. Their spit attack can take off significant chunks of any ship's health, and if they get into charge range, they can sink a smaller ship outright. Worse still, being underwater beasts, Thalattes usually spot the player before the player has a chance to see them. The only saving graces are that they give you a ton of loot and that their aim tends to be awful.
    • A more widespread menace are the Bound Sharks. Because the way the monsters in the game hurt you is by ramming and coming into contact with the ship, and the character model for the sharks widely failing back and forth when attacking you, you often get hit TWICE when encountering the sharks. Factoring in that they tend charge very quickly and frequently and that they do 10+ damage per hit, you'll likely have some of the higher level ships get torn apart by the beasts, let alone your starting Limpet.
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    • With the release of Zubmariner, many new terrors lurk the ocean floor. Unfortunately, one of those happens to be a quite literal demonic spider called the Constant Companion. They hide on the sea floor and don't show up on sonar, so the only warning you have for when they pop out and attack you is a terrifying skittering sound before an enormous underwater spider tries to murder you. Besides that, it's got a lot of health, moves surprisingly quickly for an arachnid under several atmospheres of pressure, and does up to 40 damage per hit, comparable to Mt. Nomad's damage! You know something's dangerous when there's an achievement for getting killed by it.
    • Ironically enough, actual swarms of bats qualify as this in the early game, being hard to hit with only one cannon, and doing a fair bit of damage- eight out of seventy-five hull on the starting ship. That is ten percent of your health, right there.
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  • Game-Breaker: If you back the cavies on Pigmote and can successfully max out their Civilisation and lead them to independence, your money woes are pretty much over, especially when you get a bigger ship. At Civilisation 10, you can buy scintillack on Pigmote for 55 echoes, and it sells for 70 back at base. 15 profit per hold space on a fairly short run is pretty hefty, especially since, unlike either running sphinxstone from the Salt Lions or dealing coffee in Vienna, there's no "final load" - you can buy an effectively unlimited amount, it just takes a bit of clicking. Then you use the profit from that run to buy more scintillack.
  • Genius Bonus: Everywhere, from the main trade route to the Surface (via Lake Avernus, like Virgil's Aeneas) to the classes of ships (referencing, among other things, various classical spirits, monsters and deities, as well as the study of eschatology.)
    • Irem, a mysterious and mystical city residing in the Pillared Sea, is a clear reference to the legendary Iram of the Pillars.
  • Goddamned Bats: Alcaeus-class pirate corvettes and Rat-barges, possessing middling health, low damage and meager loot and, in nearly any configuration of the Unterzee, spawning all over the central Zee, frequently in the player's path to more distant and lucrative destinations.
  • Heartwarming Moments: Helping Mr. Sacks can eventually leave you with a Noman/Snolem child. That is, a clone of a dead kid, grown from the Bazaar's frozen tears. As they run out of time, you get storylets about them pacing around in your hold, crying and melting. Unlike in Fallen London, you can save this one.
    • If you have the Snow Child and the Monkey Foundling on board at the same time, the two become friends.
    • Dropping off a blemmigan on Nuncio. As it passes over the letters, it changes their addresses to something legible, allowing at least one of the postmen to leave the island and deliver them.
    • If you sire a child and you still have the starter Lodgings, you will not be able to pursue any action relating to their storylet. The reason being that you know of couples that raise their children in similar situations, but you want better for your kid.
    • If you approach the Monkey Foundling on Ash Isthmus after finding a specific item, two of the Pentecost apes of the Empire of Hands are defending her while she sleeps. It's made pretty explicit that the spirits of the Foundling's parents are looking after her, even when unwillingly bound to soul-stealing monkeys.
      It is said, oft with a scowl, that the Pentecost apes will take anything from the souls they steal. Languages. Habits. Gestures. It is rarely considered that, sometimes, they may take the best.
    • The good ending to the Aigul storyline. You're not getting any needles anymore, sure, but seeing the captain off his deathbed at last, and the First Mate finally happy along with the crew, taking in the festive atmosphere now that they can finally leave as a crew when they desire? More than worth it. A small Awesome element in it too, as you essentially broke the spell a massive Starfish Alien had over everyone with just the right words
  • Moral Event Horizon: You can risk lives and do ambiguous things in many, many places, and there are various places where your captain can cross this one in some's eyes. Start seriously dealing with the pair from the Isle of Cats, though, and your captain is waaaaay over the line. Dealing in drugs is bad enough without the highs they provide being Powered by a Forsaken Child, and those two are just as unpleasant as you could imagine for a major drug provider for something that awful.
  • Most Wonderful Sound: Limping back to London with half your crew, a few too many holes in your hull and an engine running on tinned herring? Take a deep breath on the dockside and listen to the concerto, "Wolfstack Lights", play; it's almost like they distilled "coming home" into a musical passage. Given the setting, it's entirely possible.
    • On a much more minor note, if you happen to own an extremely fast ship that lets you travel between islands faster than the Something Awaits You quality is reset, hearing the sound of bells signaling its resetting can be that if you seek to benefit from port encounters.
    • The low chime you hear whenever your zonar spots something in the depths. Even if it's some awful beast you can't help but feel a little thrilled for the chance to snag what they're carrying.
    • While most of the impact is from the very first time, the clanking and steam-venting of your vessel turning into a zubmarine, and sinking beneath the waves to explore the zeebed is always a treat.
  • Rewatch Bonus: There are many tiny little events and implications, the significance of which only becomes apparent if you've been around the Zee a few times.
  • Stoic Woobie: Poor Scarred Sister. By the time she becomes a crewmate, she has become homeless, covered in nearly fatal burns, no longer can live with her sisters...and this is all after she was unhappily forced into living in the Neath to remain with them. Phoebe just isn't a lucky person.
  • Squick: Much of the Neath's reality, even the daily life, is packed full of all kinds of Squick-factors, underlining its eldritch alien-ness. This is not a place for those of faint heart or stomach.
  • The Woobie: The Nacreous Outcast has it bad. His kind was already discriminated against by the people London, but in addition to that, his own people shunned him as well for reasons he refuses to go into. It eventually became a servant of the Principles of Coral who more or less has the Outcast gather materials for its own death and then forces it to play a chess match where it will die if it loses. The Outcast is well aware of what is happening during the match and is visibly shaking in fear the whole time, but is powerless to stop it. Thankfully you have the option of throwing the match.

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