Sunless Sea Walkthrough: Locations

Sunless Sea owned by Failbetter Games. Images used for educational purposes only.
Sunless Sea owned by Failbetter Games. Images used for educational purposes only. | Source

Like any good sailing game, Sunless Sea has you moving across the open water from port to port. Unlike other sailing games, the ports in Sunless Sea range from moderately normal to unquestionably weird to... unfathomable. Expect to run across a rather bizarre range of oddities as you span the game's many locations.

This list of locations in Sunless Sea is still underway. I have yet to run through every area in the game, and there are several choices in each location that I have not yet been able to explore. Sunless Sea is also still under development, so the map is going to expand dramatically before the final release. Needless to say, this article will be updated.

Locations

Fallen London

Your base of operations. Whenever you set out to zee, your plan should always be to return to Fallen London. Here you can receive commissions from the Admiralty, pick up Recent News to report to outlying colonies, buy upgrades for your ship, recruit new Crew, and a whole lot else. The options available in Fallen London are expansive enough that it deserves its own article.

Port Cecil

A salty port out in the middle of nowhere. If the people are anything like the background music upon arrival, you're in for a peculiar stay.

Resources

- Harbour Provisioners - Basic supplies (Supplies and Fuel only).

Activities of Note

Chess

Prerequisites: Unlocked when Stories await when you next make port; Pages challenge

Reward: ?

Explore the coral knoll around Port Cecil

Prerequisites: None

Reward: See below

While out in the coral you'll get the Auroral Rupture event, forcing you to choose between one of several possible outcomes:

- Take cover - Avert your eyes, children! Gain 1 Fragment and 1 Terror if successful;

- Look around you, but not directly at the light - Feign ignorance! Gain 5 Terror and 1 Memory of Distant Shores.

- Look into the light - You fool! Gain 10 Terror and 1 Memory of Distant Shores if successful; gain 10 Terror if unsuccessful. (Not positive about the Terror on the success. Can anybody confirm in the comments? Thanks.)

- Carnelian Exile - Let someone else do the dirty work. Currently unimplemented.

While exploring you may also get the A Shadowy Predator event, forcing a different choice:

- Wait, watch, and end it - Mirrors challenge. - 2 Crew, 1 Tale of Terror, 5 Terror if unsuccessful.

- Capture it alive - Veils challenge.

- Retreat to the ship - Luck challenge.

You may also meet up with A Raggedy Fellow, who will offer to come along as a member of the Crew. You can:

- Take him with you - Gain 1 Crew. The crewman will eventually be discovered as a devotee of Salt, god of the horizon. You can Either permit his little shrine to remain aboard your ship and gain Salt's Attention or forbid it and... I'm honestly not sure. Salt's Curse, potentially? I'll find out next time.

- Leave him here - Nothing happens.

Gather Intelligence

Prerequisites: None

Reward: Gain 1 A Port Report: Port Cecil

Gather Scintillack

Prerequisites: Unlocked when Stories await when you next make port

Reward: Gain 1 Scintillack if completed successfully; gain Terror and 1 Scintillack if unsuccessful

The player speaks to the Dark-Spectacled Admiral in Sunless Sea.
The player speaks to the Dark-Spectacled Admiral in Sunless Sea.

Hunter's Keep

A suspicious island with a suspicious house that's inhabited by three suspicious ladies. Bring them current news and they'll jump all over you. Hunter's Keep is the subject of a small, but important, story arc; consequently, the details of exploring the island... and its weirdo inhabitants... may be found in this article instead.

The Tomb-Colony of Venderbight

The colony of the damned, or one of several. Venderbight is home to the restless dead, and the living aren't totally welcome on its shores. That said, you can make some extra Echoes on the side by ferrying Tomb-Colonists from Fallen London to Venderbight. Not a great living on its own, but if you're already headed that direction...

Resources

- Arcade of Sighs - Offers some luxuries and basic supplies.

- Hollow Temple - Purchases various stories for a relative pittance.

- The Charnel Lounge - Buys Tomb-Colonists shipped from Fallen London.

Activities of Note

A dusty glass of wine

Prerequisites: 100 Echo, at least 25 Terror

Reward: - 5 Terror

Explore Venderbight

Prerequisites: None

Reward: See below

Exploring Venderbight may trigger an event, Monumental Ruins. You can do one of two things:

- Picnic - - 1 Supplies, - 2 Terror

- Search warily - 5 Terror, - 1 Crew if unsuccessful.

Exploring Venderbight may also trigger another event, A Serpent-Image. You have the options below:

- Leave it - - 1 Terror.

- Take it anyway - A Pages challenge. 10 Terror and 1 Outlandish Artefact if unsuccessful.

- Take it, but reward the zailor -

- The Genial Magician has a use for it -

Visit the Grand Curator

Prerequisites: Not yet available

Reward: --

Gather Gossip

Prerequisites: None

Reward: A Port Report: Venderbight

Having a look around may also bring you to The Carmine Chapel. From here you have multiple options:

- Leave - - 2 Terror

- Make an offering - - 1 Echo, 1 Tale of Terror, 5 Terror

- Make an offering, with half-familiar rites - Requires Unaccountably Peckish.

- Search the place - A Mirrors challenge. Gain 1 terror and 20 Fragments if successfulT

Codex

Found north of Venderbight along a frozen shore, Codex is home to a motley assortment of mute exiles and intemperate monkeys. Shall we?

Resources

- Harbour Provisioners - Basic supplies (Supplies and Fuel)

Activities of Note

(Nothing yet, apparently.)

Whither

A frozen city in the far north. Surprisingly large, given the poor climate and lack of easy access.

Resources

- Fortune & Fortune - Sells Fuel and Mutersalt in exchange for Zee-stories.

- The Hunter's Cage - Sells Stygian Ivory and Supplies in exchange for Tales of Terror.

Activities of Note

The House of the Question

Home of the devotees of Storm and Salt, two of the Unterzee's three gods. You can engage in a few different activities here, mainly to gain the attention of the gods and lift any curses they may have bestowed:

- Gain Storm's Attention - Requires 1 Cask of Mushroom Wine, 1 Live Specimen, 10 Echo.

- Gain Salt's Attention - Requires 1 Secret, 1 Zee-story, 10 Echo.

- Ask about the Drowned Man - Requires 100 Echo. Gain Fragments.

- Defy the Gods - Increases Iron and Hearts by 5, reduces Terror to 0, but forever destroys any chance of removing a god's curse.

Explore the Town

Prerequisites: None

Reward: See below

Exploring Whither will present you with a few different options as you stumble upon A Contest of Riddles. Each challenge in line poses a Pages challenge, each one more difficult than the last:

- Walk away - Riddles are lame anyway.

- Bet an Echo on one of the simpler riddles - Costs 1 Echo. Gain 10 Fragments if successful.

- Seek a real challenge, for ten Echoes - Costs 10 Echo. Gain 1 Strange Catch, 20 Fragments, and 1 Echo if successful. Lose 10 Echo but gain 10 Fragments if unsuccessful.

- Attempt one of the Riddles of Pearl - Costs 100 Echo. Gain 1 Live Specimen and 30 Fragments if successful. Lose 100 Echo but gain 15 Fragments if unsuccessful.

- Attempt one of the Great Riddles of Irem - Costs 1000 Echo. Gain 1 Captivating Treasure if successful. Lose 1000 Echo if unsuccessful.

Gather Intelligence

Prerequisites: None

Reward: Gain A Port Report: Whither

A Riddling Contact

Prerequisites: Admiralty Commission, 25 Fragments

Reward: Completion of Commission

Shore leave in Whither

Prerequisites: Minimum 1 Terror, 50 Echo; a Veils challenge

Reward: - 5 Terror

Quaker's Haven

A small fishing village that used to be a part of London. Now it sits to the south of Fallen London on a tiny island.

Resources

- Harbour Provisioners - Basic supplies only (Supplies and Fuel)

Activities of Note

Drinks at the Cock and Magpie

Prerequisites: Minimum of 1 Terror, 20 Echo

Reward:

Explore the shore

Prerequisites: Stories await when you next make port

Reward: See below

Along the shores you'll find a variety of different items. You can take the following actions:

- Driftwood? - Gain 1 Outlandish Artefact.

- Something glinting -

- Something softly shining -

- A nasty glob of goo -

Pick up a Wretched Mog

Prerequisites: Minimum of 5 Supplies

Reward: Wretched Mog

Chat to the fishermen

Prerequisites: 1 Echo

Reward: A Port Report: Quaker's Haven

Visit the hilltop above town

Prerequisites: Stories await when you next make port; Pages challenge

Reward: 50 Fragments, 2 Terror

Godfall

A strange, remote settlement to the far south of Fallen London. Inhabited by bearded monks who like to get into quarrels.

Resources

None

Activities of Note

Of wine

Prerequisites: 5 Casks of Mushroom Wine, Time, the Healer no more than 199

Reward:

Of blood

Prerequisites: 1 Hunting Trophy

Reward: - 1 Hunting Trophies, Fragments, 1 Zee-ztory, 1 Tale of Terror, 1 Memory of Distant Shores

Of shouting

Prerequisites: None

Reward: A Port Report: Godfall

Explore the Shattered Citadel

Prerequisites: 5 Foxfire Candles

Reward: See below

The option to Explore the Shattered Citadel will open up a rather expansive and dangerous event, necessitating a full Crew and a lot of Foxfire Candles. The full details of this venture can be found in this article.

The player navigates the Principles of Coral in Sunless Sea.
The player navigates the Principles of Coral in Sunless Sea.

Demeaux Island Iron & Misery Company Funging Station

Resources

- Harbour Provisioners - Basic wares (Supplies and Food)

Activities of Note

Tea with the Factor

Sit down and have tea with one of the station's officials. Poor man could use the company.

Prerequisites: , Terror less than 50

Reward: Fragments, 1 Supplies, - 2 Terror

A Privateer Encampment

You stumble across an encampment of piratical nature. You can do the following:

- Attack - A Luck challenge. 1 Terror, 1 Fragment, 68 Echo if successful.

- Creep Close and Eavesdrop -

Gather Supplies

The island is home to a significant amount of fungus. You can try to gather some for supplies, though the odds of something going wrong are about fifty-fifty.

Prerequisites: Terror less than 50

Reward: Gain 2 Terror and 1 Supplies if successful; gain 5 Terror if unsuccessful

Fieldhaven

A small community almost directly east of London. There are, of course, no actual shepherds in Fieldhaven, nor anywhere else nearby. They have a variety of tales to tell.

Resources

- Harbour Provisioners - Basic supplies only (Supplies and Fuel).

Activities of Note

A picnic at the standing stones

Prerequisites: Minimum Terror of 1, 5 Echoes, Stories await you when you next make port

Reward: - 5 Echo, - 3 Terror

Tales of the Standing Stones

Prerequisites: Stories await you when you next make port

Reward: 1 Terror, 1 Tale of Terror

Tales of the Three Graves

Prerequisites: Stories await you when you next make port

Reward: 1 Memory of Distant Shores, 1 Zee-ztory

Tales of the Thornwell Croft

Prerequisites: Stories await you when you next make port

Reward: 1 Zee-ztory, 5 Fragments

The rest of the zee

Prerequisites: Stories await you when you next make port, 15 Supplies, 2 Casks of Mushroom Wine

Reward: 1 Strategic Information

Compile a Port Report

Prerequisites: None

Reward: A Port Report: Shepherd Isles

Mount Palmerston

A small port on the edge of a massive volcano, north of Port Cecil and far to the northeast of Fallen London. One of the most remote areas on the map.

Resources

- Daily Bread - Supplies, Supplies, and only Supplies at a high price.

- Malebolge Excavations - Sells Fuel and a few other items. The cheapest place to get Fuel right now, though only by a margin of one Echo.

Activities of Note

Go up to the crater

Choosing this option will send you up to the volcano for a closer look. On the way you'll gain an Encounter with the Wistful Deviless and receive an invitation to tea, opening a side story that will send you back and forth from Mount Palmerston to Fallen London. This article covers the particulars of the Wistful Deviless' tale.

Chat to the port-folk about the Brimstone Convention

Prerequisites: None

Reward: A Port Report: Mt Palmerston

Find your contact

Prerequisites: Accept an Admiralty Commission

Reward: 1 Terror, 1 Strategic Information

The player visits The Shepherd Isles in Sunless Sea.
The player visits The Shepherd Isles in Sunless Sea.

Abbey Rock

A convent located in the seas to the east of Fallen London. Not much to see or do here, frankly, but you also don't have to go very far to find it.

Activities of Note

Trade Supplies

Prerequisites: 1 Supplies

Reward: 11 Echoes

Compile a Port Report

Prerequisites: None

Reward: 1 A Port Report: Abbey Rock

Knock at the iron-studded Gates with news

Prerequisites: 1 Recent News

Reward: - 2 Terror

Watch the Convent

Prerequisites: Stories await when you next make port

Reward: 1 Strange Catch

Offer a gift

Prerequisites: 1 Hunting Trophy

Reward: - 5 Terror

Station III

Found in the waters far to the east of Fallen London. A lonely, empty, mysterious place, though active for all that.

Activities of Note

Train your telescope on shore

Prerequisites: None

Reward: A Port Report: Station III

Deliver a Long-Box

Prerequisites: 1 Soothe & Cooper Long-Box

Reward:

Try the gate

Prerequisites: No Soothe & Cooper Long-Box

Reward: None

Search for signs of other visitors

Prerequisites: None; a Mirrors challenge

Reward: 20 Fragments if successful

The player runs afoul of the Blind Bruiser in Sunless Sea.
The player runs afoul of the Blind Bruiser in Sunless Sea.

Gaider's Mourn

A large, industrial city, rising out of the western reaches of the Corsair's Forest and surrounded by unfriendly ships. Plenty to do here, but don't expect a warm reception.

Resources

- The Arrant Limpet - Sells basic supplies at high prices (Supplies and Fuel); will buy Prisoner's Honey and Mushroom Wine

Activities of Note

Another afternoon at the Arrant Limpet

Prerequisites: Nothing awaits you. Time to leave port?

Reward: 1 Terror

An evening at the Arrant Limpet

Prerequisites: Minimum Terror of 1, Stories await when you next make port, 50 Echo; this is a Veils challenge

Reward: - 5 Terror if successful

Explore the Mourn

Prerequisites: None

Reward: See below

Exploring the Mourn will bring you to an event, A Glittering Eye. You have three options:

- "I - " - Lose 2 Echo, gain 5 Terror, 1 Tale of Terror

- Leave. Don't look back. -Nothing happens.

- Turn the situation around.

You may also end up with An Intriguing Smell, presenting four possible outcomes:

- Try the grilled troglodyte prawns - 1 Fragment, - 2 Terror.

- "Do you have anything more... robust?" - Requires Unaccountably Peckish.

- Try something mysterious - A Hearts challenge. Gain 2 Mirrors, 2 Iron, 2 Hearts and Fragments if successful. Gain 5 Replete x Hunger and 5 Terror if unsuccessful.

- Try the shredded jillyfish - A Hearts challenge. Lose 2 Terror and Fragments if successful. Gain 1 Terror if unsuccessful.

You may also wind up with The View from Above, which offers four different possible outcomes as you stare down at the zee:

- Your future - - 2 Terror.

- Your past, as a ______ - Name depends on your choice of past.

- Prayer to the god called Stone - Requires 1 Stone, Storm and Salt and Stone's Attention.

- Prayer to the god called Storm - Requires 1 Stone, Storm and Salt and Storm's Attention.

- All the wide black zee -

Pay the Loitering Docker for his Strategic Information

Prerequisites: Commissioned by the Admiralty

Reward: 1 Strategic Information, - 5 Echo

Refuse to pay for the information

Prerequisites: Commissioned by the Admiralty

Reward: 1 Strategic Information

Gather intelligence

Prerequisites: None; Veils challenge

Reward: 1 A Port Report: Gaider's Mourn if successful; 5 Terror, - 1 Crew, A Port Report: Gaider's Mourn if unsuccessful.

The player returns to harbour in Sunless Sea.
The player returns to harbour in Sunless Sea.

Cumaean Canal Staging Area

A strongly-held canal to the south of Fallen London. It's one of the few paths that will take you to the surface world.

Resources

- Harbour Provisioners - Sells basic supplies (Supplies and Fuel)

Activities of Note

Travel to the Surface

Prerequisites: 22 Fuel, 8 Supplies

Reward: - 2 Supplies, - 10 Fuel, - 25 Terror

Travelling to the Surface will unlock two further options, taking you either to Naples or back undergroud to the Neath. You need a ton of Echoes and Fuel to make this a worthwhile trip (30+ is advisable), so this isn't a path to take lightly.

- To Naples - Requires 1 Fuel. - 10 Terror, - 1 Fuel, takes you to Naples.

Listen for Surface gossip

Prerequisites: None

Reward: 1 Vision of the Surface

Gather information for a Port Report

Prerequisites: None

Reward: A Perfunctory Port Report: the Cumaean Canal

Naples

An aboveground city with many a temptation. The only way to get to Naples is to go through the Cumaean Canal, far to the south of Fallen London. The more time you spend here, the more likely you and your Crew will start to die off. The Surface is no place for the denizens for the Neath. (Not for long stretches of time, anyway.)

Activities of Note

Spend time ashore

Prerequisites: 30 Echo

Reward: - 10 Terror; may lose Crew

Where are you?

Prerequisites: No Crew left

Reward: Game over!

Purchase Fuel

Prerequisites: 15 Echo

Reward: 1 Fuel

Purchase Supplies

Prerequisites: 5 Echo; a Pages challenge

Reward: - 1 Terror, 1 Supplies if successful

A Business Opportunity

Prerequisites: 1 Sack of Darkdrop Coffee - not currently available

Reward: ?

Share news from below

Prerequisites: Recent News

Reward: - Recent News, - 2 Terror, 6 Supplies, 1 Fuel

Return to Avernus

Prerequisites: 1 Fuel

Reward: None; depart from Naples

Goodbye to the Scarred Sister?

Prerequisites: The Scarred Sister, 100 Echo

Reward: - 100 Echo, 1 Vision of the Surface, 3 Secrets, - 3 Terror, lose The Scarred Sister

Carry cargoes around the Mediterranean

Prerequisites: 10 Fuel, 2 Supplies; A Luck challenge

Reward: 300 Echoes, 20 Fragments, - 3 Crew, - 2 Supplies, - 10 Fuel if successful; 100 Echoes, 50 Fragments, - 3 Crew, - 2 Supplies, - 10 Fuel if unsuccessful.

Avid Horizon

A gate to somewhere, touted as 'The End'. Found east of Whither and guarded by icy spectres, it is a place where nothing moves and nothing lives. Tread cautiously.

Resources

None

Activities of Note

Do what must be done

Prerequisites: None; not currently active

Reward: --

Look into the stars

Prerequisites: Terror less than 75

Reward: 1 Fragment, 10 Terror

Look into the stars 2

Prerequisites: Terror greater than 75

Reward: 1 Terror

Gather intelligence

Prerequisites: None

Reward: A Port Report: Avid Horizon

Polythreme

A sizable, populated island to the southeast of Godfall, across the Tides of Appetite. Home of the clay men, a strange race of seeming automatons that are incredibly strange but ultimately harmless while at home. Just don't meet them at sea...

Resources

- Temple of Chimes - Purchases Stygian Ivory for 30 Echo

Activities of Note

Gather intelligence

Prerequisites: None

Reward: A Port Report: Polythreme

Shore leave!

Prerequisites: More than 1 Terror, 30 Echo

Reward: - 1 Terror

Carry Clay Men to London

Prerequisites: None; currently unavailable

Reward: --

The player navigates the harbours of Khan's Glory in Sunless Sea.
The player navigates the harbours of Khan's Glory in Sunless Sea.

Khan's Heart

A massive colony far to the east of Fallen London, southeast of Gaider's Mourn. A powerful port of commerce and opportunity, though not necessarily friendly. Found in the southern half of the cluster of buildings and port locations.

Resources

None... yet

Activities of Note

Seek a commercial license

Prerequisites: 1 Echo; not currently available

Reward: --

Time in the tea-house

Prerequisites: Terror more than 1, 50 Echo, Khaganian Suspicion less than 19

Reward: - 3 Terror

Hire Crew

Prerequisites: 30 Echo, Khaganian Suspicion less than 19

Reward: 1 Crew

Wander Khan's Heart

Prerequisites: Something new awaits at port, Khaganian Suspicion less than 19

Reward: See below

While wandering you will run across A Stranger in Difficulties. You have the following options:

- Assist him - 50 Echo, 3 Leopard's Condescension

- Turn him in - Gain 1 Echo, lose 1 Khaganian Suspicion

Purchase Fuel at an outrageous price

Prerequisites: 50 Echo, Khaganian Suspicion less than 19

Reward: 1 Fuel

Purchase Supplies at a ludicrous price

Prerequisites: 50 Echo, Khaganian Suspicion less than 19

Reward: 1 Supplies

Pay a storyteller

Prerequisites: 5 Echo, Khaganian Suspicion less than 19

Reward: 1 Vision of the Surface, 1 Khaganian Suspicion

Gather intelligence

Prerequisites: None; a Veils challenge

Reward: A Port Report: Khan's Heart and 1 Khaganian Suspicion if successful; 1 Khaganian Suspicion if unsuccessful

Khan's Glory

The seat of the Khanate's power. Come here if you wish to appeal to the owners of the great nation, but be warned - you are watched constantly. Located in the northern half of the colony.

Resources

None

Activities of Note

Offer a gift to the Leopard

Prerequisites: 5 Sacks of Darkdrop Coffee

Reward:

Petition for access to the Nephrite Quarter

Prerequisites: Leopard's Condescension; not currently available

Reward: --

Offer a gift to the Taimen

Prerequisites: 5 Drowning-Pearls

Reward:

Plead your case with the Taimen

Prerequisites: Taimen's Mercy 3

Reward:

Ask the Leopard contacts to intercede with the Taimen

Prerequisites: Leopard's Condescension 4, Taimen's Mercy less than 9

Reward:

Cruise past the clan palaces

Prerequisites: None; a Veils challenge

Reward: 1 Khaganian Suspicion, 1 Memory of Distant Shores, - 2 Terror

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Comments 2 comments

Jeremias 24 months ago

At last! Something clear I can unandstder. Thanks!


Open 24 months ago

Shoot, so that's that one supspseo.

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