The Uttermost East (Ambition)

Introduction
 is a hidden ambition designed to test and toll the player at every turn. Due to the extremely high price of completing this ambition, I recommend playing this ambition on a later play through. The option to go for this ambition can be chosen at any time and can be completed even if you are pursuing another ambition from initial character creation.

''If you are weak willed or faint of heart, turn back now. Continuing down this path will forever change you, for better or for worse. Truth has its price.

Acronyms and Abbreviations
 
 * SAY - Something Awaits You
 * E - Echo
 * M:YB - Menaces: Yearning, Burning
 * Exile - Carnelian Exile

Preparatory Materials
In order to complete the task of sailing east, there are some materials you will want to gather during your exploration.

Mandatory Materials
 
 * SS_Searing_Enigma.pngng Enigma - x 8-10 - Enough for a Dread Surmise, one to start your journey, and another to know yourself in Frostfound.
 * SS boxemptysmall.png Mirrorcatch Box - The goal here is to get Menaces: Yearning, Burning up to 100 and the boxes are a great way to get there. 3-4 will get the job done.
 * SS sidebardreadedsmall.png Surmise - x 1 - Required to collect your true name.

Optional Materials
If you are ambivalent about wanting to go through with completing this ambition, collecting these items will lessen the cost.  
 * SS wavesmall.png-ztory - For The Corridors of Frostfound
 * SS_Tale_of_Terror!!.png of Terror - For The Corridors of Frostfound
 * SS sunsetsmall.pngn of the Surface - For The Corridors of Frostfound

Part 1: The Carnelian Exile
The Exile is the instigator of our unrest and only through her do we gain direction. Her presence on the ship is paramount.

Recruiting the Exile
 
 * SS fallenlondon_portsmall.pngn London - can be recruited randomly in London with the Another Day: A New Recruit? action.
 * SS_Locations_Grand_Geode.png Geode - can be recruited for free if the player has Memoirs: a Sun-Stroke = 1. The Memoirs: a Sun-Stroke can be obtained by using the Ask to speak with someone in authority action at the Grand Geode with SAY.

Dinner with Exile
Speak with the Exile and invite her to dinner. The conversation will cost you a Searing Enigma. Whatever option you choose will begin you on the path.

The Gods of the Zee
To continue the dialogue with the Exile, two additional things are required


 * The Gods of the Zee: Stone, Storm and Salt - This is a random event. You're going to have to do some sailing for this to occur.
 * The Gods of the Zee: Salt's Attention - This is most easily obtained by dining with Cynthia at Hunter's Keep

After you have obtained the two above pieces, return to the Exile for further instruction.

Part 2: The Traveler
The Exile tells you to master the map and gather an immense secret, which is pretty vague. What she meant to tell you was that you have to sail beyond the edge of the map in each direction [East, West, North, South] and gather a Dread Surmise.

This is possibly one of the most dangerous parts of the journey. Sailing South into the Elder Continent can be game ending if the player is unprepared. Each cardinal direction will grant the player with an associated mark (i.e. Mark of the East or Scars of the North) that are necessary for the next part of the journey.

SS buoysmall.png The Mark of the East
Sailing East is essentially a free step towards the goal and can even be advantageous to quickly get between the top and bottom of the map (although the destination is randomly Irem or Kingeater's Castle). You aren't really sailing East, not yet... you're only tasting things to come.

Preparation
 
 * No necessary preparations

Cost
 
 * SS fuelsmall.png -3 x Fuel
 * SS suppliessmall.png -3 x Supplies
 * Transported to either SS_Locations_Irem.png Irem or SS_Locations_Kingeater's_Castle.png Kingeater's Castle

SS avidhorizon_portsmall.png The Scars of the North
The journey to the North can occur in many places along the top of the map. An easily accessible location is slightly Northwest of Whither or around Avid Horizon.

Preparation
 
 * SS skullsmall.pngr ≤ 20
 * SS suppliessmall.pngies ≥ 25
 * (Recommended) SS crewsmall.png at 100% capacity.

Cost
 
 * SS crewsmall.png -50% Crew
 * SS suppliessmall.png -1-20 x Supplies
 * SS fuelsmall.png -1 x Fuel
 * SS skullsmall.png +50 x Terror
 * Transported to either SS_Locations_Avid_Horizon.png Horizon or SS_Locations_Frostfound.png Frostfound (destination is random)

SS bloodstainsmall.png The Touch of the South
There's only a single location on the map that you can gain access to the Elder Continent and that is through the Darkgryphon Straits due east of Adam's Way. Simply approaching the Elder Continent causes hull damage. Occasionally the game will bug out when you sail south and even if you survive the adventure, your hull continue to take damage and end your game. I strongly recommend saving prior to taking this journey. If you're not the saving type or doing the autosave challenge, either backup the save or risk everything.

Preparation
I can't emphasize enough how important the preparation for this step is going to be. If you sail South before being ready, your game will more than likely be over. Even if you manage to somehow survive despite the odds, your ship will be at 1 hull, 1 crew (yourself and your officers) and you will be rapidly gaining terror. Preparations here will help you recover and hobble your way back to safety.

   </ul> </ul>  </ul>  </ul>  If either of these places is further away than London, head to London instead. </ul> </ul>
 * SS Veils.png x 125+
 * Sailing South requires a Veils check. 125 is required for a 100% chance of success.  If you fail this check, your game is over.
 * Wait, I started at 25 Veils, how can I possibly get to 125?
 * Maximize officers +20 - Tireless Mechanic (+8), Sigil-Eaten Navigator (+5), Presbyterate Adventuress (+3), Eyeless Skull (+4).
 * Ship equipment +15 - Whispering Trophy-Case (+7), Caminus Yards Avid Suppressor (+3), The Serpentine (+5)
 * Ship bonus +10 - Leucothea-class Steam-Yacht or Lampad-class Cutter
 * Spend secrets with the Tireless Mechanic - he can raise your Veils to 150. With the above, that means you need to earn 55 secrets (or 62 in total due to 7 being spent on the Trophy-Case).
 * Random events like The View from Above at Mount Palmerston and Gaider's Mourn can increase stats, so prioritize revisiting those locations.
 * Hunting Lorn-Flukes has a chance to give you +3 x secrets upon a successful harvest.
 * I didn't say it was going to be easy.
 * SS skullsmall.pngr ≤ 20
 * With 1 crew aboard your ship, terror will accumulate rapidly and it is a long way from Adam's Way to London at 50% speed.
 * Run with your lights on when not in the proximity of enemies.
 * SS ratsendersmall.pngs Faber Assistant x 5+
 * Cost: 100E each, purchasable in London.
 * Benefit: +10 x Hull
 * After you return to Adam's Way, you will have 1 hull. That means if you accidentally bump anything, engage in a battle or have some unfortunate random event occur, your captain is toast.  Each assistant will repair your hull by 10 points and while this is expensive, it is still better than losing the game.
 * Planned route to a place where you can recruit Zailors.
 * Khan's Heart - 1 Zailor can be recruited for 30E
 * Demeaux Island - 1 Zailor can be recruited per SAY.

Cost
 </ul>
 * SS shipbigsmall.png Hull = 1
 * SS crewsmall.png Crew = 1
 * SS suppliessmall.png -10 x Supplies
 * Transported to SS_Locations_Adam's_Way.png Adam's Way

SS dawnmachinesmall.png The Western Stigma
The Western Stigma requires you to sail Southwest to the location of the Dawn Machine. You can actually pass through the narrow channel below the Dawn Machine and off the map. Keep in mind that being in proximity of the Dawn Machine will rapidly increase terror, so I recommend minimizing the amount of time around the horrid contraption.

Preparation
 </ul>
 * SS skullsmall.pngr ≤ 20

Cost
 </ul>
 * SS skullsmall.png +50 x Terror
 * SS dawnmachinesmall.png +1 x Supremacy: The Dawn Machine
 * Transported to SS_Locations_Grand_Geode.png Grand Geode

Part 3: Frostfound
After gathering the necessary marks from having sailed off all edges of the map, you must now speak with the Carnelian Exile for the next step. Frostfound, the giant and mysterious ice castle in the middle of Unterzee awaits! Before you enter, make sure you have Menaces: Yearning Burning > 100 and your Dread Surmise or you still have some work to do.

SS Menaces Yearning, Burning.png Menaces: Yearning, Burning
There are three ways to gain this menace -  </ul>
 * +1 x M:YB - Travel to Avernus via the Cumaean Canal Staging Area
 * +4-7 x M:YB - Fill an Empty Mirrorcatch Box at Avernus
 * +4-7 x M:YB - Fill an Empty Mirrorcatch Box at Aestival with a 50% chance to gain Menaces: Wounds. Remember 3 x Wounds = New Captain.

The Empty Mirrorcatch Box can be obtained at the following locations -  The choice of purchase location should be obvious. </ul>
 * SS_Locations_Khan's_Shadow.png Khan's Shadow for 250E
 * SS_Locations_Irem.png Irem for 3 x Secrets

The resulting Sunlight-Filled Mirrorcatch Box can be pitched over the side. Alternatively, you can sell them at the Isle of Cats for 400-500 echo or to the Blind Bruiser if you have accepted his commissions. Don't get caught with these in London (triggered by entering port with SAY) or they will be confiscated and you will have lost your chance to throw them overboard.

SS sidebardreadedsmall.png The Dread Surmise
This can be a tricky step as coming across 8-10 Searing Enigmas is not easy.

 </ul>
 * SS_Locations_Abbey_Rock.png Abbey Rock - 1 is available by completing the Presbyterate Adventuress's storyline and choosing to witness the end.
 * SS_Locations_Avid_Horizon.png Avid Horizon - 1 is available by completing the Merchant Venturer's quests and choosing not to pass through the High Gate with him.
 * SS_Locations_Chapel_of_Lights.png Chapel of Lights - 2 are available by completing the Attend a service at the Chapel actions.
 * SS_Locations_The_Chelonate.png Chelonate - (Repeatable) Sell Mt Nomad's Heart for 1 at the shop.
 * SS_Locations_Grand_Geode.png Grand Geode - 1 is available by delivering the last of the Sphinxstone from the Salt Lions
 * SS_Locations_Irem.png Irem - (Repeatable) purchasable for 5 x Extraordinary Implications. Each implication is 333E so the total bill is 1665E
 * SS_Locations_Iron_Republic.png Iron Republic - 1 is available after creating the Awakened Seal of the Red Science for the Memento Mori, but you need the enigma to finish the Mori so this is a wash.
 * SS generic portgaz.png Mangrove College - (Repeatable) Randomly obtained in The Wisp-Ways
 * SS_Locations_Nucio.png Nuncio - 1 is obtainable here by traveling to the basement
 * SS_Locations_Saviour's_Rocks.png Saviour's Rocks - 1 is obtainable here by completing the storyline.
 * SS_Locations_Varchas.png Varchas - 2 are obtainable here by means of the the Jewel-Turbaned Youth and completing the The Pilgrimage to Amaradri event.
 * SS_Locations_Visage.png Visage - 1 is obtainable here if you go through the once per game event with a flair
 * SS_Locations_Wisdom.png Wisdom - (Repeatable?) 1 is available by either rescuing or ransoming a prisoner and speaking with that prisoner. Not recommended as this is extremely expensive or extremely risky.  Seriously, don't.

In my experience, The Wisp-Ways is a particularly lucrative means of obtaining Searing Enigmas. The candles can be cheaply obtained at nearby Adam's Way and you can often turn a profit by gaining A Lump of Blue Scintillack or Captivating Treasures. The only thing to be wary of is that it can be easy to lose Crew and gain Menaces: Wounds while in there, so make sure you have plenty of the former and few of the latter before entering.

Purchase Location
The Dread Surmise is obtained at one of two locations:  </ul>
 * SS fallenlondon_portsmall.png London - 7 x Searing Enigma from the Alarming Scholar, but he (she?) goes crazy afterwards.
 * SS_Locations_Iron_Republic.png Iron Republic - 9 x Searing Enigma but you have to limit your interactions that increase the Another Day: Iron Republic Days so you still have access to the House of Pleasures.

Losing the scholar this late in the game isn't going to be the end of the world. It is mostly annoying, so don't fret if you can't access the Iron Republic shop. In theory, the Another Day: Iron Republic Days is supposed to reset and roll back around to 0 after hitting 15, but last I checked, it was bugged and that doesn't happen. Maybe when Zubmariner hits...

The Price of Knowledge
There are a few requirements you should meet before entering Frostfound, otherwise you will regret paying a steep price for no progress.  </ul> The goal here is to raise your terror score to 100 (yes, raise). At each room in the corridors, you will have the option to gamble with a skill check and an item (zee-ztory, tale of terror, fragments, visions of the surface) or sacrificing some stats. In all honesty, sacrificing stats here is generally easier and recommended. You will need to spend your Searing Enigma to raise terror to 100 and enter the final chamber, where you will spend your Dread Surmise to gain the truth.
 * SS sidebardreadedsmall.png Dread Surmise ≥ 1
 * SS_Searing_Enigma.png Searing Enigma ≥ 1
 * SS bazaarsunsmall.png Menaces: Yearning, Burning ≥ 100
 * SS skullsmall.png Terror < 20

SS correspondence2small.png Letters of the Name that Burns
You must now gather all 7 of the Letters of the Name-Which-Burns. Each letter will cost you dearly, but you already knew that. Pay the price and collect your name.

Part 4: Kingeater's Castle
Prerequisites: Menaces: Wounds = 0 It is time to speak with our dearest Exile again and this time she informs you that in order to continue your journey, you need to free yourself of all ties. What better location to do so than at Kingeater's Castle?

Speaking Your Name
The price must be payed. There are no ways of getting around the necessary sacrifices to be free, so do so earnestly. Even if the game bugs and you think you're getting a new scion, I can tell you from experience, you're not. You are almost cleansed. Almost.

Part 5: Irem
We are now at the journey's end, but in order to gain Salt's Song, we must be cleansed. Now is the time to experiment with sailing East off the map until you arrive at Irem. Or if you enjoy sailing the length of the map, you may slowly drive there knowing your stats have come to an end (your legacy books are fine, but not your scion).

At Last: Salt's Song
SO, they don't really tell you this in game, but in order to gain the requiem of sacrificed stats and orphaned children, you have to get rid of all of the following:  0 x Dread Surmise 0 x Element of Dawn 0 x Mountain-sherd 0 x Captivating Treasure 0 x Searing Enigma </ul>

The option There is no price. will grant you what you seek.

Part 6: The Uttermost East
This time, when you sail east, it's for reals. Who can say what truly lies beyond the horizon? Maybe we'll know in an expansion.