The Tomb-Colony Of Venderbight
Pursuing mysteries in the Far Neath
If you find yourself obsessed with a certain ambition, you may eventually attempt to further your goals in a most daring manner: purchasing passage to Venderbight in the guise of a many times dead tomb colonist. Unlike previous episodes in the Ambition: Nemesis saga, you are left mostly without guidance in Venderbight, forced to seek the answers to your mysteries alone.
Who is Carrywell, how is she involved in the trade of Red Honey, and above all, what is her relation to Scathewick?
A bizarrely quiet place
There is little enough here to occupy oneself with, to one unfamiliar with the colony. But to the patient, many opportunities present themselves.
Return to Fallen London
A dark steamer waits at the quayside. Have you learnt everything you need to know? Are you looking for supplies from the Bazaar? Or are you simply desperate to escape from the darkness to the… slightly less miserable darkness?
Take ship
Your return passage is paid already. Your cabin awaits.
A silent voyage
There are no other passengers. Few return from the tomb-colonies. Each day, the steward lights the candles, and each night he extinguishes them. Nothing else changes. The steamer is the only thing that moves on the inky mirror of the Unterzee. When the lights of Fallen London finally glow through the mist against you, you've almost lost track of time.
You've moved to a new area: Wolfstack Docks

A woman of sinister repute
You mingle with the bandaged crowds on the street and in their decaying wine-shops, listening to them scheme and mutter and complain and rehearse the stories of their lost lives. Perhaps once every couple of days, Carrywell's name comes up. She does not seem popular; but they're wary of speaking against her.
Unlocks: Ambition: Nemesis 11, no higher than 14
Listen and wait
Track down each hint and scrap of information, one by one. [This is the slowest but surest way to find Carrywell: or you can try Opportunities.]
Unlocks: Watchful 70
Modest at Watchful 78 & 79
A woman of sinister repute
(same text as above)
Rewards:

You've gained 10 x Cryptic Clue

Ambition: Nemesis is increasing…
Dark days
Each day you go out to listen to the low, hissing voices of the dead. They pay no attention to you as long as you stay silent. Much of what they have to say is a lament for their lost lives: they hardly speak of Venderbight. You don't hear Carrywell's name at all.

Ambition: Nemesis - The Flowstone Forest
The Grand Sanatorium! Your information has it deep in the Flowstone Forest to the south of Venderbight, nestled like a fungus in a rotting log. Like a beehive in an old stone wall.
Navigate the Flowstone Forest
The rust-dribbles on the flowstone bewilder compasses. Falling stalactites shatter the maze into new configurations every week. Maps are forbidden by the Sanatorium authorities. None of this will daunt you!
Unlock: Watchful 80, Ambition: Nemesis 15
A hard-won road
You make use of the memory-garden tricks of Italy and the determination of the Empire. You record your passage with chalk-marks at knee-height. Over the course of several days you successfully work your way through the Forest. At last you emerge. In the uncertain light of your lamp the Sanatorium looms above you. Marble buttressed with steel, pale as bone in moonlight.

Ambition: Nemesis has increased to 16!

Ambition: Nemesis - the Grand Sanatorium
The Sanatorium's walls are as smooth as ice and colder than they have a right to be, even this far underground. And windowless, of course. The entrance is guarded by six determined dead men with gleaming Martini-Henry rifles…and a chained spider-council! As you watch, attendant sorrow-spiders scuttle obediently around it. They scrupulously avoid the rifle-bearing tomb-colonists.
Unlocked with Ambition: Nemesis 16
Option 1: Assault the Sanatorium!
You've come too far to be turned back by a few elite and almost unkillable bandaged warriors. And by a mass of spider-flesh the size of an elephant. And by God knows how many lethal sorrow-spiders… Hmm. Perhaps you had better stockpile some ammunition.
Unlocked with Dangerous: 80 ; disappears at Running Battle 5
A series of satisfying splatches
You take cover behind a sheet of flowstone and begin to pick off the sorrow-spiders, one by one. They scurry frantically in search of you, but in vain. One after another explodes into chitin and goo. As soon as you begin, the tomb-colonists hurl themselves to the ground and scan the Flowstone Forest for their assailant, but you remain well-hidden. The spider-council pulses ominously. It curses the helpless tomb-colonists in French and Russian and a haughty, ducal English.

Dangerous increase

Running Battle increase
Damnable Spiders
You take cover behind a sheet of…

Dangerous increase

Running Battle… decrease
1 cp

Wounds increase
1 cp
Option 2: Continue the assault!
Every sorrow-spider you can see lies in a tangle of curled legs and green ichor. The rifle-bearing tomb-colonists and the gross, pulsing bulk of the Spider-Council still remain.
Unlocked with Running Battle… 5, Dangerous 87
One by one
It takes a great many bullets to bring down a tomb-colonist. But one by one, as they pop out of cover to attempt your position, you finish them off. Now only the spider-council lies between you and the Sanatorium. The Sanatorium, and Carrywell.

Dangerous increase

Running Battle increase
Deathly aim
The tomb-colonists have found your position! They pepper you with pot-shots. Bullets spark and snarl around you. You duck as shards of flowstone fly. And are those more sorrow-spiders emerging from the cavern walls? You reload and fire frantically.

Dangerous increase

Running Battle… decrease

Wounds increase
Option 3: The final enemy
Only the spider-council remains between you and the Sanatorium. This one is much bigger than the one you encountered beneath the chapel in Wolfstack. But you've learnt a lot since then too…
Unlocked with Running Battle… 8, Dangerous 94
Slime to the Elbows
Bullets barely tickle the spider-council. You'll have to carve it up at close quarters! It's like fighting an elephant. A poisonous elephant. A poisonous elephant which can spit spiders. Again and again you leap aside as it lurches down, cracking the rock. Again and again you slice off a limb, puncture an eye, unleash a spurt of fluid from some unnamable conjoined organ. But finally it is down.
The steel gate swings open. An unbandaged woman stands there: white apron, surgeon's tools at her waist. Carrywell?
'For Christ's sake!' she yells. 'Do you have any idea how much we paid Inch for that thing?'

Dangerous increase

You have gained 1 Fate!

Ambition: Nemesis has increased to 17!

Dangerous increase
(Note: Yes, there is a second Dangerous increase for some reason)

Wounds increase
(and yeah, wounds too)
(failure message unknown)
Option 4: Find another way in?
If you're a very, very skilled burglar, then you might be able to find a way in somehow, ice-smooth walls or not. But the climb could easily kill you outright if you fall.
Unlocked with Shadowy 90
A perilous ascent
You capture enough sorrow-spiders to fashion gloves and boots from their chitinous legs. They're makeshift things. You wouldn't wear them to a ball. But the scraping hairs that crowd their integument give you just enough adhesion to the marble. Inch by inch you crawl, spider-like, up to the roof. With considerable trepidation, you drop down a chimney.
You crawl from the fireplace into an imposing marble parlour. Framed illustrations from anatomy texts hang on the walls. An unbandaged woman leaps to her feet: white apron, surgeon's tools at her waist. Carrywell?
'Who the hell are you?' she demands.

Shadowy increase

Ambition: Nemesis has increased to 17!

Ambition: Nemesis - Carrywell
Unlocked with Ambition: Nemesis: 17
Carrywell is not a tomb-colonist. Or at least she's not bandaged. She might be dead. She's certainly not very friendly.
'We don't get many visitors out here,' she remarks. 'That's not an accident. I should have you thrown to the Mutes. But I'm going to indulge my curiosity. What do you want?
Option 1: Demand Information
You've come a long way and you're covered in dead spiders. Your patience, perhaps, is limited.
'And you can put that down, young lady.'
She's willing to help. She's willing to talk about Scathewick. She'll even forgive the havoc you wrought in the way into the Sanatorium. But you'll need to assist her first…

Ambition: Nemesis has increased to 18!
Option 2: Ask Politely for Information
You don't really know who or what she is. Politeness might be wise.
'Hm. You're a little more courteous than our last visitor.'
She's willing to help. She's willing to talk about Scathewick. She'll even forgive the havoc you wrought in the way into the Sanatorium. But you'll need to assist her first…

Ambition: Nemesis has increased to 18!
NOTE that two options are unlocked at Ambition: Nemesis 18, below

Ambition: Nemesis - exploring the Grand Sanatorium
Unlocked with Ambition:Nemesis 18-20
Carrywell is a Permanent Surgeon: a senior staff-member at the Grand Sanatorium, where they bring the tomb-colonists too far gone to walk or think or speak. The place is something between an insane asylum and a crypt. Niches filled with groaning or shrieking or meditative tomb-colonists fill every corridor. There are a great many corridors.
Option 1: Interpret for Carrywell
It takes a keen ear and an acute mind to understand what some of the colonists are saying. Carrywell needs your help here.
(Watchful challenge, chancy at Watchful 99)
Secrets from the very edge of the grave
This one's lived a long life…and he's ready to talk about it. Carrywell takes copious notes. You cram your memory with secrets.

Watchful is increasing…

You've gained 4 x Inkling of Identity

You've gained 1 x Incendiary Gossip

You've gained 1 x Secluded Address
Mumbling in the Darkness
Whatever he's saying, he's profoundly miserable. But you can't understand a word of it.

Nightmares is increasing…

Ambition: Nemesis - the First Interpretation
Unlocked with Ambition: Nemesis 18
'So you want to know about that wretch Scathewick, eh? I can help you. I've dispensed with his services. Assist me in a few tasks and I'll tell you where he's gone.'
Option 1: A matter of dictation
Carrywell hands you a scrap of paper with a five-digit number neatly written on it. 'This one is in the Seventh Immobiles Wing. She can still talk, but she's difficult to understand. You are to interpret what she says and write it down. And ask her about Feducci.'
Unlocked by Watchful 100, impossible Watchful challenge at Watchful 100
The Tale of 33856
You walk the endless marble corridors of the Grand Sanatorium. The inmates lie still for the most part, though some hum, weep or scream. Somewhere far off, an operatic warble collapses into gurgles.
Your foosteps echo on the cold stone floor. This place is enormous. You are cold and hungry by the time you find the Seventh Immobiles wing. There must be a hundred inmates here, bandages wrapped tightly around arms and legs. Most are still, as you'd expect, but a few thrash fruitlessly against their confinement.
33856 is one of the still ones. She's firmly tied to her steel bed with bandages. She talks constantly, in a hoarse whisper that meanders through Latin, Arabic, Hebrew and other languages you don't recognise. Whoever she was, there's not much left of her now. You settle down and listen.
It takes days, but you start to make sense of what she says. She's from the Elder Country, a place of strange vitality far across the Unterzee. She has died more than a hundred times in the service of the Presbyter. She was a… it's hard to say exactly. Spy? Diplomat? Assassin? Something like that. She used to work with Feducci. He is the Presbyter's agent in London.
You return to Carrywell. She's so pleased with your report, she almost smiles.
Watchful is increasing…
Nightmares is increasing…
An occurrence! Your Ambition: Nemesis quality is now 19!
You've gained 10 x Inkling of Identity!
Lost in Translations
You walk the endless marble corridors of the Grand Sanatorium. The inmates lie still for the most part, though some hum, weep or scream. Somewhere far off, an operatic warble collapses into gurgles.
Your foosteps echo on the cold stone floor. This place is enormous. You pass a ward whose fifty inhabitants are twitching and moaning as one. Are they sharing the same nightmare? As you pass, they shout the word 'Alice' in unison. You have yet to find your quarry.
Watchful increase
Nightmares increase

Ambition: Nemesis - what is Carrywell up to?
Unlocked by Ambition: Nemesis 19
Why is Carrywell sending you out to interpret the very nearly dead?
Option 1: Consult the Staff
Most of the Grand Sanatorium staff are shuffling, bandaged tomb-colonist types. There are a few of the living among them, however. For the most part, these are exiles from London whose reputations are beyond repair. You should seek out the venal and the desperate.
Unlocked with 800 x Moon-pearls
A gentleman of means and reputation
This fellow wears an elaborate though faded cravat under his smock. He affects an insouciant air while changing bedpans and recapturing those who rip their restraints. He will do nicely. In the end, he settles for a little less than you thought he would.
'I thank you for this brief loan, ah, Si-, er, Mad-, er, yes, and assure you that my bank will be contacting you immediately upon my return to London. I have the greatest of confidence that the little incident that precipitated my journey here will have been reinterpreted in my favour since my departure.'
'Now, where were we? Ah yes, the Permanent Surgeon. It is my distinct opinion that Doctor Carrywell is concerned more with intelligence than the care of the afflicted. This place holds more secrets than ten of Mr Pages' libraries, and it is my firm belief that Carrywell's primary aim is to extract them as efficiently as possible. Of course, that raises the question of what she does with all those secrets. There, I cannot help you. Perhaps she works for one of the great powers. Perhaps she sells to the highest bidder. I cannot say that I care. Now, I believe that our arrangement has been executed. I must pack. Good day to you, ah, Si-, er, Mad-, er, yes!'
You've lost 800 x moon-pearl
Ambition: Nemesis has increased to 20!
Nightmares is increasing…

Ambition: Nemesis - the Second Interpretation
'I require you to assist with three translations. This second is in the fourth formidable wing. Step lightly there, and keep a weapon handy.' Carrywell hands you another scrap of paper, neatly inscribed with a number.
Option 1: Find the inmate
You saw a formidable wing before. It had armed guards and steel doors that would be the envy of New Newgate.
Unlocked with Dangerous 100
(modest Dangerous challenge at 108)
The tale of 11774
Behind you, the steel door slides shut noiselessly. All you have is a wooden mallet and steel bell issued by the guards.
You glance down to read the number on the paper. An inmate leaps from under a bath-chair and barrels into your side. You pummel her back into her bed and start looking for your second target.
11774 was once a bodyguard to the Duchess. Over a century ago, if he has his dates right. That can't be right, can it? If her presence does precede the Fall of London by decades then she is far older than she looks. And where is she from? 11774 has nothing to say on the matter, although he gives a throaty chuckle when you ask if she's from the Fourth City.
11774 is reticent regarding the Duchess' private life. All that he lets slip is that he hates cats, and that the Duchess takes an age to get ready for any social function. Her creams, powders and paints were applied with a trowel, he claims.
Dangerous is increasing
Nightmares is increasing
Ambition: Nemesis has increased to 21!
You've gained 10 x Inkling of Identity
Bandages and bells
Behind you, the steel door slides shut noiselessly. All you have is a wooden mallet and steel bell issued by the guards.
You look down at your piece of paper, and an inmate leaps from under a bath-chair and barrels into your side. You crash into a second inmate and hear bandages tearing. Cold, knotted muscles pound at you from all sides. The pair of inmates aren't working together. They're as happy to lash out at each other as you. One of them has your mallet and starts pounding the wall. They grab you, but you kick out at your fallen bell. You and the guards manage to subdue your attackers and you catch your breath outside the wing.

Dangerous increase

Nightmares increase

Wounds increase

Ambition: Nemesis - the Third Interpretation
'I am satisfied with your work so far. One last interpretation and you shall learn of Scathewick's current location. This one shouldn't be difficult. He's in holding hall seventeen.'
Option 1: Is something wrong?
The holding hall is in the far reaches of the Grand Sanatorium. It takes you an hour to get there. When you arrive, there is a single bandaged figure lying in quiet repose on a trolley. The hall is otherwise empty.
Unlocked with Dangerous 105
(almost impossible challenge at 108)
Assassin!
As you approach the bandaged figure, it produces a revolver and fires. Assassin! The bullet goes wide and beheads a decorative marble swan. Your assailant tears off his bandages. He is very much alive - a beefy, bearded man with a black ribbon tied around his arm. He bolts as he realises his attack failed.
You give chase, leaving a trail of upset bandage-carts behind you. The assassin is fast, but you catch him as he fumbles with the bolt on a great steel door between the wings. It's over in moments. You wipe his blood from your blade.
Enough of this. Carrywell has betrayed you. Once you've finished with this assassin, you are going to find her.

Dangerous increase

Nightmares increase

Ambition: Nemesis has increased to 22!
Bang!
You approach the bandaged figure. It produces a revolver and shoots you. Assassin!

Dangerous increase

Nightmares increase

Wounds increase

Ambition: Nemesis - dealing with the assassin
You killed the assassin that Carrywell set on you. Now what?
Option 1: Revenge
You must teach the world that it is foolish to attack you. This won't be pretty, but it will be done.
It has come to this
You wrap the assassin in bandages, making sure he's gagged. You write out a neat number and pin it to his chest, then you drag him to heavy restraint ward two and shackle him to a bed. Perhaps someone will find him, eventually. Perhaps not. Either way, the lesson will be learned. Now, it's time to deal with Carrywell. Revenge is important. What you are becoming is not.

Ruthless increase

Magnanimous Decrease

Ambition: Nemesis has increased to 23!
Option 2: Let him go
By the time he recovers, you'll be gone. You doubt that you'll see him again. Unnecessary acts of incivility are to be avoided.
The quality of mercy
You stalk out of the ward, leaving the assassin. The full force of your revenge is reserved for Scathewick. Carrywell will tell you where he is. Or perhaps you will not be so merciful.

Magnanimous increase

Ruthless decrease

Ambition: Nemesis has increased to 23!

Ambition: Nemesis - confronting Carrywell
Carrywell has betrayed you. Find her.
Finding Carrywell
Carrywell is not where you last saw her. And the Grand Sanatorium is a fine place to become lost in.
Unlocked with Watchful 105
(a Straightforward challenge at 118)
Iron Republic
Endless marble halls, steel doors and bandages. Screaming. Twitching. Thrashing. When you finally find Carrywell, she has the guards from four of the most secure wards with her. Dozens of them. All dead. All pointing rifles at you. You are forced to negotiate.
'Go, then, and do not return. If I hear you're back or word gets out about my little business, I'll have you shot and admitted to the most secure of the screecher wards. You wanted to know about Scathewick? That little honey-peddler is no more trustworthy than you. He was useful for the red honey research, but I've moved on to other techniques. You can have him for all I care. Anyway, he's run to somewhere no authority can follow. The Iron Republic. Yes, Hell's colony. So I'm sure you'll be wanting to arrange passage. You should go. Now.' She waves an arm dismissively.
Hell's colony? Can it be any worse than this place? For now, the trail leads back to Fallen London. The devils around Ladybones Road will probably know more.

Watchful is increasing…

Ambition: Nemesis has increased to 24!
Opportunities
Note that some opportunities can only be played at one specific Ambition: Nemesis level, while others can be played at 2 or more levels. Due to the difficulty of testing this, only the unlock level is noted.
Ambition: Nemesis 11
Ambition: Nemesis 12
Ambition: Nemesis 13
Ambition: Nemesis 14
Upon reaching Ambition: Nemesis 15, all opportunities become unplayable and cease to show up, replaced by the following.
Far from home
Red bordered card
Venderbight is not a pleasant place. But there is peace here, among the shuffling colonists and glistening stone. Sometimes, in a quiet room with a glass of imported Greyfields in your hand and your landlady playing the piano - surprisingly well - you could almost feel happy here. In Fallen London, they're beginning to forget your name. [Note: Now that you've found the Sanatorium, you won't get additional Venderbight opportunity cards.]

Watchful increase

Scandal decrease