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Station III

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Station III
Station III (Map)
SS Locations Station III Map.png
Station III (Gazetteer)
SS Locations Station III.png
Located in Shepherd's Wash
Ports Yes
Shops No
Shipyard No
Data ID 147948

Station III is located in the Shepherd's Wash, where also lies Depot (A). This island is a land of machinery, warehouses and industry.

In Sunless Sea you will learn that there are three additional stations: Station IV is the SS Locations Salt Lions.png Salt Lions, Station V is the SS Locations Grand Geode.png Grand Geode and Station VI is SS Locations Aigul.png Aigul.

Port description[edit | edit source]

We may infer a Station I and a Station II. We may conjecture a Station IV.

Port interactions[edit | edit source]

SS Interactions STATION III.png STATION III[edit | edit source]

Location description[edit | edit source]

Machinery hums behind high steel walls. Up the hill, there are visible outlines of warehouses and a building with a spire. But the lamps are low where they burn at all, and your ship the only one in harbour.

Interactions[edit | edit source]

This interaction is only available while SS coffinsmall.png Station III: Trading in Long Boxes ≤ 0.

Actions Requirements Effects Notes
Deliver the Lorn-Fluke and observe the Student's experiment
He is terribly excited, and requests your steadying presence - to ensure he maintains the appropriate scientific detachment.
After careful set up
The shed is empty, saving a writing desk and the gigantic mass of needles. The Anxious Student snaps off the tip of one and twirls it between his fingers. "I hypothesise that the flukes have a method of absorbing and storing our lived experiences. It follows, therefore, that there should exist a means of transmitting - reliving! - that experience. Like so!" He stabs the needle through his palm. His eyes dull.

"You heard Captain Harris, zailor. Target the Ogedei and fire torpedoes. And if you hit one of the Lorn Flukes then by God and Her Majesty I will put you out of the airlock and let the spiny b_____ds take you!"

He awakes from the reverie a moment later, beaming. "That will do, Addressed As. Pass me your notes; I'll carry on the experiment from here."
Search Shed Twelve
A long, low building propped against the wall. Boarded windows. A rusting padlock.
Your bo'sun shatters the lock with a ball-pein hammer
Inside, your lamps reveal dust-choked workbenches strewn with discarded tools. Shelves of cardboard boxes filled with rivets and bolts, washers and screws. Blackboards, roughly scrubbed. Here is an old lunchbox - its half-eaten sandwiches encased in successive generations of exciting fungus. In a rusted filing cabinet you find the documents you need: a folder of tea-stained research into zonar. You leave the rotting workshop quietly and return to your ship. The next time you sneeze, your handkerchief comes away black with the workshop dust that crept into your lungs.
Game note: Return to Port Carnelian to complete your zubmarine research.

Train your telescope on shore

Might be best to get a look from a distance.

Church? Or something else?

You stand on the high point of your ship and look to shore. There is a steepled building on the horizon, by far the largest thing in sight. No cross marks the top of it, nor any other symbol you recognise.

Bring the report to The Admiralty Survey Office at London for +1 x Admiralty's Favour and +100 x Echo.
Deliver a Long-Box

The only way past the walls is an unimposing, but sturdy-looking, triple-locked gate silvery metal. A sign beside it reads DELIVERIES. The gate stands open.

Try the gate

The only way past the walls is an unimposing, but sturdy-looking, triple-locked gate silvery metal. A sign beside it reads DELIVERIES.

No way in

The metal is steel-hard, and icy cold to the touch. Attempts with chisels and crowbars fail. Perhaps if you could bring the ship's guns to bear... but no.

Game note: If you return with a certain delivery, the gate will be open. You'll know if you find it.
Put a blemmigan ashore

What will it do, in this place of oil and metal?

A creeping plague

The blemmigan sidles furtively into a pipe that protrudes from the wall. All is still. You see no more of it.

As you turn to go, greasy smoke puffs suddenly from the pipe's end. You smell burning grease. Nevertheless, perhaps, it survived.

Search for signs of other visitors

It never hurts to know what you are up against.

Failed event
No evidence

You walk the quays, looking for any little sign that might show what sort of ships dock here, and what they deliver. But you find nothing conclusive: not even so much as a smear of pitch or a damp footprint. If any ship but yours has been tied up here in recent days, it has left no evidence.

Successful event
A familiar smell

There is nothing to see along the narrow quays, but there is a smell, distinct enough to rise above the odours of brine and wood and wet rope. It is the smell of frankincense, burned recently and in substantial quantities.

Rare successful event (10%)
A familiar smell and an old brazier

Here! A few quays over from the one where your own ship is docked, a brass burner is placed on a tripod. There's a heady scent of frankincense, and some sticky residue still clings to the bottom of the bowl. A scrap of gauze-thin black silk is tied to one leg of the tripod.

This is an unusual amount of ceremony to attach to the unloading of a ship.

Failed event
No evidence

You walk the quays, looking for any little sign that might show what sort of ships dock here, and what they deliver. But you find nothing conclusive: not even so much as a smear of pitch or a damp footprint. If any ship but yours has been tied up here in recent days, it has left no evidence.

Successful event
An abandoned log

A few pages torn from a log book record a long passage of doggerel that makes no sense at all.

The verses go on and on about purple fires and upside-down houses; a fistful of roses the color of brandy, and dolls with buttons for teeth.

The pages end just as they are reaching the nonsense refrain.

Rare successful event (10%)
An abandoned log

A few pages torn from a log book begin with a passage of music, a sweet low children's tune. After that come many verses that make no sense at all.

They go on and on about purple fires and upside-down houses; a fistful of roses the color of brandy, and dolls with buttons for teeth; the soft glossy pelt of an octopus and the sweet juice of a brazil nut.

By the end you are humming along to yourself. It is terribly soothing, this song.

Failed event
No evidence

You walk the quays, looking for any little sign that might show what sort of ships dock here, and what they deliver. But you find nothing conclusive: not even so much as a smear of pitch or a damp footprint. If any ship but yours has been tied up here in recent days, it has left no evidence.

Successful event
A shattered box

A box lies broken on the ground at one of the far quays. No one has cleared away the debris: a torn label reading SOOTHE & COO.... Curved shards of apothecary bottles. A curious oval of silvered metal the size of a cameo brooch.

Rare successful event (10%)
A shattered box

A box lies broken on the ground at one of the far quays. No one has cleared away the debris: a torn label reading SOOTHE & COO.... Curved shards of apothecary bottles. A curious oval of silvered metal the size of a cameo brooch.

And a delivery address on the Surface.

Failed event
No evidence

You walk the quays, looking for any little sign that might show what sort of ships dock here, and what they deliver. But you find nothing conclusive: not even so much as a smear of pitch or a damp footprint. If any ship but yours has been tied up here in recent days, it has left no evidence.

Successful event
Ironmongers' tools

Stacked near the stairs is a pile of worn out tools: tongs whose hinges have given way, a hammer whose head is coming loose from its haft. An anvil whose surface is mazed with deep cracks.

Rare successful event (10%)
Ironmongers' tools

Stacked near the stairs is a pile of worn out tools: tongs whose hinges have given way, a hammer whose head is coming loose from its haft. An anvil whose surface is mazed with deep cracks.

Next to them a sign: REPLACE.

Triggered interactions[edit | edit source]

These only trigger when you are docked in Station III.

SS Interactions Station III again.png Station III again[edit | edit source]

See the Station III again page.

This interaction appears if you have the following:

SS Interactions Inside the Little Gate.png Inside the Little Gate[edit | edit source]

See the Inside the Little Gate page.

This interaction appears if you have the following:

SS coffinsmall.png Errands for the Acolyte[edit | edit source]

See the Errands for the Acolyte page.

This interaction appears if you have the following:

SS coffinsmall.png Questions for the Acolyte[edit | edit source]

See the Questions for the Acolyte page.

This interaction appears if you have the following:

SS coffinsmall.png Observing the Latest Autopsies[edit | edit source]

See the Observing the Latest Autopsies page.

This interaction appears if you have the following:

SS coffinsmall.png Summons to the Low Building[edit | edit source]

See the Summons to the Low Building page.

This interaction appears if you have the following:

SS Interactions Once more.png Once more[edit | edit source]

See the Once more page.

This interaction appears if you have the following:

SS Interactions Picnic with the Acolyte.png Picnic with the Acolyte[edit | edit source]

See the Picnic with the Acolyte page.

This interaction appears if you have the following:

SS Interactions Meeting the Heartmetal Smith.png Meeting the Heartmetal Smith[edit | edit source]

See the Meeting the Heartmetal Smith page.

This interaction appears if you have the following:

SS Interactions Visit to the Smith's Emporium.png Visit to the Smith's Emporium[edit | edit source]

See the Visit to the Smith's Emporium page.

This interaction appears if you have the following:

Gallery[edit | edit source]

Station III story events
At the top of the stairsDELIVERIES
Locations
Ports Abbey RockAdam's WayAestivalAigulAntheAvid HorizonChapel of LightsChelonateCodexCumaean Canal Staging AreaDahutDemeaux IslandEmpire of HandsFallen LondonThe Fathomking's HoldFrostfoundGaider's MournGant PoleGodfallGrand GeodeHideawayHunter's KeepIremIron RepublicIsle of CatsKhan's GloryKhan's HeartKhan's ShadowKingeater's CastleLow BarnetMangrove CollegeMount PalmerstonMutton IslandNookNuncioPigmote IslePolythremePort CarnelianPort CecilRosegateSalt LionsScrimshanderShepherd IslesStation IIIThe UndercrowThe UttershroomVarchasVenderbightVisageWhitherWisdomWrack
Places of Interest An Abyss...The Admiralty Survey OfficeAvernusThe Brass EmbassyDawn MachineDrydockThe EyeThe Forgotten QuarterThe House of the QuestionLight-ShipNaplesQuaker's HavenRoser's WharfSurfaceThe UniversityViennaWolfstack DocksThe Wreck of the NocturneYour Lodgings
Characters Blind BruiserMerchant VenturerThe Dark-Spectacled AdmiralThe FathomkingThe First Curator