FAQ/Walkthrough - Guide for 80 Days
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80 Days FAQ/Walkthrough by Brian Pendell ([email protected]) Welcome to 80 days, Inkle's retelling of Jules Verne's classic story "Around the World in 80 days" . You will play the part of the intrepid valet Passepartout as he escorts Mr. Fogg around the world. Table of Contents 1. What is the objective of this game? [1AA] 2. What endings are possible? [1AB] 3. What attributes and items can I carry? [3AA] 4. Do you have any basic, general guidelines? [4AA] 5. Do you have any scurrilous, ungentlemanly cheats? [5AA] 6. How do I travel? [6AA] 7. What do I do in town? [7AA] 8. What do I do on a trip? [8AA] 9. How do I acquire money? [9AA] 10. How do I manage Mr. Fogg's health? [10BB] 11. Can you advise on a general route or plan? [11BB] 12. What is a valet? [12BB] Appendix 1: Cities And Routes [CAROBC] Appendix 2: Adventures [ZAB00] A2.1: Polar Expedition [ZAB01] A2.2 The Imposter of Irkutsk [ZAB02] A2.3 Pirates of the Caribbean [ZAB03] A2.4 German Pirates [ZAB04] A2.5 Roving Reporter [ZAB05] A2.6 Artificer of Bucharest [ZAB06] A2.7 Center of the Earth [ZAB07] A2.8 The Ruins of Belgrade [ZAB08] A2.9 Venetian Glass [ZAB09] A2.10 Portal to the Past [ZAB10] A2.11 Bears [ZAB11] A2.12 Slavic Dancer [ZAB12] A2.13 The Runaway Princess [ZAB13] A2.14 Red Sea Pirates [ZAB14] A2.15 20000 Leagues [ZAB15] A2.16The Spy Who Loved Smyth [ZAB16] A2.17 The Russians Are Coming (To Waltair) [ZAB17] A2.18 Indian Revolution [ZAB18] A2.19 Circus of Yokohama [ZAB19] A2.20 Murder on the Pacific (Not available on first playthrough) [ZAB20] A2.21 Mutiny at Sea [ZAB21] A2.22 Siege of Acapulco [ZAB22] A2.23 Boxing Championship [ZAB23] A2.24 The Slavers of Timbuktu [ZAB24] A2.25 Sisters of Didacus [ZAB25] A2.26 Poisoner of Dakar [ZAB26] A2.27 Goland [ZAB27] Appendix 3: Items [ZBC01] 1. What is the objective of this game? [1AA] To travel the world, going east, starting and returning to London before 12AM on day 81. Backtracking is not allowed ; only onward journeys are permitted. So once you leave Paris you may not return to Paris. Also, if the only way to reach a given city was through Paris, you will be unable to reach that city during this playthrough. 2. What endings are possible? [1AB] There are at least four possible endings: 2.1 Success! Arrive back in London before the appointed hour. Professor Fogg will win 20,000 pounds. Your final balance will be your current balance plus 16,000 pounds -- the winning bet of 20,000 minus the 4,000 pounds you started with. In addition , there are some subtle variations on the final ending: * Mr. Fogg will react to Passepartout depending on his level of affection. At the highest level He will embrace Passepartout and proclaim "I could not have done it without you, dear Passepartout!" Cooler responses can include shaking your hand or complimenting you. I have never deliberately provoked negative reactions from Mr. Fogg and so cannot say how he will react if you have spent the duration of your trip antagonizing him. The worse I have been able to get from him is a remark on my mediocrity as a servant. * You may be greeted by one or more people you met on your travels, who have followed you to London. * A club butler may take an item from your luggage as a souvenir to place on the mantlepiece. 2.2 Failure. Arrive back in London on day 81 or later. Your bank balance will lose 20000 pounds, resulting in a negative balance, ruining Phileas Fogg. 2.3 Separated. While this only happened to me one time in the city of Quetta, it appears to be possible for Passepartout to become permanently separating from his master, trapped in a foreign city without a coin to his name. He will eke out his days sleeping rough as a homeless vagrant. 2.4 Death Phileas Fogg or Passepartout die. There are at least two ways to prematurely end the journey in this fashion. 3. What attributes and items can I carry? [3AA] 3.1 Attributes Time: This is the most important metric, of course, displayed prominently at the top center of the screen. Money: The amount in English pounds. You will need a minimum of 13,000 pounds to travel the world but start with only 4,000. Fogg's Health (lower right hand corner) ranging from 0 to 100. A low health score will not kill Mr. Fogg, but it will prevent him from embarking on a new journey until he has recovered. Luggage: In the lower left hand corner and also opened when visiting a town market. Passepartout starts with one luggage case in which he may carry items, and can purchase additional suitcases for approximately 8 pounds. While luggage may be acquired without limit, all journeys have a fixed space for luggage. The most generous allowance I have seen is 10 cases on some luxurious trains, while the smallest allowance is the airship from New York to Reykjavik, which allows no luggage at all! As a rule, steamships allow the most luggage (up to 10 cases), trains and airships allow 3 to 4 cases, and cars have extremely limited cargo space, only one or two cases. Also, as a rule, it is very difficult to purchase additional space on a car so, if you plan to travel by car, plan on taking no more than two cases. Passepartout's character: This is summarized as an adjective of the form 'bright', 'courageous', 'sharp', 'shabby', and similar adjectives. Different states can open up different conversation branches. Passepartout's relationship with Mr. Fogg: Never revealed as a number, this can be strengthened or weakened depending on how well one is attending to Mr. Fogg and seeing to the fulfillment of his wishes. This appears to have some effect on the ending but little else. 3.2 Items A more thorough discussion will be seen in the items table, but this will suffice for a general outline: Items are carried in the luggage and fall into several general categories: * Trade goods. These are items whose primary purpose is to be sold for extravagant sums. A bottle of Chateau d' Yquem wine bought in Paris, for example, might sell for 2300 pounds in Berlin. Intelligent trading of these goods are the key to a rapid circumnavigation of the world with minimal delay. Trade good availability is randomized. So you cannot be certain, for example, that a black tulip bulb will be available in Amsterdam or that it will sell in Izmir. But the goods are available often enough that if you plan your route around visiting cities with trade goods, you should find enough of them to finance your journey. Examples of trade goods include: Hunting rifles, Persian Pottery, Astrolabes, and Faberge Eggs. * Recuperation items. These items do not restore health, but they do prevent its loss during journeys. For instance, traveling on the Trans-Siberian Railway may cost Mr. Fogg 52 Health due to cold weather, but a pair of mittens would reduce this health loss to 47. Examples of recuperation items include: Desert Goggles, Mittens, Panama Hat, and Salve of Arnica. Recuperation items often come in sets which will multiply the effect if the set is complete. For instance, each item in the Cold Climate Gear set will protect against cold weather, but both items together will provide much greater protection. * Negotiation Items. These items allow the altering of travel departure times at lower cost than would be asked if these items were not present. For example, It might cost 2500 pounds to alter the departure of the freight train from Tsaritsyn to Merv, but owning a Ushanka might cut the cost to 530. Owning the complete Russian Gentleman's outfit (Ushanka and Fur Coat) would cut this cost to 0. Some negotiation items double as recuperation items. As with recuperation items, negotiation items come in sets which magnify the effect. Examples of negotiation items include Cowboy boots, railway whistles, and pocket altimeters. * Conversation items. These items are used during conversations to continue a discussion which the speaker is ready to terminate. These items are noted as of being of interest to certain types of people. For example, whisky is noted as being of interest to aristocratic people. Different objects appeal to different types of travellers. For instance, one traveller might be partial to a glass of whisky, while another would be thrilled to play a game of cards, and still a third might wish to read a Gideon's Bible. It is also possible to have a conversation with Mr. Fogg. In this dialog, any of the above items may serve to improve Mr. Fogg's health if used as an option during the conversation. A fuller discussion of items will be seen below, both in the item table and in the discussion of funding. 4. Do you have any basic, general guidelines? [4AA] * Do not ever visit the bank if you can possibly help it. Pay attention to trade goods which sell for thousands of pounds and plan your trip around selling those artifacts. * Travel by airship whenever feasible and the cost is less than about 3000 pounds. Some journeys can cost 15000- 16000 pounds and should be avoided by all but the truly desperate. Almost all of these premium journeys have slower alternatives which cost a few hundred pounds. * Never accept any option which risks blowing up a vehicle's engines, or running out of fuel, because you will. Careful planning and prudence will get you around the world in 80 days without the need for such heroics. * Plan your journey in advance and purchase complete kits which will assist this journey. For instance, on a railway journey attempt to procue a railwayman's cap and a rail whistle. This will allow you to modify journey start times without charge. * Use the "converse" option to make routes available before you arrive in the departure city. This will save you four hours of exploration time in each city. * To improve your relationship with Mr. Fogg, do everything he asks you to, anticipate his wishes, make no mention of anyone's weaknesses or shortcomings, and take an optimistic attitude towards all your experiences. * As a rule, the game takes a sharply anti-colonial attitude. Your writer has yet to discover an evil rebellion, or a good empire, in the context of the game. While it is possible to complete the game as a full imperialist, I suspect that choosing or at least sympathizing with the locals will improve the adjective used to describe Passepartout's character. 5. Do you have any scurrilous, ungentlemanly cheats? [5AA] Cheating is a dastardly action which no true gentleman would ever do. That is why Mr. Fogg has hired you, Passepartout, to do for him the ungentlemanly things he would never dream of doing himself. During a conversation branch, if the result turns out to be not to your liking, or if you simply want to explore all your options without having to start a new playthrough, there is a way to abort the action. Before you close the conversation dialog box, exit the 80 days applications. Navigate to settings/apps on your droid interface and find the "80 days" application. Force stop the application. Now relaunch the game. It will reload at the beginning of the conversation branch, and you can repeat it from the beginning. Continued repeating of this process will allow you to explore all branches of a dialog tree WITHOUT having to replay the entire game. There is a cheat related to travel times as well, discussed in section 6.1. 6. How do I travel? [6AA] There are 148 cities on the map, and a typical journey will visit perhaps 21 of them. In each available city there will be at least one route onwards. These routes may be found by: * Conversing with other passengers during a trip. * VERY occasionally, reading the paper while on a trip. * Purchasing a time table in a city market. When a time table is in your possession, all maps of the appropriate transportation type for the listed area will be revealed. However, these will only remain visible so long as the timetable is in your possession. Selling or dropping the timetable will cause the routes to disappear upon arrival at the next city, and will have to be re-discovered using some of the methods here. * Exploring a city. * Adventures may open up trip avenues which would otherwise be unavailable. Once you have found a route, select it and you will learn: * The cost of the route. This ranges from 0 pounds to 16000 pounds. The higher the price, the longer and faster the route. Typical prices are around 230 pounds. * The type of vehicle you will travel in. * When the vehicle departs. The route will be highlighted in yellow if you can depart immediately and red otherwise. A red journey may have a delay from 1 to 5 days. A delay may be adjusted with the application of funds. As discussed above, the use of negotiation items will greatly reduce the price of such an adjustment. * When it will arrive at its destination. After you have selected a route, you will be presented with the option to continue the journey IF Mr. Fogg has sufficient health AND you are not carrying too many luggage cases. In the event Mr. Fogg is unwell, you may either purchase a recuperative item relevant to the conveyance or you must allow Mr. Fogg to rest. In the event you have too much luggage, you may be given the option to buy additional luggage space. If this option is exhausted you will have no choice but to 'open luggage', then sell and rearrange possessions in your cases until you have been able to get down to the appropriate number. If the town you are in does not have a market or an item is not saleable, you will be forced to drop it anyway, losing it without recompense. After this dialog is complete, you will embark on the journey until you reach the next destination. 7. What do I do in town? [7AA] The options in town are as follows: * Access Luggage. Allows you to rearrange items in your suitcases and drop or sell items. If you are in a town with a market, items may be sold through this interface even when the markets are closed. * Market (between 7 AM and 7 PM, closed on Sundays). Accessing this function allows buying and selling goods. Goods that sell for a particularly high price will be marked with yellow labels, while objects that sell at the normal price are marked in white. * Bank (variable; opens anywhere between 9 AM and 12 PM) The bank opens later in the day and a visit will always require precisely two hours. In addition to any additional options unlocked in the course of the story, the bank will always offer the opportunity to borrow money. Borrowing money will acquire additional time, depending on the amount required. As a rule, one can withdraw 1000 pounds on the next day, 1500 pounds in two days, or 4500 pounds in a week. After the alloted time has passed, the player must return to the bank and spend another two hours to pick up the requested sum. Finally, the amount of money that can be borrowed is not unlimited. While I have never borrowed the full amount I believe Mr. Fogg will not withdraw more than 16000 pounds. Why? Because his total resources are only 20000 pounds to begin with; Borrowing more than 16000 pounds will mean that he will finish the journey in debt even if he wins the wager! * Explore/Hotel Exploration before 5 PM on one's first visit to a city. Exercising this option will reveal almost all routes leaving the city for other destinations. It may also open conversation branches which will provide clues to the way ahead, allow one to acquire otherwise unavailable goods, or provide additional options for the road ahead. Hotel is available after 5 PM on all days and allows the player to recuperate overnight. The player will spend 100-200 pounds and Mr. Fogg will regain 5 health points. Normally, there are also three options available at this time: * Afford Mr. Fogg every service. This will increase Mr. Fogg's health by 10 points and improve his relationship with Passepartout. * Run errands / help kitchen staff This option allows Passepartout to work around the hotel and earn some additional money, typically under 100 pounds. * Stretch my legs This option sends Passepartout into the streets of the city. In early playthroughs, this will provide many clues about trade goods and potential routes. However, there is also the option of being pickpocketed or getting into fights, ungentlemanly behavior which will cause Mr. Fogg to ever so slightly frown. As the player makes more playthroughs, this option will become less and less attractive. If the characters do not have enough money to pay for a hotel, or they do not exercise the option until 1 in the morning, they will not be able to stay in the hotel but will have to "sleep rough" , a polite way to describe living like a homeless vagrant in the street. I have not explored this option in great detail, but I suspect doing so will save Mr. Fogg the cost of a room but will cost him some health points. From a roleplaying perspective, a gentleman NEVER sleeps in the rough if it is at all avoidable. If the player rests in the city without exploring it, the exploration option will be available starting at 6:30 AM the next day and remain available until it is used. Once used, it will not be available in this city again for the duration of the playthrough. * Plan / Depart This option is only available if at least one departure route is known from this city. See section 3 for details on finding routes. Once this option is available, it will show all currently known routes, along with their costs, their departure and arrival times, and the room for luggage. Routes that may currently be used are marked in yellow, while routes which do not take place today are marked in red. The icon will be labelled "Depart" if there is at least one trip leaving today, otherwise it will be labelled "Plan". Select a city with a triangle departure icon to select that destination and depart on the next leg of your trip! 6.1 Altering trip times When a trip is unavailable today, if the user wait a few seconds the Fogg Icon in the lower right hand corner will indicate whether the listed departure time is available for "discussion", which in this instance means "spending money". Click on the discussion conversation bubble and you will be given options to decrease the travel time, typically in one or two day increments. If Mr. Fogg has nothing save his good self to recommend him, these options can be very expensive -- as much as 5200 pounds! The options may be reduced or even completely eliminated by use of the appropriate negotiation items. Even one item will drastically reduce the price of a trip change, and a completed set will eliminate the cost altogether. For example, the completed English wardrobe ( wool suits, wool trousers, evening jacket) will make a change to the Orient Express free, while a completed American suit (Stetson Hat, Cowboy boots) will make changes to American trips free. No trip may be advanced to earlier than later the same day. For instance,If the trip is scheduled to depart in 2 days at 8 AM and it is now 10 AM, the earliest the trip can be rescheduled for is tomorrow at 8 AM. By contrast, if it is 10 AM and the trip is scheduled to depart in 2 days at 5 PM, the earliest possible departure time is 5 PM today. CHEAT: Don't bother with the second , more expensive option. Instead, take the first option, then return to the city, then go back to the screen. You will again have a set of options to move the time again. Again take the first option. Following this method you may little by little advance your scheduled departure time to the absolute minimum necessary. 8. What do I do on a trip? [8AA] There are three basic functions on a trip: 5.1 Wait Passepartout will read a newspaper to gain information on the world. This will give clues as to adventures in other towns, and sometimes will unlock a previously unknown route. However, "converse" is a much better option for discovering onward routes. 5.2 Converse Converse allows Passepartout to speak to another person on the vehicle. If there are no other people on the vehicle, or none have yet been introduce, Passepartout will speak to Mr. Fogg. Speaking to passengers allows Passepartout to ask about cities and routes ahead. A passenger may either confirm the route is possible, say the route is not possible, or change the subject altogether. Intelligent use of this option is the key to knowing the next leg of your travel before you have even entered the next city, thus saving you four hours of exploration time. You may also discover what trade goods sell well in which cities in this playthrough. After a few options have been discussed, the other traveller will be prepared to end the conversation. This is where conversation items come in. If Passepartout has an item of interest to the other traveller (whisky, say, or dominoes), you may choose to use this item and the conversation will continue for another few options. These items are not consumed by use; you may re-use them as often as you like. Note that not all travellers are interested in all conversation items. Speaking to Mr. Fogg may occasionally give a clue as to onward routes, but as a gentleman Mr. Fogg is quite naive and therefore has little of use to say. You may also be allowed to use items of various kinds on Mr. Fogg to improve his health. 5.3 Fogg This option allows Passepartout to see to Mr. Fogg's needs, providing him with tea, clipping his mustaches, and in general ensuring his wellbeing. This attention is sufficient to improve Mr. Fogg's health by 5 points. This option is critical on long, wearisome journeys, especially if Mr. Fogg lacks recuperation items to ease the discomfort of the journey. 5.4 Dialog options You will be presented with many dialog options during the course of the trip. These options are additional conversation and action items. Pay close attention, as some options will allow you to receive free trade goods or open new routes. Alternatively, poor choices may delay your trip or get you kicked off of trains! 9. How do I acquire money? [9AA] A trip around the world will cost a minimum of 13000 pounds and you have 4000 to start with. You must therefore find some way to acquire the additional 9000 pounds. There are a number of ways this can be done: 6.1 Trading Trading is the single best way to earn money. Many of the cities possess trade items, some of which sell for many thousands of pounds. These are the bread and butter of your trip; planning should be made to ensure at least some of these are picked up and sold in order to continue the journey without delay. The availability of all trade goods is randomized during every playthrough; In the case of the best trade items they will not always be available, but when they do it will always appear in the same cities. For instance, the black tulip bulb, when it is available, will appear in Amsterdam. From there it will sell in ONE city for many thousand pounds while in neighboring cities it may still sell for many hundreds. The city with the highest selling price may be Izmir or Sophia or Bucharest, but it will always be a city somewhere in Southeastern Europe. How do you know which of these items are extremely valuable? Simple. They will be so labelled in the market, telling exactly what they sell for and where. In the event you acquire an item outside the Market, Mr. Fogg will speak up from the lower right hand corner of the screen telling you where it will bring the most profit. So he's not completely useless, which in a gentleman is something of a black mark. Other trade goods such as hunting rifles and some other items such as magnetic compasses will sell for many hundreds of pounds in some cities. This also varies between playthroughs. You can always tell items selling for many times the normal value because they will be labelled in yellow in the market. You can ALWAYS sell trade goods even when the market is closed; simply open your luggage and products can then be sold, though they cannot be bought. Not all cities have markets, so do not bother with items with high value there. For instance, do not bother with any item that sells for a fantastic price in Merv, as the city is inaccessible! 6.2 Bank Banks will extend credit to Mr. Fogg and one can thereby replenish one's funds by a quick visit. Banks consume a great amount of time, however. First, one must arrive at the bank when it is open (usually around 10 AM Monday-Friday), then spend two hours inside. Once this is done Mr. Fogg may withdraw funds, anywhere from a few hundred pounds which he may receive the next day to about 5000 pounds, which will take a week to be authorized. Once the choice is made, you must wait the time in the town but then you MUST return to the bank to pick up your funds. Otherwise you will not receive them and your time will be wasted! Further, Mr. Fogg's funds are not unlimited, as he is essentially taking out a loan through these visits. I do not believe he will be able to withdraw more than 20000 pounds from this source. The time penalty associated with banks makes it very difficult to complete the journey, so they are best avoided. 6.3 Work during adventures. Some adventures allow you to acquire funds by working or performing services for other parties. For instance, there is one adventure which allows you to collect 1000 pounds and an artifact for uncovering a smuggling ring. These are always useful, but they are too infrequent to be relied on. 6.3 Work at hotels. When staying overnight at hotels , the option is sometimes given to "help the kitchen staff to clean" or "run a few errands". This results in funds ranging from thirty pounds to about 200. The option to work is not always available, and when it is the rewards are low, so this option is more useful as a supplement to your funds rather than something you can rely on as your main income. 6.4 Begging If you have no money to stay at a hotel, or there is no hotel available, you will be given the option to beg. This will net a few hundred pounds. In my experience, you can only beg a set number of times before the option no longer produces useful money. Save what little money you can to take a journey to the nearest bank and continue your journey! If you do not have sufficient funds to continue your trip and you can no longer acquire funds by begging, the game is effectively over; you and Mr. Fogg will live the rest of your miserable lives as homeless vagrants in some far-off city. 10. How do I manage Mr. Fogg's health? [10BB] Mr. Fogg's health is managed , first, by the careful selection of routes. Some routes cost no health at all while others can cost more than 70 health points. This cost in health can be mitigated by the purchase of recuperation items which will be discussed in the items table below. These are especially critical on wearisome journeys which cost 50 or more health points. So it is important to determine the nature of the trip and prepare in advance by purchasing the appropriate items. Planning a trip through cold areas? Mittens and fur coats will help greatly. Going to sea? Pick up oilskin so'westers and galoshes. On every day of the trip Mr. Fogg will gain 5 health points and lose a certain number. If your recuperation bonus equals or exceeds the journey's burden, Mr. Fogg will end the trip in better shape than he started! While travelling, the "Fogg" option will allow you to improve Mr. Fogg's health by 5 points over and above the normal 5 point bonus. This is also necessary on long trips so that Mr. Fogg is fit to travel when he reaches the other side. In every hotel you will receive the option to "afford Mr. Fogg every service", if Mr. Fogg's health is above about 20 poihts. This will improve his well being by 5 points and increase his relationship with Passepartout. If Mr. Fogg's health is below this threshold Passepartout will receive the option to call a doctor. The doctor will provide one of two options: Either restoration to full health after a period of 4-5 days, or 10 health points immediately. The second option is usually the better choice, especially if you can arrange easy journeys with the appropriate recuperation items. The first option may be of interest, however, if you are already required to wait in town for a period of days for a bank withdrawal or a trip departure. Finally, an overnight stay in Honolulu will dramatically improve Mr. Fogg's health, at least if the option of a tour is taken. His health will improve by approximately 50 points. 11. Can you advise on a general route or plan? But of course! For the most part We will discuss conventional routes, making little mention of unusual routes such as matter transmitters or polar expeditions. 11.1 Europe Your journey starts in Europe, which is highly civilized. As a result trade goods abound and so does transportation; practically every city is linked to every other city. Use your time to visit various cities to pick up trade goods which you can sell further on to finance your trip. Good cities for valuables include Amsterdam, Copenhagen, Stockholm, Berlin, Rome, and Athens. Amsterdam in particular always seems to have a black tulip bulb or a Lost Rembrandt for sale, and so is well worth a visit. Your trip through Europe is likely to end at one of three cities: Moscow, Istanbul, or Cairo. Moscow allows one to travel across Russia, while the other two cities provide access to the Middle east and thus to India. Cairo also provides optional trips to Africa as well. 11.2 Africa Africa travels due south, and is thus a detour with little value so far as the main quest is concerned. However, there are two journeys which may make this trip valuable. First, there is an airship in Antanarivo in Madagascar which is unlocked by the Zululand adventure. This airship will carry you directly to Bangalore, bypassing India. There is also a second adventure in Bhayi, 20000 Leagues, which will open a submersible route to Batavia, completely bypassing the India and Asia to arrive at the western coast of the Pacific. 11.3 Russia Russia is a land of railroads; almost all your trips will be by train with the occasional airship or hydrofoil thrown in. Russia is a fast trip provided you have the money to pay the fare and you acquire the Russian Gentleman's costume to adjust travel times. The simplest way across is to travel the Trans-Siberian to Vladivostok. Unfortunately Vladivostok is closed to non-military personnel. It is possible to gain access through an adventure in Omsk (see the adventure The Spy Who Loved Smyth) , in which case one can simply sail directly to Yokohama from Vladivostok. Absent this option one could exit the railroad at Irkutsk and take either the caravan to Agra (where an airship can fly you to Yokohama) or the railroad to Beijing. Another alternative is to exit the line at Karimskaya, and take trains onward from there to Beijing or Pyongyang. There are also a number of routes which will take one south, to the middle east and the Indian route east. Trade goods are somewhat rare in Russia, but are frequently available in Moscow, St. Petersburg, and Ekaterinburg. However, these goods are often sold in India or the Middle East, and thus are often not useful for a straight trip through Siberia. Travel through Russia will lead to one of the major Pacific ports. 11.4 India India is also a land of railroads supplemented by palanquins. There are also airship routes, the most significant of which which fly from Karachi to Delhi and Bombay, The Bombay route will take you by rail through Bangalore to Madras, where one can then either travel south to Colombo and the excellent airship to Singapore there, or north towards Waltair and Calcutta. The railway from Bombay to Allahabad is cut about 3/4 of the way along; from there one must seek alternate transport to Calcutta which is NOT cheap. The Delhi route leads by land to the city of Agra, and from there to Calcutta, it and Colombo are the major staging points for travel to the Pacific. From Calcutta one can choose between two major routes: The steamship route which has stops at Singapore and Hong Kong, or the route to Pangsau Pass, which connects with air routes to Beijing and Canton, thence to the Pacific. 11.5 Pacific There are three major staging points in the Pacific: Yokohama, Manila, and Brisbane. From Yokohama routes extend south to Manila, east to Honolulu, and a final route to San Francisco. As detailed in the adventure Mutiny At Sea, this trip is expensive, very slow, and prone to diversion. Thus, the direct route to San Francisco is best avoided. Manila is a much better option, providing a direct airship flight to Honolulu and from there to Acapulco in North America. Brisbane allows one to take the southern route to Lima, which may be diverted to Panama City. 11.6 North America North America is entered through Acapulco or San Francisco. In early playthroughs, there is no direct line from San Francisco to New York, and therefore you must travel through New Orleans in order to get to the Atlantic coast. Thus the trip from Acapulco to New Orleans is most efficient; if you travelled here by airship from Manila, you can step directly into a caleche to New Orleans, and from New Orleans to New York or Washington, the major departure points. Washington allows onward flights Ponta Delgada and from there one can travel either directly to London or to London via Lisbon. There is also an artifact one can acquire in Washington which may be sold in Ponta Delgada or Lisbon. New York has a direct flight to London but it is extremely expensive. An alternate connection is from New York to Reykjavik but there is no luggage space available at all. One must sell everything one has to take this trip, then use the bank to gain a further connection to London. The adventure The Center Of The Earth allows travel from Reykjavik to Snowden, UK , for free, and from there by carriage to London. 11.7 South America / The Caribbean There is only one major route through South America, which starts at Lima and ends at Belem, from which one can take airship to West Africa. Alternatively one can travel to Panama City or Caracas. Caracas allows access to Port-Au-Prince and West Africa, while Panama City also has routes which lead to Port-Au-Prince (at a cost of 10000 or more pounds) or, via Bogota, to Caracas or Belem. Port-Au-Prince is a major hub at which there is usually an artifact or two available through adventuring. Port-Au-Prince allows travel to Washington (and thence to North American departures), to Ponta Delgada (and so to London), or to Caracas and West Africa. 8.8 West Africa West Africa is entered through Freetown, Dakar, and Porto Novo. Porto Novo is a trap as one must either join a slave-taking expedition to Timbuktu (see: The Slavers of Timbuktu) or else travel to Freetown for an exorbitant fee. Dakar and Freetown allow a slow trip to Timbuktu (although the Sisters of Didacus adventure may make this option attractive). Other than that, airships are available from both cities to Marrakesh, although the Dakar flight may be diverted to Ponta Delgado. Marrakesh leads to Tangier and a direct (but expensive -- 11000+ ponds) flight to London, or else by car from Lisbon and thence to London. Travelling by airship can allow the trip to be completed in under 60 days, giving one ample time for side quests and exploration. 12. What is a valet? A valet is responsible for the upkeep and wellbeing of a well-bred human being. You will see to it that your employer remains healthy, well-fed, well-dressed and in all aspects presentable. A valet is a combination mother, babysitter, porter, and bodyguard. In addition to seeing to the needs of his/her employer , a valet must exemplify cleanliness and professionalism at all times. The valet is a reflection of his/her employer, and so must be dressed and maintained just as well as the employer him/herself. Appendix 1: Cities And Routes [CAROBC] NOTE: While this list is quite thorough it is not guaranteed to be exhaustive; additional routes and options may exist. ENGLAND 1 London Accommodations: Fogg's Apartment (gives some free items at game start) Journeys: London-Paris(Submersible train 1 day) London-Cambridge(carriage 1 day; not available on first playthrough). 2 Cambridge (Multiple playthroughs required) Accommodations: Bank, Hotel, Market Trade Good: Coleridge's Poems (Europe) Journeys Cambridge-Kristiania (gyrocopter, 1 day) Cambridge-Paris (tell the man you want to go east, gyrocopter, 1 day) EUROPE 3 Paris Accomodations: Bank, Hotel, Market Adventure: Roving Reporter Trade Good: Chateau d' Yquem wine / Berlin Journeys: FIRST PLAYTHROUGH: Paris-Amsterdam (car) 1 day. Paris-Nice (train) 1 day. Paris-Munich (Train 1 day) connects to: Vienna 2 days) SUBSEQUENT PLAYTHROUGHS: Paris-Munich (train) 1 day connects to: Vienna Budapest Bucharest Istanbul Paris-Venice (train) 1 day connects to Sofia Istanbul. 4 Nice Accomodations: Bank, Hotel, Market Journeys Nice-Rome (Ferry 1 Day) Nice-Venice (Car 1 Day) 5 Venice Accommodations: Bank Market Hotel Trade Good: Zouave Braid (Eastern Europe/Middle East). Take Fiamatta's Gondola and agree with everything she says. Trade Good: Carnivale Mask (sell in Egypt, Mideast) Journeys Venice-Budapest (Goods wagon 1 day) Venice-Vienna (Car 1 day) Venice-Sofia (Train 1 day) Venice-Athens (Ferry 1 day) (May encounter Sophos) Venice-Rome (Carriage 1 day) 6 Rome Accommodations: Bank Market Hotel Trade Good: Marble Bust (Europe Russia Mideast) Journeys Rome-Thessaloniki (Airship 1 day) (Robbed while boarding) Rome-Athens (Airship 1 day) (May encounter Sophos) Rome-Bucharest (Airship 1 day) (Unlock in conversation: Befriend the terrorist and accompany him, either by conversation or by simply showing him the Zouave Braid you may have acquired in Venice). 7 Amsterdam Trade Good: Black Tulip Bulb (sell in Scandinavia, Eastern Europe) Trade Good: Lost Rembrandt (only sold in Munich) Amsterdam-Kristiania (Ferry, 2 days) Amsterdam-Copenhagen (Car, 1 day) Amsterdam-Berlin (Car , 1 day) Amsterdam-Munich (River Barge, 2 days may be shortened to 1 by enlisting the ship's pilot orlengthened to 3 by trying to speed it up and blowing the engine). 8 Berlin Accommodations: Bank Market Hotel Trade Good: Music Box (Eastern Europe, Africa) Trade Good: Sixty-three toothed gear (Eastern Europe, Africa) Journeys Berlin-Prague (unlocked by exploration) (car 1 day) continuing to: Budapest 2 days Bucharest 3 days Burlin-Munich (steam carriage 1 day) Berlin-Stockholm (airship 1 day) Berlin-Warsaw (train 1 day). Due to the extreme punctuality of the railway, you may be delayed 1 day. This delay can be avoided if you drove from Munich to Berlin and were warned by the driver to have a ticket, then choose "attempted to plan ahead" option. An "astute" personality may help. This delay can also be avoided by, when the train door closes, tap on the glass urgently. Mr. Fogg looks startled, wait for the right moment, and leap onto the train! Flatten yourself and wait through the tunnel, find your master's compartment, and sit down as if nothing had happened. 9 Munich Accommodations: Bank Market Hotel Adventure: German Pirates Journeys: Munich-Berlin (steam carriage 1 day) (may divert to Prague; see German Pirates adventure) Munich-Vienna (car 1 day) Munich-Venice (car 1 day) 10 Copenhagen Accommodations: Bank Market Hotel Trade Good: Drinking Horn (Russia) Journeys Copenhagen-Berlin (Airship 1 day) Copenhagen-Stockholm (Ferry 1 day) (Possible divert to Helsinki at a cost of 1 extra day: While aboard the boat go up to the bridge and adjust the stylus guiding the ship onto a different course). 11 Prague Accommodations: Bank Market Hotel Adventure: The Imposter of Irkutsk Trade Good: Sixty-three toothed gear (Eastern Europe, Africa) Journeys Prague-Odessa (Airship 1 day) Prague-Cairo (Airship 3 days) 12 Vienna Accommodations: Bank Market Hotel Adventure: The Ruins Of Belgrade Trade Good: Mechanical brass woodlouse ( Russia) Trade Good: Zauberflote (adventure before day 5) Journeys: Vienna-Warsaw ( by train) 1 day Vienna-Budapest(Car) 1 day connects to: Istanbul ( train / Orient express) Vienna-Venice (Car 1 day) Vienna-Belgrade(before day 5 / train ) 1 day. 13 Budapest Accommodations: Bank, Hotel, Market Trade Good: Absinthe (Russia, Middle East) Trade Good: Scarab (have dinner, have it explode, search the ruined tureen and pocket the item) (Sell: Africa) Journeys Budapest-Thessaloniki (Train (Oriental Express) 1 day) continues to: Athens 1 day Budapest-Bucharest (Train (Oriental Express) 1 day) continues to: Istanbul 1 day 14 Belgrade Accomodations: None. Adventure: The Ruins of Belgrade. Journeys: Belgrade-Sophia (cart 1 day) free Belgrade-Istanbul (train 1 day) free 15 Bucharest Accommodations: Bank, Hotel, Market Adventure: Artificer of Bucharest Trade Good: Penny Black (Africa, very rare) Trade Good: Preparation of Paraffin (unlocked by adventure) Trade Good: Artificer's medallion (unlocked by adventure) Journeys Bucharest-Odessa (train 1 day) (converse, bribe official or just talk to him. If you give him alcohol, official, take train with anchor painted on the side) Bucharest-Minsk (Airship 2 days) (Take the journey to Odessa, give the official alcohol, board the ship painted with a steel fish) Bucharest-Thessaloniki (train 1 day) Bucharest-Istanbul (train Orient Express 1 day) 16 Sofia Accommodations: Bank, Hotel, Market Journeys Sofia-Bucharest (Carriage 1 day) Sofia-Istanbul (Train 1 day) Sofia-Thessaloniki (Carriage 1 day) 17 Odessa Accommodations: Bank, Hotel, Market Journeys Odessa-Moscow (Train 1 day) Odessa-Novorossiysk (Car 2 days) Odessa-Istanbul (Hydrofoil 1 day) 18 Thessaloniki Accommodations: Bank Market Hotel Trade Good: Bust of Apollo (Russia, Middle East) Journeys Thessaloniki-Bucharest (Carriage 1 day) Thessaloniki-Izmir (Ferry 1 day) Thessaloniki-Athens (Train 1 day) 19 Athens Accommodations: Bank Market Hotel Trade Good: Bust of Apollo (Mideast) Adventure: Venetian Glass Trade Good: Bust of Apollo (Russia, Middle East) Journeys Athens-Thessaloniki (Train 1 day) Athens-Izmir (Train 1 day) Athens-Cairo (Sophos Company Ferry 1 day) (Divert to Antalya 1 day) (Unlock by either purchasing a Sophos time table or by meeting Mr. Sophos, either by exploring Athens or by encountering him on a journey to Athens from Venice or Rome) 20 Warsaw Accommodations: Bank, Hotel, Market Trade Good: Absinthe (Russia/Ottoman Empire/Mideast) Journeys Warsaw-Stockholm (Ferry 1 day) Warsaw-Minsk (Train 1 day) 21 Minsk Accommodations: Bank Market Hotel Adventure: Slavic Dancer Journeys Minsk-Odessa (Steam Carriage 1 day) Minsk-St. Petersburg (Train 1 day) Minsk-Moscow (Train 1 day) SCANDINAVIA AND THE POLAR REGIONS 22 Kristiania Accommodations: Hotel (Explore during day to find a good hotel; failing to do this means staying in an abandoned hotel, which can cost 50 health due to the cold, although this can be softened by the use of a fur coat). Adventure: Center Of The Earth Trade Good: Chess Set (Europe) Journeys Kristiania-Tromso (airship 1 day) Kristiania-Stockholm (airship 1 day) Kristinia-Copenhagen (airship 1 day) 23 Stockholm Accommodations: Bank, Hotel, Market Trade Good: Viking Drinking Horn (Sell: Russia) Journeys Stockholm-Helsinki (Ferry 1 day) continues to: St. Petersburg 2 days Stockholm-Warsaw (Ferry 1 day) 24 Helsinki Accommodations: Bank, Hotel, Market Adventure: Bears Trade Good: Kalevala (Sell: Middle East) Journeys Helsinki-Tromso (Train 1 day) Helsinki-Minsk (Train 1 day) Helsinki-St. Petersburg (Ferry 1 day) 25 Tromso Accommodations: Hotel, Market Journeys Tromso-Stockholm (Train 1 day) Tromso-Smeerenburg (Hot Air Balloon 1 day) 26 Smeerenburg Accommodations: Bank, Hotel, Market Adventure: Polar Expedition Journeys Smeerenburg-North Pole (Icewalker 7 days) WARNING: Mr. Fogg can die on this trip and end your journey prematurely! 27 The North Pole Accommodations: UNKNOWN Journeys The North Pole-Gastown (Left Airship approx. 2 days) The North Pole-Reykjavik (Right Airship approx. 2 days) THE MIDDLE EAST, OTTOMAN EMPIRE, PERSIA, AND CENTRAL ASIA 28 Istanbul Accommodations: Bank Market Hotel Adventure: The Runaway Princess. Adventure: German Pirates. Trade Good: Khanjar dagger (in bazaar: Sell in Middle East, Africa, or India) Trade Good: Harem silks (possible to receive these if stay overnight; sell in Africa or the Middle East). Journeys: Istanbul-Odessa (hydrofoil 1 day) Istanbul-Novorossiysk (ferry 3 days) Istanbul-Izmir (car 2 days) Istanbul-Antalya (car 2 days) Istanbal-Beirut (balloon 3 days) (Available if participate in the riot and speak with the student over coffee afterwards). Istanbul-Tehran ( train, 7 days) connects to: Herat ,Kabul 29 Antalya Accommodations: Bank Market Hotel Adventure: Venetian Glass Trade Good: Venetian glass (unlocked by adventure). Journeys Antalya-Istanbul (Car 1 day) Antalya-Beirut (Steamship 1 day) continues to: Alexandria 2 days Cairo 2 days. 30 Izmir/Smyrna Accommodations: Bank Market Hotel Journeys Izmir-Istanbul (Car 1 day) Izmir-Antalya (Fishing trawler 1 day) 31 Beirut Accommodations: Bank Market Hotel Journeys Beirut-Baghdad (Car 1 day) Explore ruins on route Left Path: Trade Good: Human Skull (sell in Central Asia, India, for a minimal sum) Right Path: Trade Good: Bronze Ring (Sell in India) Beirut-Alexandria (Ship 1 day) continue to: Cairo 2 days Beirut-Ha'il (Airship 1 day) 32 Alexandria Accommodations: Bank Market Hotel Adventure: Portal to the Past Journeys Alexandria-Cairo (Car 1 day) Alexandria-Suez (Ship 1 day) 33 Cairo Accommodations: Bank Hotel Market Adventure: Portal to the Past Adventure: Roving Reporter Adventure: Venetian Glass Trade Good: Beaten Gold Ring (Middle East/Central Asia) Trade Good: Mechanical Lily (Middle East/Africa) (Acquired by successfully completing the adventure Venetian Glass) Journeys Cairo-Suez (Car 1 day) Cairo-Ha'il (Airship 1 day) Cairo-Luxor (Train 1 day) continues to: Aswan 1 day. 34 Suez Accommodations: Bank, Hotel, Market Journeys Suez-Jeddah (Steamship 3 days) Continues to: Aden (5 days) Bombay (14 days) While there is no offical stop in Jeddah, the crew may be convinced to put you off via conversation. Suez-Khartoum (Airship 1 day) (Unlocked by conversation: Eavesdrop on an argument and Talk to the man). Suez-Jeddah (Mechanical Camel 2 days delayed 1 day if we lose the race) (Unlocked by conversation: Eavesdrop on an argument and talk to the woman, watch the race, and speak to her afterwards). 35 Luxor Trade Good: Filmy Glass Shard Accommodations: Hotel Adventure: Portal to the Past Journeys Luxor-Aswan (Train 1 day) Luxor-Manama (Airship 1 day) (Unlocked as part of adventure Portal to the Past) 36 Aswan Accommodations: Bank Hotel Adventure: Roving Reporter Journeys Aswan-Wadi Halfa (Ship 1 day) 37 Wadi Halfa Accommodations: Nothing Adventure: Roving Reporter Journeys Wadi Halfa-Khartoum (train 1 day) 38 Jeddah Accommodations: Bank, Hotel, Market Journey Jeddah-Riyadh (Car 1 day) 39 Aden Accommodations: Bank Hotel Market Journeys Aden-Stone Town (Ship 2 days) Aden-Bombay (Steamship 7 days) Aden-Muscat (Ship 2 days decrease to 1 by speaking to crew) 40 Ha'il Accommodations: Bank Hotel Market Journeys Ha'il-Riyadh (Desert Caravan 6 days) Ha'il-Rub' Al Khali (Desert Caravan 14 days WARNING: This trip is extremely taxing. Invest in recuperative items for desert travel or hot climates). 41 Riyadh Accommodations: Bank Hotel Market Journeys Riyadh-Muscat (Carriage 3 days) Riyadh-Manama (Car 1 day) Riyadh-Ha'il (Desert Caravan 6 days) 42 Rub' Al Khali (The Empty Quarter) Accommodations: Nothing. Journeys Rub' Al Khali-Calcutta (Matter transmitter INSTANT step left) Rub' Al Khali-Bhayi (Matter transmitter INSTANT step right) Rub' Al Khali-Omsk (Matter transmitter INSTANT step forward) Rub' Al Khali-Lahore (Matter transmitter INSTANT step backward) 43 Muscat Accommodations: Bank Hotel Market Adventure: Red Sea Pirates Journeys Muscat-Dubai (Pearl Cart 1 day) Muscat-Karachi (Pirate ship 1 day) WARNING: It is possible to be robbed on this journey! See Adventure: Red Sea Pirates. Trade Good: Ball Bearing (Sell: India) Trade Good: Pirate's Cutlass (Sell: India) Muscat-Dvarka (unlocked by conversation) (Airship 2 days possible divert to Bombay 1 day if you cooperate with the British authorities to arrest the pirates). 44 Dubai Accommodations: Bank, Hotel, Market WARNING: Staying or exploring town risks costing you either an item or a pocket-picking. To lose the item , get lost and get a monkey. To get picked get lost otherwise. YOu can avoid both by being spat on by a camel. Trade Good: Natural Pearl (India) Journeys Dubai-Muscat (Pearl Cart 1 day) Dubai-Bandar Abbas (Gulf Ferry 1 day) 45 Manama Adventure: Portal to the Past Accommodations: Bank, Hotel, Market Trade Good: Pearl? Journeys Manama-Dubai (Fishing Boat 1 day) continues to: Muscat 2 days. Manama-Riyadh (Car 1 day) Manama-Bombay (Ship 3 days) Manama-Karachi (airship 1 day) (unlocked by successfully completing Portal to the Past) 46 Baghdad Accommodations: Bank, Hotel, Market Trade Good: Cursed Dagger (Sell in India) (The dagger is an automaton, not cursed, and it has no evil effect whatsoever). Trade Good: Ancient Stone Head (sell in India) Journeys Baghdad-Tehran (Balloon 2 days) (Unlocked by Conversation) Baghdad-Manama (Car 2 days) 47 Bandar Abbas Accommodations: Bank, Hotel, Market Trade Good: Diamond Bracelet (India) Journeys Bandar Abbas-Tehran (Airship 1 day) Bandar Abbas-Dubai (Gulf Ferry 1 day) Bandar Abbas-Karachi (Ship 2 days) 48 Tehran Accommodations: Bank, Hotel, Market Trade Good: Broken shard (Sell in Russia, India) (Overnight, ask about skills of valet, comment on automatons not having properly waxed hair) Trade Good: Persian Pottery (Sell in India) Journeys Tehran-Herat( train 1 day) connects to: Kabul (2 days) Trade good on trip: Pashmina scarf (India). Tehran-Bandar Abbas (Airship 1 day) 49 Herat Accommodations: Bank Market Hotel Trade Good: Clockwork monkey (Unlocked by conversation; speak to the Toymaker, asks him what he will do if war comes again, when he comments about nothing in the back room, respond "I didn't ask" -- NOT the one with punctuation, just straight.) Journeys: Herat-Quetta (Palanquin 1 day) Herat-Kabul (train 1 day) Herat-Waltair (Khodunki powered walker 6 days ; Unlocked by The Russians are coming (To Waltair). After about 3 days you can divert to Delhi instead.) 50 Kabul Accommodations: Bank Hotel Market Adventure: The Spy Who Loved Smyth Journeys Kabul-Omsk (airship 1 day potential divert to Moscow; see adventure) Kabul-Lahore (palanquin 1 day) connects to: Delhi (2 days) Agra (2 days) SUB-SAHARAN EAST AFRICA 51 Khartoum Accommodations: Bank Hotel Market Trade Good: Sheet of Mirror Glass (Middle East) Journeys Khartoum-Ujiji (Airship 2 days) Khartoum-Stone Town (Airship 1 day) Khartoum-Aden (Airship 1 day) 52 Ujiji Accommodations: Bank Hotel Market Journeys Ujiji-Quelimane (Airship 1 day) Ujiji-Nsenga (Motorized Canoe 1 day) 53 Stone Town Accommodations: Bank Hotel Market Trade Good: Elephant Ivory Goblet (Sell in India) Trade Good: Rhino Horn (Sell in Far East) Adventure: Arrive in this town from Sudan and talk to a clerk to find his story. Stay overnight to find the clerk with an extremely young girl. Confront him, and he will offer you a bribe of money, though I wouldn't take it! Journeys Stone Town-Ujiji (Airship 1 day) Stone Town-Quelimane (Airship 1 day) 54 Nsenga Accommodations: Bank Hotel Market Journeys Nsenga-Quelimane (Airship 1 day) Nsenga-Lusaka (Car 4 days mandatory divert to Ulundi) 55. Quelimane Accommodations: Bank Hotel Market Trade Good: Fresh Tea (India) Journeys Quelimane-Ulundi (Airship 1 day) Quelimane-Bloemfontein (Airship 1 day) 56. Lusaka (Inaccessible) 57. Ulundi Accommodations: None. Adventure: Speaking to the Emperor here and asking to travel to Antananarivo will unlock an additional journey from Antanarivo if the town of Antanarivo is explored. Journeys Ulundi-Antanarivo (Conversation unlock) (Airship 1 day) Ulundi-Bhayi (Conversation Unlock) (Airship 1 day) 58. Bloemfontein Accommodations: Hotel Market Trade Good: Elephant Ivory Goblet (sell in far east) Journeys Bloemfontein-Ulundi (Airship 1 day) Bloemfontein-Bhayi (Airship 1 day) 59. Bhayi Accommodations: Bank Hotel Market Adventure: 20000 Leagues Trade Good: African Lunar Mask (sell Far East) Journeys Bhayi-Antananarivo (Airship 1 day) Bhayi-St. Denis (Submersible 6 days) mandatory divert to Batavia (13 days) OR Columbo (16 days) (See adventure). Trade Good: Coral Calculator (sell in Americas) 60. Antananarivo Accommodations: Bank Hotel Market Journeys Antananarivo-Colombo (Airship 2 days) Acquire Trade Good: Massive Pearl. Offer to join the crew and help them at the refueling buoy, then keep their secret. Antananarivo-Rangoon (Airship 2 days) (to unlock, visit Ulundi first. Impress the Emperor and tell him you wish to go to Antananarivo, go there, then explore the city. 61. Saint Denis (Inaccessible) RuSSIA AND CENTRAL ASIA 62. St. Petersburg Accommodations: Bank, Hotel, Market Trade Good: Faberge Egg (Middle East, Central Asia) Journeys St. Petersburg-Smeerenburg (Hot Air Balloon, 5 days) St. Petersburg-Moscow (Train 1 day) St. Petersburg-Minsk (Train 1 day) 63. Moscow Accommodations: Bank, Hotel, Market Trade Good: Gzhel Ceramic Plate (Russia, Central Asia) (explore markets visit the distinctive stall) Trade Good: Chateau d' Yquem wine (perhaps others) (explore markets plain stall) Trade Good: Revolutionary Pamphlet (explore kremlin, visit woman handing out pamphlets) Moscow-Tsaritysn (train 1 day) connects to Astrakhan (2 days) Moscow-Ekaterinburg Trans-Siberian Experess (Train 2 days) continues to: Omsk (4 days), Irkutsk (6 days) , Karimskaya (10 days), Ussuriysk (12 days), Vladivostok (13 days). Vladivostok is restricted to authorized personnel only. 64. Ekaterinburg Accommodations: Bank, Hotel, Market Adventure: Bears Adventure: Goland Trade Good: Western Star (Sell: India) Trade Good: Bear-Armour (see adventure: Bears) Journeys Ekaterinburg-Omsk (Rail Trans-Siberian Railway 3 days) continues to: Irkutsk (5 days) Karimskaya (8 days) Ussuriysk (10 days) Vladivostok (11 days) Trade Good: Balalaika (Sell: Pacific) (Explore train, play the instrument) Trade Good: Foxskin Cap (Sell: Noth America) (Explore train, dance like a Khazakh) Trade Good: Mongol Sulde (Explore train, visit library car, befriend Goland) Ekaterinburg-Krasnovodsk (Airship 1 day) (Unlocked by adventure: Bears) 65. Omsk Accommodations: Bank, Hotel, Market Item: Military Papers (see the governor of Omsk in the evening, entertain him, and mention you are heading east towards Vladivostok. Ask for help, and he will give you military papers which will allow you to pass through Vladivostok and, perhaps, speed other journeys as well) Journeys Omsk-Irkutsk (Train, Trans-Siberian 2 days) continues to: Karimskaya (4 days) Ussuriysk (6 days) Vladivostok (7 days) 66. Irkutsk Accommodations: Hotel Adventure: Goland Adventure: Imposter of Irkutsk Journeys Irkutsk-Urga (Mongol Caravan 6 days) Irkutsk-Beijing (Train 5 days may disembark at Urga after 3 days) 67. Karimskaya Accommodations: Hotel, Market Trade Good: Artificer's Medallion (Explore town) Journeys Karimskaya-Beijing (Train 3 days) Karimskaya-Pyongyang (Train 4 days) Karimskaya-Ussuriysk (Train Trans-Siberian 2 days) continues to: Vladivostok 3 days. WARNING: You will need military papers (see: Omsk) to pass without trouble on the continuing leg. Otherwise you must either hide yourselves (I don't know if this will work or not) or bribe a train official (again, I don't know if they will stay bought). Otherwise, you will be forced to disembark at Ussuriysk. 68. Ussuriysk Accommodations: Hotel, Market Journeys Ussuriysk-Vladivostok (Fishing boat, 1 day) NOTE: This is an illegal journey. 69. Vladivostok RESTRICTED With military papers, pass without issue. If without papers, if you either explore it or stay in a hotel, you will be caught and held in jail for four days before being released. Mr. Fogg will also lose a great deal of health. Being caught with revolutionary material will mean you will be held in jail for FIVE days instead of four. Accommodations: Bank Market Hotel Journeys Vladivostok-Yokohama (steamship 2 days, shortened to 1 with military papers or for a fee of about 800 pounds) Vladivostok-Pyongyang (Fishing yacht 2 days) Vladivostok-Beijing (fishing boat 1 day) 70. Novorossiysk Accommodations: Market Bank Hotel Adventures: Runaway Princess, Slavic Dancer Journeys: Novorossiysk-Tsaritsyn (khodunki powered walker 2 days) Novorossiysk-Tehran (airship 1 day potential divert to Mt. Elbrus) 71. Tsaritsyn Accommodations: Bank Hotel Market Journeys: Tsaritsyn-Moscow (train 1 day) Tsaritsyn-Astrakhan (train 1 day) 72. Astrakhan Accommodations: Bank Hotel Market Journeys: Astrakhan-Baku (hydrofoil 1 day) -> Tehran (2 days, divert to Baku) Astrakhan-Ekaterinburg (train 1 day) 73. Baku Accommodations: Bank Hotel Market Trade Good: Jar of Oil (India, Russia) Journeys: Baku-Krasnovodsk (ferry 1 day) Baku-Tehran (hydrofoil 1 day) 74. Mt. Elbrus Accommodations: Nothing Adventure: Slavic Dancer Journeys Mt.Elbrus-Karachi (Underground Phaeton 1 day) Mt.Elbrus-Kabul (Underground 1 day) Mt.Elbrus-Ekaterinburg (Underground 1 day) 75. Krasnovodsk Accommodations:Hotel only Adventure: The Russians Are Coming (To Waltair) Journeys Krasnovodsk-Merv (This is a false trip; in fact, it is a train that diverts to Herat ; 2 days) Krasnovodsk-Ekaterinburg ( airship 1 day ; this journey is unlocked by conversation in town) 76. Merv (Inaccessible) INDIA 77. Quetta Accommodations: Bank, Hotel, Market Journeys Quetta-Lahore (Carriage 1 day) Quetta-Karachi (Carriage 1 day) 78. Karachi Accommodations: Bank, Hotel, Market Journeys Karachi-Quetta (Train 1 day) (May be separated from Mr. Fogg on this journey; on a previous playthough I was halted in this city by separation but it has never happened again; it may have been fixed in an update) Karachi-Delhi (Airship 1 day) Karachi-Bombay (Airship 1 day) 79. Dvarka Accommodations: Bank Hotel Market Trade Good: Diamond Bracelet (Burma) Journeys Dvarka-Karachi (Airship 1 day) Dvarka-Bombay (Gyrocopter 1 day) 80. Bombay Accommodations: Bank Hotel Market Trade Good: Block of Henna (sell in Chittagong, Rangoon, Canton) Trade Good: Sitar (sell in Calcutta, Burma, Canton) Journeys Bombay-Bangalore (train 1 day) continues to: Madras 3 days. NOTE: It does not appear possible to actually lose your passport on this journey. Bombay-Allahabad (train 2 days) Bombay-Nova Goa (Airship 1 day) 81. Nova Goa Accommodations: Bank Hotel Market Trade Good: Didacian Cross (Explore, allow the nun to bless you). (Sell the cross in Chittagong, Burma, Canton). Journeys Nova Goa-Bangalore (Airship 1 day) Nova Goa-Columbo (Ship 1 day) 82. Bangalore Accommodations: Bank, Hotel, Market Trade Good: Cricket Ball (unlocked by playing Cricket) Journeys Bangalore-Nova Goa (Airship 1 day) Bangalore-Madras (Carriage 1 day) 83. Madras Accommodations: Bank, Hotel, Market Adventure: Sisters of Didacus Trade Good: Jar of Turmeric (Sell: Burma) Trade Good: Block of Henna (sell in Chittagong, Rangoon, Canton) Journeys Madras-Columbo (Airship 1 day) Madras-Waltair (Airship 1 day) continues to: Calcutta (2 days) 84. Columbo Accommodations: Bank, Hotel, Market Journeys Columbo-Madras (Airship 1 day) Columbo-Chittagong (Airship 3 days) Columbo-Singapore (Airship 4 days. WARNING: This route will cost you almost all your health). 85. Waltair Accommodations: Bank, Hotel, Market Trade Good: Blue-Eyed Charm (Acquire by explore or hotel option, listen to the story, then go with Madame Bhanu and agree to right a love letter -- if you can stand to help someone break their marriage vows, that is). Journeys Waltair-Madras (ship 1 day) Waltair-Rangoon (Ship 2 days) 86. Lahore Accommodations: Bank, Hotel, Market Trade Good: Handwoven Carpet (China, Asia) Journeys: Lahore-Benares (Airship 1 day) (unlock by exploring, speak to poet, be as sympathetic as possible, remind him he is alive, ask him if he has given up on independence, he will offer you a ride with a friend). Lahore-Delhi (Palanquin 1 day) 87. Benares Accommodations: Bank, Hotel, Market Journeys Benares-Calcutta (Mechanical Elephant 5 days 4000+ pounds) Benares-Waltair (Train 1 day) 88. Delhi Accomodations: Bank, Hotel, Market Trade Good: Astrolabe (Sold in Chittagong, Canton) Trade Good: Mechanical Brass Woodlouse (Sell: Pacific) Journeys Delhi-Agra (palanquin 1 day) Delhi-Madras (palanquin 3 days) Delhi-Hong Kong airship (3 days, 10000+ pounds). (This is unlocked by conversation with Savarkar; tell her you are travelling around the world for a bet). 89. Allahabad Accomodations: Hotel Journeys Allahabad-Benares (Donkey Cart 2 days) Allahabad-calcutta (Mechanical Elephant 3 days 1600 pounds) 90. Agra Accomodations: Bank Hotel Market: Trade Item: Ferrotype (Conversation; say yes to photographer when asked). Journeys Agra-Calcutta (Mobile city 2 days) 91. Calcutta Accomodations: Bank Hotel Market Journeys Calcutta-Chittagong (1 day steamship) Connects to: Singapore ( 5 days), Hong Kong (10 days) 92. Chittagong Accommodations: Bank, Hotel, Market Adventure: Indian Revolution Journeys Chittagong-Guwahati (False route; you cannot do this). Chittagong-Yadanabon (Monastic caravan 1 day) WARNING: Going to Chittagong will close off the option to continue to Singapore/Hong Kong on the steamship. Chittagong-Imphal (Military airship, 1 day) (Unlocked as part of adventure "Indian Revolution") Chittagong-Bangalore (Revolutionary Caravan, 1 day) (unlocked as part of adventure "Indian Revolution") (acquire Trade Good: Buddhist Robes, sold in Pacific and Honolulu) 93. Guwahati (Inaccessible) 94. Imphal Accommodations: Nothing Journeys Imphal-Pangsau Pass (Horse train 2 days) 95. Pangsau Pass Accommodations: Nothing. Adventure: Siege of Acapulco Journeys Pangsau Pass-Canton (Airship 2 days) (available if sided with British or neutral in Chittagong) (see adventure: Siege of Acapulco) Pangsau pass - Beijing (Airship 1 day) (available if sided with Burmese or rebels) BURMA AND THE SOUTHWEST PACIFIC 96. Rangoon Accommodations: Bank Hotel Market Trade Good: Buddha's tooth Journeys Rangoon-Batavia (airship 1 day) Rangoon-Yadanabon (hired chinthe 1 day) Rangoon-Pangsau Pass (airship 1 day) 97. Yadanabon Accommodations: Bank, Hotel Journeys Yadanabon-Pangsau Pass (Hired Chinthe 1 day) Yadanabon-Rangoon (Hired Chinthe 1 day) 98. Singapore Accommodations: Bank, Hotel, Market Trade Good: Betel Nut Box (sell: Australia/New Zealand) Journeys Singapore-Batavia (ship 1 day) (Trade Good: Stolen Gem unlocked by conversation) Singapore-Manila (ship 1 day) 99. Batavia (modern Jakarta) Accommodations: Bank, Hotel, Market Trade Good: Rebel flag (explore or stay overnight; hire a carriage to the city and venture south. Do NOT return to safety when trouble starts. Instead, when a woman falls onto your cab protect her from the Dutch soldiers. She is a rebel leader and will give you her flag). Journeys Batavia-Singapore (Ship 1 day) Trade Good: Stolen Gem (unlocked sometimes during conversation) Batavia-Manila (Ship 3 days) Batavia-Brisbane (Submersible 4 days) Trade Good: Dive on the great barrier reef and acquire a Coral Sphere, which may be sold in the Americas. 100. Brisbane Accommodations: Bank, Hotel, Market Trade Good: Didgeridoo (Sell in Central or South America) Adventure: If you explore here, you will encounter a submariner here who has broken her foot. It is not possible to save her; the most you can do is locate the newspaper for her. Unfortunately, there IS no competent doctor available, and she will die from complications of the surgery. Journeys Brisbane-Auckland (Balloon 5 days) Brisbane-Lima (Airship 8 days) Trade Good: Sketch of Fogg (Sell in Atlantic) 101. Auckland Accommodations: Bank, Hotel, Market Auckland-Lima (Airship 5 days) Divert to Panama City 4000+ pounds 5 days ( Tell the captain you are going around the world after you discover she is deaf, balk at her first offer but accept her second. You CAN accept her first offer, but why pay 10000+ pounds when you can pay 4000+? You still have half a world to cross, after all). CHINA, MONGOLIA AND THE FAR EAST 102. Urga Accommodations: Bank, Hotel, Market Adventure: Goland Journeys Urga-Beijing (Train 1 day) continues to: Canton (4 days). Urga-Yokohama (Airship 3 days) (Go to Zuun Khuree temple complex. If you are on the Goland adventure, show them the Mongol Sulde. There may be othe ways to get it done). 103. Canton Accommodations: Bank Hotel Market Journeys Canton-Hong Kong (bicycle) 1 day 104. Hong Kong Accommodation: Bank Hotel Market Trade Good: Jade figurine ( north america) Adventure: Circus of Yokohama Journeys Hong Kong-Beijing ( train 1 day) Hong Kong-Yokohama (airship 4 days) Hong Kong-Manila (unknown; very often not available) 105. Beijing Accommodations: Bank Hotel Market Trade Good: Jade figurine ( north america) Journeys Beijing-Canton (train 1 day) Beijing-Vladivostok (sailing ship 2 days) 106. Pyongyang Accommodations: Bank Hotel Market Journeys Pyongyang-Manila (Steamship 1 day) (You will be kicked off the boat if you claim to be Americans) Pyongyang-Vladivostok (Steamship 2 days) Pyongyang-Yokohoma(Steamship 3 days) (You will be kicked off the boat if you claim to be Americans) 107. Yokohama Accommodations: Bank Hotel Market Trade good: sketch ( North America) (unlocked by conversation; stay overnight and must not have arrived her during the Circus of Yokohama adventure). Trade good: Katana ( North America) Adventure: Yokohama Circus Adventure: Mutiny at Sea Adventure: Murder on the Pacific Journeys Yokohama-Manila (steamship 1 day) Yokohama-Honolulu (not available on first playthrough hovercraft 7 days may be extended to 8 ) San Francisco ) Yokohama-San Francisco (potential divert to honolulu steamship/submersible To honolulu : 12 days Potential continued journey to sf from honolulu with submarine help: 4 days. Total: 16 days Without help: 5 days total 17 days) 108. Manila Accommodations: Bank Hotel Market Journeys Manila-Singapore (Steamship 1 day) Manila-Batavia (Steamship 2 days) Manila-Honolulu (Airship 3 days) Connects to: Acapulco 6 days potential divert to Panama City additional day or two) Manila-Acapulco Trade Good: "Linger to last minute" while refueling in Honolulu to acquire Conch Shell (sell in North America) Manila-Pyongyang (Steamship 1 day) (you will be kicked off the boat in Manila if you claim to be American) NORTH AMERICA AND THE PACIFIC 109. Honolulu Accommodations: Bank Market Hotel Trade Good: Penny Black (north america) Trade Good: Take tour, acquire Conch Shell (North Amercia) Journeys Honolulu-Panama City (Trade ship 2 days) Honolulu-San Francisco (4 days) Honolulu-Acapulco (3 days divert to Panama City additional day or two) 110. San Francisco Accommodations; Bank Market Hotel Journeys San Francisco-Acapulco airship 1 day San Francisco-Burlington (4 days train) continuing to: New York (5 day not available on first play through) 111. San Diego (Inaccessible) 112. Acapulco Accommodations: Bank Hotel Market Adventure: Siege of Acapulco Journeys Acapulco-Panama City (Caleche 3 days) Acapulco-San Francisco (Airship 1 day) (Unlocked by conversation) Acapulco-New Orleans (Caleche 3 Days) (Unlocked by conversation) 113. New Orleans Accommodations: Bank Market Hotel Adventure: Boxing Match Adventure: Pirates of the Caribbean Trade Good: Trombone (Ponta Delgada, Lisbon) Journeys New Orleans-Havana (airship 1 day diverts to Port Royal) New Orleans-Port Au Prince (airship 1 day diverts to Port Royal) New Orleans-Washington (train 1 day) continuing to: New York (2 days) 114. Albuquerque (Inaccessible) 115. Salt Lake City (Inaccessible) 116. Cheyenne (Inaccessible) 117. Omaha (Inaccessible) 118. Burlington Accommodations: Bank Hotel Market Journeys: Burlington-New Orleans ( steamboat 4 days - increased to 5 days if you push the engines. The boiler will explode and you will drift). Burlington-New York ( train 2 days) 119. Chicago (Inaccessible) 120. New York Accommodations: Bank Hotel Market Trade good: Penny black ( Ponta Delgada, Lisbon) Journeys: . New York-London ( 3 days 3500 - 5000+ pounds For 6000 additional pounds travel time can be shortened to 2 days) New York-Washington (train 1 day). New York-Reykjavik (airship 2 day no luggage) 121. Washington Accommodations: Bank Hotel Market Trade Good: Baptist Bible (Follow the man to church) Journeys Washington-Ponta Delgada (Airship 2 days) Washington-New York (Train 1 day) 122. Houston (Inaccessible) 123. Gastown Accommodations: Bank, Hotel, Market Journeys Gastown-San Francisco (Gyrocopter 1 day) 124. Miami (Inaccessible) THE CARIBBEAN 125. Panama City Accommodations: Bank, Hotel, Market Trade Good: Dinosaur Jawbone (sell in West Africa) Journeys Panama City-Acapulco (Caleche 3 days) Panama City-Port Au Prince (1 day 4500+ pounds) (unlocked by conversation) Panama City-Bogata (Steam Shovel 2 days) continues to: Tabatinga 4 days) (unlocked by conversation) 126. Port Au Prince Accommodations: Bank, Hotel, Market Trade Good: Zannimoto (Steal during conversation options) Trade Good: Otomoto (Buy during conversation options or, if you travelled here from Panama, the pilot can be talked into giving you one for free). Journeys Port Au Prince-Caracas (Airship 1 day) Port Au Prince-Washington (Hot Air Balloon 2 days) Port Au Prince-Ponta Delgada (Airship 2 days 4000+ pounds) 127. Port Royal Accommodations: Bank, Hotel, Market Journeys Port Royal-Port Au Prince (Ship 1 day) 128. Havana (Inaccessible) SOUTH AMERICA 129. Lima Adventure: Goland Accommodations: Bank, Hotel, Market Trade Good: Peruvian Beryllium (Sell in West Africa) Journeys Lima-Tabatinga via Macchu Pichhu (Gyrocopter 3 days) Trade Good: Photograph (Sell Atlantic) Lima-Panama City (Gyrocopter 2 days) 130. Macchu Picchu (Pass through) 131. Tabatinga Accommodations: Nothing Trade Good: Barrel of Rubber (Conversation; steal it.) (Sell Atlantic) Trade Good: Vial of Tree Frog Poison (see adventure, sell West Africa) Adventure: Poisoner of Dakar Tabatinga-Bogota (Gyrocopter 2 days)(Unlock by staying 3 nights in Tabatinga) Tabatinga-Belem (Steamship 6 days) 132. Bogota Accommodations: Bank, Hotel Journeys Bogota-Caracas (Airship 1 day) Bogata-Belem (Airship 5 days) 133. Caracas Accommodations: Bank, Hotel, Market Trade Good; Diamond Chronometer (West Africa) Journeys Caracas-Port Au Prince (Airship 1 day) Caracas-Freetown (Airship 3 days) Caracas-Dakar (Airship approx. 3 days) 134. Belem Accommodations: Hotel Adventure: Poisoner of Dakar Journeys Belem-Dakar (Airship 3 days) (may force you to proceed to Timbuktu: See adventure) Belem-Freetown (Airship 3 days) Belem-Porto Novo (Airship 1 day) WARNING: This is a trap! If you travel here you must either pay 4000+ pounds to fly to Freetown, or take a slow trip to Timbuktu, to say nothing of the horrors that trip involves). 135. Asuncion (Inaccessible) 136. Rio de Janeiro (Inaccessible) 137. Salvador (Inaccessible) 138. Buenos Aires (Inaccessible) ATLANTIC AND WEST AFRICA 139. Reykjavik Accomodations: Bank, Hotel Adventure: Center Of The Earth Journeys Reykjavik-London (Airship 2 days) Reykjavik-Snowden (Unlocked by Center of The Earth, underground boat, 1 day) 140. Snowdon Accommodations: Hotel Journeys Snowden-London (Private carriage 1 day) 141. Ponta Delgada Accomodations: Bank, Hotel, Market Journeys Ponta Delgada-London (Airship 3 days 5000+ pounds) Ponta Delgada-Lisbon (Gyrocopter 1 day) 142. Lisbon Accomodations: Bank, Hotel, Market Journeys Lisbon-London 143. Tangier Accomodations: Bank, Hotel, Market Journeys Tangier-Lisbon (Car 1 day) Tangier-London (Airship 1 day 11000+ pounds) (Explore/hotel, go to shadowy bar, toast "Journeys and their end"). 144. Marrakesh Adventure: Sisters of Didacus Accomodations: Bank, Hotel, Market Journeys Marrakesh-Tangier (Carriage 1 day) 145. Timbuktu Adventure: Sisters of Didacus Journeys Timbuktu-Marrakesh (Ghazal (Car) 6 days) Trade Good: Aissatous' Shard (Atlantic) 146. Freetown Accomodations: Bank, Hotel, Market Journeys Freetown-Dakar (Gyrocopter 1 day) Freetown-Marrakesh (Airship 1 day) Freetown-Timbuktu (Car 5 days) (Unlocked by conversation) 147. Dakar Accomodations: Bank, Hotel, Market Adventure: Poisoner of Dakar Item: Delphine's Parcel (not for sale) (Adventure item) Journeys Dakar-Marrakesh (Airship 1 day) divert to Ponta Delgado 3 days (unlocked by conversation, borrow captain's telescope, look to the northwest, spot a pirate, sound the alarm. It appears that this diversion will happen anyway, but it can be prevented by taking the ship's telescope apart). Dakar-Tangier (Ship 1 day) (unlocked by adventure) Dakar-Timbuktu (Gyrodyne 1 day) (Unlocked by adventure) 148. Porto Novo Adventure: The Slavers of Timbuktu Accomodations: Hotel, Market Journeys Porto Novo-Freetown (Airship 1 day) Porto Novo-Timbuktu (Slave-hunting caravan 4 days) Appendix 2: Adventures [ZAB00] A2.1: Polar Expedition [ZAB01] Mr. Fogg and Passepatout depart Smeerenburg aboard an Icewalker bound for the North Pole, little realizing the danger they are in. This is one of the few places in the story where Mr. Fogg can actually die. If he does, Passepartout will head out into the snow and neither of them will ever be seen again. To avoid this fate, on the first leg of the expedition, Passepartout should make as many friends as he can. The first step is Saloman Andree, the designer of the support balloon. Assist him to stow away on the expedition, perhaps by feigning illness in the galley. It is a matter of life and death! Next, when a trumpet blast sounds, leave your shaving water and see what the commotion is. This will allow you to join the hunters in their work. You don't actually have to do anything , your presence is enough to win points with them. Next step, join Monsier Jokinen in a little picnic lunch. While romantic options are given, mere friendship will suffice. A bit later the navigator and pilot will quarrel. Eavesdrop. Investigate the unplanned detour and pay an apprentice navigator to keep his eyes out. Poke your head into the navigation room to witness another argument. Ask if there has been tampering. Step between them to get punched and thereby inflict a guilty conscience on the Chief Navigator, which may be useful later. All of this leads up to the moment the Icewalker is destroyed. Now it's time to call in all those favors to keep Mr. Fogg alive. The difference between life and death for Mr. Fogg appears to be how much help he gets from the other survivors. If he doesn't get enough health, it does not matter what his health score says, he will die. Do NOT choose any option referring to Mr. Fogg's health in a negative way. He will be somewhat healthier this way. When someone walks into the snow, do not follow or think of following. Choose the optimistic and hopeful entry over the pessimistic one whenever it is offered. Time to call in a favor. I choose to call in Monsieur Mezensky of the hunters. He will provide a thick fur to keep Mr. Fogg warm. Next favor, head to the hot air balloon and speak to Monsieur Andree. He will contribute some tins of broth if you ask him. Next step, see the Apprentice Navigator you paid to watch for tampering. He will hand over a vial of thick tonic to help Mr. Fogg heal. You need 3 favors and I was able to acquire 4. The fourth is from the Chief Navigator in exchange for acting as her human punching bag. It is at this point you are rescued. I will not discuss further events at the North Pole but will instead skip to the moment when you are ready to leave it. You will have a choice of two airships to take you away: The left ship will take you to Gastown on the west coast of North America. The right ship will take you to Reykjavik, Iceland. If you delayed a single day in Cambridge, you may be able to tie a Center of the Earth Adventure in neatly here and travel rapidly to London. A2.2 The Imposter of Irkutsk [ZAB02] Step onto the airship from Prague to Odessa. Meet a man who asks if we are heading into Russia. Tell him we are. He will say that his brother lives in Irkutsk. Ask how to find him. Learn he is the harbour master. Ask if there is a message for him. He will tell you to kill him (we won't, of course). But we'll travel to Irkutsk anyway. Once there, explore and look for the harbor master. Tell him we met his brother. Honestly tell him we were told to stab him, but of course we won't. Realize from his words that "you are twins" -- he married his brother's woman, misleading her into a case of mistaken identity! Now that we know that, stay overnight. Go out to explore and wander to the docks. Approach and greet him as Gregori. Greet her. Now "I could not stay silent..." , whereupon the harbor master throws us into the river. From here there is only one way onwards now: The freight train to Beijing. Take it. We investigate sobbing behind the stack of crates, to discover the wife, who has fled the evil twin! We learn her name is Sophia Lom, and pass the time in conversation. You learn nothing from silence! She will hint at things going on in Urga. This is most likely a second route to finding Goland's Garuda airship to Yokohama, but this is untested. At any rate, if you do not take this hint Sophia will leave you in Beijing, concluding the adventure. A2.3 Pirates of the Caribbean [ZAB03] If our team travels aboard an airship from New Orlean to Havana or Port Au Prince, it does not matter which they take because neither will reach its intended destination; murderous pirates will board the ship and murder everyone aboard save Mr. Fogg and Passepartout. They will then be brought to Port Royal and forced to participate in the rescue of the pirate captain, scheduled for hanging. The best thing for Passepartout to do is go along with them until the opportune moment. Passepartout will then have the choice of sincerely helping with the rescue, or in assisting in bringing these pirates to justice. This will, however, get the pirates killed. There are a couple of things that can be done. The cowardly thing to do is that Passepartout flatly refuses to cooperate and runs at the first opportunity, before you have even left for the prison. Unfortunately, this will leave behind Mr. Fogg! They will fail to kill him, but he will lose almost all his health. You may then resume your journey. You could cooperate wholeheartedly. Ask to hear the plan, agree, present the letter to the guards, then distract them. You can take a gun and shoot one of the guards during the escape, commiting murder. You will then be able to leave Port Royal, possibly taking along the gun as a trade good but this is untested. I hope you wouldn't do this. YOu don't need to kill anyone yourself to escape, although the pirates certainly will. Refuse the gun, throw yourself at Mr. Fogg to protect him, and flee. You will then be able to leave Port Royal. Alternatively, if you want to save the lives of the soldiers and avenge the murdered civilian crew of the airship, the quickest and least bloody way to do it is to play along until the time comes to present the letter to the soldiers. Instead of going along any further, shout a warning to them! Elbow Lily in the stomach. At this point nothing you do matters; the guards will kill the pirates and sustain no losses themselves. The governor will give you a reward of at least a thousand pounds for thwarting the pirate plan, and you may then leave Port Royal. A2.4 German Pirates [ZAB04] Travelling from Munich to Berlin by steam carriage, Mr. Fogg and his loyal valet are ambushed by a pirate airship! If you have only one suitcase you will escape cleanly. If you have more than one suitcase, you can still escape if you throw one overboard (you won't actually lose it. Perhaps you went back to recover it). Otherwise your car will be scooped up by a pirate airship. While aboard the airship you can attempt to charm the Captain; this will cause her to give you a Lapis Eye for delivery to Istanbul. Travel to Istanbul, explore, meet the artificer, deliver the cargo and you will receive 3000 pounds. Alternatively, rather than charming the Captain assist with salvage, discover the automaton nature of one of the crew, and blurt it out. The Captain will divert you to Prague at the cost of an extra day. A2.5 Roving Reporter [ZAB05] Mr. Fogg and his loyal valet travel on the Orient express between Paris and Munich. Passepartout should go to the observation car where he will encounter a gentlemen struggling with packing cases. Assisting him will cause the man to introduce himself as de Blowitz, reporter. You may accompany him to the dining car, sit with him, eavesdrop on ladies discussing Austria's plans for war. Ask de Blowitz where the Austrians are going and how. Afterwards, make your way to the city of Cairo and explore the city, taking care to browse the souk. de Blowitz will meet you again, telling you he is on the trail of an Ottoman weapon. Travel from Cairo to Aswan and explore the city, where Passepartout will meet the Ottoman's new secret weapon. Observe it first hand, then travel to Wadi Halfa, where there is a telegraph office. Send a telegraph to de Blowitz. You should receive an answering telegram either if you stay overnight or on the trip to Khartoum if you journey onward. This answer will be an envelope containing approximately 1000 pounds. Talking to the children at the telegraph office will give you a clue to visit Ulundi next, but that is a story for another day... A2.6 Artificer of Bucharest [ZAB06] When you arrive in Bucharest, especially if you come by train, there is a chance you will discover a man being killed on the rail platform. If you assist him, he will ask you to take his artifact,a black glass cube, and a message for delivery to the Artificer's Guild here. Once this occurs, explore or spend time in the hotel until you are given the option to visit the Artificer's Guild, and enter. The woman in charge there will profess no knowledge of these events whatsoever, but give her the message and the cube anyway. She will then give you a Preparation of Paraffin (which is also a trade item) that will shorten any trip by Roziere balloon to one day! I believe there are two such journeys: From Istanbul to Beirut, and from Baghdad to Tehran, both options unlocked by conversation. If you arrive in Bucharest without stopping in Budapest first, you can still visit the Artificer's Guild, where you will have the option to acquire a Preparation of Paraffin and an artificer's medallion. If you do this, do not USE the paraffin as this is a sabotaged version that will blow up any balloon you use it in! It can, however, still be sold as a trade good. The artificer's medallion is also a trade good which may be sold but can also be used to enlist assistance from any artificers you meet on your travels. A2.7 Center of the Earth [ZAB07] Passepartout and Mr. Fogg must arrive at Kristiania during the day to trigger this adventure; the easist way to do so on a playthrough in which Cambridge is available is to travel to Cambridge on day 1, explore Cambridge on day 2, agree to fly over the North Sea, then stay one more night until day 3. Leaving in the morning on day 3 will get you to Kristiania in the afternoon. Exploring Kristiania will allow you to discover the city's inhabitants, who will offer to sell you a chess set (valuable in Europe). Staying overnight at this point will bring you into contact with a German by the name of Otto, who is attempting to reach the center of the Earth. Passepartout should suggest he try Iceland. After this is done, find your way to Reykjavik and explore, taking the options allowing you to do so as thoroughly as possible. Once this is done, you will encounter none other than Otto, who took your suggestion and has reached the center of the earth! Take him up on every suggestion and, after he has shown you all, ask if he can help you with your wager. He will allow you to travel by underground boat to Snowden, UK. A2.8 The Ruins of Belgrade [ZAB08] If Passepartout arrives in Vienna at an early date, it is possible he will be approached by a musician in the Austrian military. Plying this musician with wine will allow Passepartout the opportunity to steal his flute, a necessary evil which may nonetheless prove very useful in the next stage of the journey. Staying the night at the hotel will give Passepartout the opportunity to listen to chamber music in the lobby. While this is going on, an unconscionable racket will occur at the bar. Listening at the bar will give Passepartout a clue that an Austrian military train will be leaving for Istanbul tomorrow, bearing the first wave of an invasion force! This conversation will unlock the train route to Belgrade. However, it is not certain Passepartout will be able to use it. Once you attempt to board the train, Passepartout must either brandish the flute and claim to be able to play it, or use Mr. Fogg's "universal passport" (i.e. money) to secure a berth. Failing to do this will result in being kicked off the train and having to choose another route. In Belgrade, slip off the train and explore the ruined city. That night, you will encounter a partisan and have the option of giving him the flute, which will give them a fighting chance against the armies of mechanical men which have killed so many of their people! If Passepartout asks for help, the man will offer him a ride in a cart to Sophia, but continuing on the train to Istanbul is a better option. Back on the train, Passepartout will have the option to steal a black glass control cube from one of the automaton soldiers , which may be sold for a few hundred pounds in Madras as part of a conversation option with the Sisters of Didacus. Once done, Mr. Fogg and Passepartout will continue on to Istanbul, where they will witness the foiling of the invasion and be able to proceed with their journey. A2.9 Venetian Glass [ZAB09] Either while traveling to Athens or while exploring Athens, it is possible for Passepartout to either meet Dimitri sophos or purchase the time table for his shipping line. This will allow one to board a direct ferry from Athens to Cairo via Alexandria. However, while travelling on this ship Passepartout will meet Sophos. Going to drink with him will open up the opportunity to spy on Dimitri's own operations in Antalya. If Passepartout agrees, he will be given 1000 pounds up front and the ferry will be diverted to Antalya, to Mr. Fogg's discomfiture. Once in Antalya, Passepartout should explore, find the dockhands and impersonate Mr. Fontaine, Sophos' employee in Antalya. The dockhands will show him that they are smuggling Venetian glass from Venice to the Ottoman Empire. Passepartout may pocket a piece of this Venetian glass which, if he does not show it to Mr. Sophos, will act as a trade good, usually sold in Africa. From here Passepartout should travel to Cairo where he will find Mr. Sophos while exploring the city. Sophos will take the glass and reward Passepartout with a Mechanical Lily, which will often sell well in Africa. Passepartout can still obtain the glass in Antalya if he has not met Dimitri Sophos, but if he does he will not be able to report his find to a man he has never met, though he can of course still take the glass. A2.10 Portal to the Past [ZAB10] Go to Alexandria and visit the library there. Enter the room from which a glow is coming and speak to the woman, Helena Kapodistrias, there. Discover the projector which shows the past. Next, go to Cairo and browse the souk there where the woman will invite you to assist her in viewing the past in the ancient Egyptian city of Luxor. Of course, go with her! In Luxor, stay overnight and she will be kidnapped. Tell Mr. Fogg and search the room. Note the disappearance of the suitcase. Do not leave just yet -- instead, see that she left her suitcase behind. Perhaps she intended to use it in the event of her disappearance? Somewhere not previously mentioned? Take the suitcase back upstairs and use the suitcase in the room. Push the crystal away at first, then Push the crystal as close to the lamp as possible to see the kidnappers! Turn the lamp to follow them and see the writing on the back of their uniforms: OSIRIS SHIPPING LINE. This will unlock an airship route to Manama. It will also give you the Trade Good: Filmy Glass Shard. If you want the trade good, abandon Helena and continue to Aswan or purposefully fumble the rescue. Otherwise, to the airship! Once aboard, settle in the back to observe the people aboard. Decline Mr. Fogg's foolhardy suggestion, and declare yourselves as scientists or magicians, and use the projector to put on a show for the crowd. During the course of the show, spot the kidnappers and follow them with the projector to find the hiding place of their victim: The engine room. To get there, we need a distraction. Start a riot! Shout that the Captain is taking the ship to Istanbul! During the ruckus, sneak down to the engine room and listen carefully for the prisoner. Once she is found, stay there with her until the airship docks, then run for it! Congratulations! You have rescued the prisoner and done Dimitri Sophos, a friend of hers, very happy. Regrettably, she will take back her quartz; however, you will be given a ride on a Sophos airship from Manama to Karachi, more than a thousand miles, in a single day! A2.11 Bears [ZAB11] Passepartout visits Helsinki and either stays in a hotel or explores. He samples vodka and enjoys a steam bath. Afterwards, a young woman named Eija will ask you to travel to Ekaterinburg to see her grandfather. If you do this and visit him while in the hotel or exploring, he will give you a suit of bear-armour for sale in Columbo. It is worth quite a bit of money. A2.12 Slavic Dancer [ZAB12] While visiting Minsk, Passepartout will meet a man with a French father over coffee. Afterwards, Passepartout may board the tram to hear about his greatest desire is to see Iran, and his long-lost love. After this, Passepartout must travel to Novorossiysk; a clue to this effect will appear in the newsspaper. Once there, he must take an airship to Tehran. While aboard, speaking to the other first class passenger will reveal she is none other than the man's lover. Call her by her right name : Leena Palklala. Mention your acquaintance, that he was morose, and that that you knew him for a brief time. At this , she will be overcome by her lover's great passion, and speak to a friend, who will divert the airship to a secret military base at Mt. Elbrus. From here a number of very high speed craft, travelling at speeds in excess of two hundred miles an hour, stand ready to carry our intrepid travelers to Ekaterinburg, Kabul, or Karachi, in only one day. A2.13 The Runaway Princess [ZAB13] While traveling on the ferry from Istanbul to Novorossiysk, Passepartout will encounter a stowaway: An eight-year-old girl, who is an Ottoman princess! If Passepartout stayed in Istanbul overnight, snuck into the harem, and was confronted by a repairwoman who took his outfit, the young girl will be escaping with this woman as her guardian. Otherwise, the girl will be unaccompanied. Passepartout will be presented with a dilemma: If he tells the Captain about the stowaway, the ship will turn about and return to Istanbul, where the girl will be delivered to the authorities and Passepartout will receive a thousand pounds or more from her grateful guardian. The girl herself will seemingly also be happy to be home again. If Passepartout keeps the girl's secret, if she is accompanied by the other woman from her harem (her mother, perhaps?), the two will escape into the city together. If she is alone she will disappear forever, and newspaper clippings will suggest an unfortunate fate. A2.14 Red Sea Pirates [ZAB14] Some would say traveling on a known pirate ship off the coast of Oman is shockingly foolish, and on this journey from Muscat to Karachi, Passepartout and Mr. Fogg learned this well. On this voyage, you will be robbed, either of your most precious trade good or 1000 pounds, depending on what you are carrying. This can be prevented. The first thing to do is not trust the crew. At night, Passepartout should stay up and keep watch. When the thieves come in the dead of night, he should NOT pretend to be asleep but should attack, with Mr. Fogg at his side! But all is not over yet. You have driven the pirates from the old but they have barred the hatch; you cannot leave. Explore the cargo to find it consists of ball bearings. Once you arrive at port, the Captain will demand an extortionate fee to let you off the ship. Reply by saying you will instead dump their ball bearings out the portholes here. When they question how long that will take, remind them you are not going anywhere. At this, they will agree to open the hold. When you step up, a bloodthirsty horde will await you! Bluff that you hulled the boat and it is taking on water; every minute they waste on you will doom their ship! They step back. Demand they step further back, than walk off and out. You have escaped not only with your lives and possessions, you have also acquired the Trade Good: Ball Bearing and the Trade Good: Pirate's Cutlass! A2.15 20000 Leagues [ZAB15] In Bhayi, our intrepid duo will hear a rumor of monster-hunters departing on the submersible TOKOLOHO , which is searching for a creature which is destroying the Emperor's ships. Travel on this trip to St. Denis. About 3 days out of port you will encounter the monster, which will capture the ship. It is then that we discover that it is not a monster at all but the submersible NAUTILUS. There is nothing to do but accept your imprisonment for several days and you may do what you like. Working to repair your captured ship will allow you to discuss matters with your compatriots while working as a diver will make matters easier on any subsequent dives. After some days, the NAUTILUS will run afoul of a terrible monster from the deep. Now you and the crew of the TOKOLOHO must seize your one and only chance to escape! While the rest of the crew boards the TOKOLOHO you, Passepartout, must head to the bridge of the NAUTILUS and acquire its navigation logs so you can reach port! On the bridge, you will be confronted by Captain Nemo. He will demand why he should give you the logs. If you appeal to his love of freedom, or tell him that you are only doing what he would do in your place, he will give you the logs and you may depart. If you appeal to his pity or say that it will help others to find the nautilus, he will refuse. If he refuses, you can still acquire the logs if you pull a weapon on him. I'm not sure whether you actually need to have a knife or gun in your inventory to make this threat, but it certainly wouldn't hurt! If you attempt to punch him or simply run away, you will have to leave without the logs. Once aboard the TOKOLOHO, you must now reach your next destination. If you have the logs, you will sail to Batavia in 13 days, completely bypassing India and Burma! If you do not have the logs, the TOKOLOHO's crew will calculate they must be somewhere in the Indian Ocean, and set course do north, expecting to bump into Eurasia at some point. And you will, arriving at Columbo in roughly the time it would have taken to reach Batavia. This 16 day detour may well prove disastrous to your wager! Regardless, the crew of the TOKOLOHO will give you a Coral Calculator that they swiped from the NAUTILUS, which is a premium trade good you may sell in the Americas. A2.16The Spy Who Loved Smyth [ZAB16] If you explore Kabul, you will be taken to see Smyth, a "second assistant political officer", which of course is shorthand for an intelligence operative. He will ask you to accompany "Lady Sibyl", one of his agents, to Omsk on the airship to provide her cover. The trip will be successfully completed with the delay of a single day if the police are successfully fooled; this is done by having Passepartout speak up and claim, at the least, that Lady Sibyl has escorted them to London. Under no circumstances must Mr. Fogg be allowed to speak as his words will cause Lady Sibyl to be captured and the entire party diverted to Moscow, with the loss of many additional days of travel. Once in Omsk, staying the night and visiting the governor allows an opportunity: Tell him you are travelling east, ask him to help, and he will give you a military authorization which will allow you to enter the port of Vladivostok unhindered. A2.17 The Russians Are Coming (To Waltair) [ZAB17] Passepartout and Mr. Fogg uncover this adventure while riding the train from Krasnovodsk to Herat. They will be diverted to Herat, and the Russians riding aboard the train will tell Passepartout a secret, unlocking a journey by powered walker to Waltair. It will take six days, cost at least a thousand pounds , and will take a significant toll on Mr. Fogg's health. The journey will take six days. After a few days, Passepartout may become uncomfortable with some of the other travelers. You may take this option to leave the group. First, plan to leave the convoy. Next, wait until the other walkers are moving. Finally, look around the edge of a ravine for a pass. This will get you into Delhi in about 3 days. A2.18 Indian Revolution [ZAB18] Upon entering the city of Chittagong, Indian revolutionaries and their British opponents will begin fighting in the city, closing off almost all avenues of onward travel. There are three methods to continue: 1) If Passepartout simply remains in the hotel, he and Mr. Fogg will get the option to travel to Yadanabon as part of a religious caravan. Alternatively, Passepartout can explore the city. If he does so, he will be caught up in the fighting. 2) If Passepartout saves the life of a Welsh soldier, this will give him the option to travel to Imphal (Airship, 1 day), from which he may join a military horse train to Pangsau Pass (horse train 2 days). In Pangsau Pass, he will witness the capture and brutal torture of the rebellion's ringleader. Regrettably, there will be nothing he or Mr. Fogg can do to prevent this. Afterwards, he will be given the option to travel onwards by airship to Canton (Airship , 2 days). 3) If Passepartout saves the life of a Bengali rebel, he will be given the option to travel with the rebels to Bangalore, where he will have the option to travel to Pangsau Pass and save the rebel leader. Doing so will permit him passage to Beijing by rebel airship. 4) The Pangsau Pass adventure may also be reached from Rangoon. If Passepartout explores or stays overnight in the city of Rangoon, he will be strongly urged to travel to Pangsau Pass, where he will again attempt to save the rebel leader. Again, success will permit him to travel via airship to Beijing. A2.19 Circus of Yokohama [ZAB19] Upon arrival in Hong Kong, accept Mr. Fix's invitation of a drink. When taken to the opium den, inhale the pipe he gives you, wake up aboard the "Jade Tiger" bound for Yokohama, alone and penniless. Your character will join the circus and, shortly thereafter , reunite with Mr. Fogg. Not only will you get free passage to Yokohama, you will collect more than a thousand pounds in pay from the circus! A2.20 Murder on the Pacific (Not available on first playthrough) [ZAB20] This is available on the second and subsequent playthroughs. It starts with Passepartout using "Wait" to read the newspaper sometime before reaching Yokohama and seeing the headling "Experimental hovercraft about to launch from Yokohama." The route will then become available. The next step, of course, is to travel to Yokohama and purchase a ticket! However, be advised that if you have any weapon-like object in your inventory (a rifle, a sword, a dagger), you will lose it on this trip! If it's important to you, you must take another route, such as travelling to Manila and take the airship from there to Honolulu or Acapulco. If you have no weapon-like object, you will be forced to accept a monkey wrench into your inventory, which you will be allowed to keep. Once aboard, do as you please until the murder. Do not lie when asked any question, as it will discredit you. Your next step is to solve the murder. Praying for inspiration or attempting to do some detecting may strengthen relations with Mr. Fogg. On the first day, investigate the scene of the crime. Stand, attempting to imagine it. This should advise you of the steam valve which rights the boat. On the second day, visit General Peters and ask him every question you can think of, paying special attention to Ms. Carlotta, and the fact that she seems to know Madame Shu. Mention that you didn't know Carlotta and Shu knew each other. Ask which noises on the boat bother him, don't suggest the engine. On the third day, interrogate Madame Carlotta. Ask what she was doing in the engine room. Ask her if she righted the boat. Ask her if she knows how the boat works. Change topics to Madame Shu. Mention to her that the General says Carlotta knew Shu well. Ask about Shu's reputation. Ask about Carlotta herself. Ask if she is from a competing line. On the fourth day, you have the option to ask the Captain to slow the ship, but it is unnecessary. Speak to the Captain today. Ask about Madame Shu and Carlotta's plan to buy her fleet. On the fifth day, tell the Captain you have a theory and go to the drawing room, where Passepartout will lay out his findings. Start by holding up a hand for silence. Next discuss. The lack of a scream. "That is not the important point". Disagree with Mr. Fogg. There was another, louder noise that covered it. At this point Peters picks up that it is the whistling from the engine. Respond that this would only work if it was perfectly timed. Next, discuss the time of death. Ask Jaffar how sure he is of the time. Ask if she was cold for another reason. A cold blast of air, for example. Hold up a finger for silence. Next, consider the personalities in the room. Mademoselle Carlotta is most calculating. Finally, we must discuss the business arrangements of Madame Shu. "Nothing to threaten your business?" So now, on to what we have discovered. Tell them about the steam valve in the engine room. The opportunity was committed by someone who understood the engine."They are a most cunning agent." With no small knowledge of the workings of the ship... are you not, Mademoselle Carlotta? Did you not tell me yourself you righted the ship by opening the valve? That's it.Carlotta is arrested and taken away. In truth, whether you solve the case or not is irrelevant. If you fail, the Captain will think better of it and release you, as Mr. Fogg is a gentleman; the case will go unsolved. There is only a small reward for solving the case. The Captain promises free passage on trading ships and the only available one is the boat to Panama City, so that trip will be free. So the reward for solving the case is a free trip to Panama City and, perhaps, a slightly warmer relationship with Mr. Fogg. A2.21 Mutiny at Sea [ZAB21] If Mr. Fogg books passage on the route from Yokohama to San Francisco, they will receive an unpleasant surprise; the Captain will divert to Honolulu. Being amenable to reason, and fearing for the wager, Mr. Fogg orders Passepartout to arrange a mutiny. His view (which I do not share) is that it is justified because the Captain has broken his word to Mr. Fogg, cheating him. Hah, since when was it permissible to kill people over such a thing as money? Though, in truth, no one actually seems to have died. There does not appear to be anyway to prevent Passepartout from going through with the mutiny, though of course it can be failed deliberately. For the rest of the trip, Passepartout must ingratiate himself with the crew and sow dissent. The process of ingratiation should have already started earlier, by giving a seasickness cure to a sailor and entertaining the engine crew. Stealing a crucifix or destroying the Shinto shrine will enrage that faction of the crew and enlist them on your side, as they blame the Captain for the outrage. Speaking to the engineers requires you to simply say "We should have submerged" and then walk away. Additional words will simply raise their suspicions and ruin your work. Recruiting the artificer is no easy task ; you must give her a mechanical trinket or show her an artificer's badge. With all these preparations complete, get a good night's sleep and mutiny when the ship arrives at Honolulu! I have never failed the mutiny, but I assume you will dock at Honolulu. At which point, there may be additional delay due to jail time. If the mutiny is successful, The Captain and his officers may be either put off at Honolulu or locked in the brig. If you succeeded in befriending the engineers, you may then submerge the ship, travelling much faster and gaining back a day or two. Nonetheless, all told it will take fifteen-seventeen days to reach San Francisco. It is possible if you read a paper after a successful mutiny, there will be a headline about a "French Pirate" hijacking a steamer. A2.22 Siege of Acapulco [ZAB22] If Passepartout and Mr. Fogg arrive in Acapulco via airship from Honolulu, they will quickly discover that the town is under siege. The crew will divert to Panama City UNLESS Passepartout steps forward. First, Passepartout must volunteer to ascend the rigging and see if he can determine what is happening. Once this is done, he must carefully and cautiously ascend the rigging. If he previously travelled from Pangsau Pass or Urga via airship with the indomitable Carrington, and accepted her invitation to walk the wings of the airship with her, he can follow her remembered hints to ascend the rigging without killing himself, although simple caution should be enough. Having seen the army besieging Acapulco, he can now return to the deck. He can then persuade the Captain to continue to Acapulco by flying a French flag as a ruse. Considering they were already flying false colors to dock at Acapulco (Hawaiian colors rather than Spanish), this isn't much of a stretch. You may then dock at Acapulco. A2.23 Boxing Championship [ZAB23] On the train from New Orleans to Washington, we will meet Charles Sullivan, an English boxer returning to London. Mr. Fogg, never one to miss a wager, promptly sets up a match between Passepartout and Mr. Sullivan in the guard's van! You can back out, of course, at the cost of some relationship with Mr. Fogg, but this is written on the assumption that you don't. Players of Inkle's Sorcery! gamebooks will recognise that the system is the same. There are two attributes: Strength: How hard of a punch Passepartout is capable of throwing. Stamina: How much more punishment Passepartout can take. The fight is over when either party is out of stamina. Passepartout and Sullivan can each take one of three actions: Block: Charges your strength a great deal if not hit. If someone is hit while performing a block, they will take only a token amount of damage but they will not recover as much strength. Light punch: If the enemy is blocking , inflicts trivial damage and slightly recharges strength. Not all light punches are equal but we cannot see the exact amount of strength we are using, so if both opponents throw a light punch it is anyone's guess which one will lose. The overpowered opponent will take significant damage. If one opponent throws a heavy punch while the other throws a light punch, the heavy punch will overpower the light punch and inflict heavy damage. Heavy punch: Swing for the fences! A solid heavy punch will inflict heavy damage against any blow save a block, against which it will inflict only trivial damage. As with light punches, if both boxers throw a heavy punch , it is anyone's guess which will win. A heavy punch overpowering a heavy punch inflicts the most damage of any in this minigame. A heavy punch will decrease strength. Mr. Fogg will provide tips and there is also a clue gained from the description of Sullivan's actions. "tenses his arms" -- a block. "throws ghost punches" or "rolls his fists" -- a swing. Mr. Fogg may also give clues. Sullivan almost always starts the fight with a hard punch. If you can overpower him on that first punch, you will have a strong advantage for the rest of the fight. Alternatively, you can block his punch and save up energy for a later counterattack. Winning will win you more than a thousand pounds; losing will cost you a few hundred. Good luck! A2.24 The Slavers of Timbuktu [ZAB24] A desperate Mr. Fogg arrive in Porto Novo without a penny to their name. The only way to travel here is a slave ship, and the only other route is an airship to Freetown which will charge more than 4000 pounds to anyone associated with slavers. The only other way out of town is a slave-hunting caravan heading to Timbuktu. Two or three days on the slavers will set fire to the forest and attack a village, taking twenty slaves. You will have no option to rescue the slaves, though you can comfort them. It is a dark time and a dark journey. A2.25 Sisters of Didacus [ZAB25] Travel to Madras and explore the town or stay overnight, and you will be stocked by the sisters. If you do not wish to speak to them it IS possible to evade them by running away, pushing though the crowd, and at last ducking into a doorway. Otherwise, they will capture you and instruct you to bring them the shard of an intelligent automaton. They may also purchase shards or similar materials that you already possess. After being given the quest, your next stop is Timbuktu in West Africa. This is reachable from Freetown, Dakar, and Porto Novo. The Freetown and Porto Novo routes are always available but there seems to be only a probability of finding the route in Dakar. In addition, the Porto Novo route requires you to travel with a slaver's raiding expedition (see the Slavers Of Timbuktu). Once in Timbuktu, there is only one route onwards and that is by travelling on the Ghazal to Marrakesh. During the journey, find your way to Madame Diallo's chamber and either knock or peer in. Passepartout's curiosity will get the better of him and he will find one such automaton, created by this vehicle's owner as a daughter in place of the children she cannot have. Madame Diallo, the owner of the vehicle will confront you and offer an older version of her shard in exchange for your silence. From there proceed to Marrakesh. it is ONLY from Marrakesh that you may send telegram to the Sisters of Didacus! The Trade Good: Aissatous' Shard may also be sold on the onward journey. Explore or stay in a hotel to unlock the option to send a telegram. You have the option of either telling them of Aissatous' shard, or of Aissatou as well. Having done so, you should receive the sister's reply at the end of the same exploration or hotel session. They will tell you to proceed to the nearest bank to collect your reward. If you tell them only of the shard, proceed to the bank and tell them it is for the sisters of Didacus. You will then be given 4000 pounds in exchange for the shard. If you tell them of Aissatou, you will be given 10000 pounds. However, on the road from Marrakesh to Tangier the Ghazal will chase you down. This can be avoided altogether by urging the driver to go faster and paying him 800 pounds from your ill-gotten gains. If this happens, you will accelerate away and not encounter the vengeful Diallo. Once across the straits of Gibraltar, you are safe and may get away with your crime. If not, the vengeful mother will catch up with you and she will shoot Mr. Fogg in the arm, then depart. You may continue your journey. However, Mr. Fogg will be down to almost no health. Nonetheless, the journey will be completed without further incident. I have heard rumors that Phileas Fogg can be killed on this path, but I have not seen it happen. A2.26 Poisoner of Dakar [ZAB26] Visiting Tabatinga on the Amazon, Passepartout has the option of being interest in rubber and speaking to someone. This entire trip may be avoided by either stealing rubber or deciding you are not interested in rubber. At any rate, Passepartout speaks to a person there and says he is not in rubber, sugar, or slaves. If he does this, the person will ask him to deliver a "gift" to a friend in Dakar -- a vial of tree frog poison! If Passepartout accepts this he will receive the Trade Good: Vial of Tree Frog Poison which may be sold in West Africa, but it was intended that he deliver it to Dakar. From there Passepartout will proceed first to Belem, and from Belem by airship to Dakar. The airship captain is a son of a most formidable woman in Dakar, and he will report you to her as a possible assassin! If you then show her the tree frog poison, she will realize you are not a spy, and take it for use poisoning the French colonials who occupy Senegal. Passepartout, a French citizen himself, should be most perturbed by this! However, she will then give you use of a clipper ship, which will carry you to Tangier in the space of a single day. If you arrive in Dakar by way of Belem without the poison, you will have no way to prove your innocence and she will poison YOU! The antidote is in Timbuktu. You have no choice but to detour there and deliver Delphine's Parcel on her behalf, after which you will be free to go. A2.27 Goland [ZAB27] Passepartout met the love of his life on the Trans-Siberian railway between Ekaterinburg and Omsk. He went to the library car where he encountered Goland, a Mongolian princess studying to be an engineer. They talked pleasantly, and Goland invited Passepartout on to the observation deck tommorow night to discover a secret. She will also give him a Mongol Sulde trade good. Passepartout must stay on the train and NOT disembark at Omsk, then keep his appointment that evening, making whatever excuses to Mr. Fogg are necessary. They watch a Garuda experimental airship take off, and then they kiss, there above the world. Thus securing Goland's affections, Passepartout must pursue her, disembarking from the Trans-Siberian railway at Irkutsk and following her to Urga in Mongolia. There he must look for her and visit the Zuun Khuree temple complex, showing the Mongol Sulde trade good or otherwise persuading the guards of his bona fides. He will not be allowed to enter, but he will be given permission to use the Garuda, flying directly to Yokohama in a very brief time indeed. It would be very wise of Mr. Fogg and Passepartout to avail themselves of this opportunity! Now, our intrepid pair must head south to Brisbane from Yokohama, strike east by airship to Lima, and from Lima fly to Tabatinga, befriending the gyrocopter pilot along the way. Once in Tabatinga, stay the requisite three days to meet the gyrocopter again, then fly to Bogata. Continue to befriend the pilot and stop to say thank you once you arrive. At this point, the pilot will take your picture. Once this is done, proceed to London where Goland will be waiting to greet her true love Passepartout; it seems the pilot published the photograph he took, she saw it, and she moved heaven and earth to find him in London. And all's well that ends well! Appendix 3: Items [ZBC01] Items are organized by set. Englishman's Wardrobe (allows negotiating of upper class trips such as the Orient Express; some recuperation) Wool shirts Wool trousers Evening Jacket Driver's outfit (allows negotiating of automobile trips and allows recuperation on such trips) Driving Cap Leather Gloves Dusty Road (Recuperates on dusty car or carriage trips) Driving Goggles Wind Scarf Gentlemen Traveller outfit (provides marginal recuperation on carriage trips and negotiates some journeys) Top Hat Travelling Cloak Urban Traveller (provides minor recuperation, I think) Hooded Cloak Heavy Storm Set (recuperates on sea journeys and helps negotiate sea journeys) Magnetic Compass Safety Harnest Oilskin Sou'wester Air-Traveller's Outfit (provides minor recuperation on air trips and negotiates air travel) Pocket Altimeter Field Glasses Frequent Flier Outfit (Recuperates from air travel) Rubber Soled Boots Neck Cushion Railwayman's Uniform (improves negotiation of trips by rail) Railway Cap Railway Whistle Cold Climate Gear Mittens Fur-lined Boots Russian Gentleman's Wardrobe (recuperates on and negotatiates any trip in Russia -- vital for the Trans-Siberian Railway) Fur Coat Ushanka Warm Climate Gear Linen Trousers Panama Hat Sea-faring outfit (Recuperates on and improves negotiation of sea journeys) Sailor's Cap Galoshes Urban Traveller (No obvious effect) Hooded Cloak Elastic Wallet (this protects against pickpockets and is valuable in its own right) Desert Traveller (Recuperate and negotiate desert journeys) Tagelmust Water Bladder Khaki Shorts Engineer's Kit (Negotiate trips by mechanically unstable trips) Monkey Wrench Pressure Gauge Jungle Traveller (Recuperate and negotiate jungle journeys) Machete Pith Helmet Warm Climate (Recuperate in journeys through hot climates) Panama Hat Linen Trousers American Outfit (Negotiate North American journeys) Stetson Hat Cowboy boots Russian Gentleman's Outfit Fur Coat Ushanka Recuperative Set (Minor recuperation on any trip) Cold Compress Salve of Arnica Valeting Set (Minor Recuperation on any trip) Shaving Kit Hairbrush Left of Law Set (Negotiate illegal journeys) False Passport Loaded Dice Trade Goods Amethyst Bolt of Silk Eastern Spices Geometry Equipment Hunting Rifle Hand Mirror Iron Ore Leather Braces Oil Paints Scented Candle Set of False Teeth Stopwatch Tartan Blanket Tobacco Wax Cylinder Zoetrope Conversation Items Apples Ginger tablets Tot of Rum Vodka Playing Cards Draughts Set Whisky Gideon's Bible Air Sickness Pills Sea Sickness Pills Egyptian Cigars Finest Brazilian Snuff Peppermint Tablet Dates and Figs Darjeeling Tea Dominoes Cracker Biscuit Perfumed Oils Dates and Figs English Poetry Timetables European Airships Timetable European Shipping Timetable European Train Timetable Guide to African Airships Desert Drivers Timetable Pacific Timetable Southern Hemisphere Table Indian Shipping Timetable Indian Airships Timetable Indian Train Timetable Caribbean timetable American Train Timetable Atlantic Timetable Russian Train Timetable Ottoman Railways Timetable 80 Days is copyright 2014 by Inkle, Ltd.(inklestudios.com). This FAQ Copyright 2015 by Brian Pendell. This document is made available under the Gnu Free Documentation License (http://www.gnu.org/copyleft/fdl.html), and may be freely copied, distributed and edited so long as the original author receives credit for the work , and any additional changes are attributed to subsequent authors.