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.

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