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80 Days

FAQ/Walkthrough
by Brian Pendell (brian.pendell@gmail.com)
Revision History
v 1.0 (9 May 2015) initial FAQ and walkthrough.
Version 1.01 Incorporated new trade items and routes.
Special thanks is given to VadeX of the touch arcade forums
for the bulk of the new route information.
Version 1.02 (11 Oct 2015) Incorporated the "Season 2" update created in
September and October of 2014, including many more cities and routes.
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.
While this walkthrough is expected to cover most of the cities,
journeys,and adventures in the game, it is not comprehensive. So
enjoy the exploration, delight in any new discoveries, and please be
sure to let me, the author, know of them!
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]
A2.28 The Boy Automaton [ZAB28]
A2.29 Bullet Train [ZAB29]
A2.30 The Crooked Marshal [ZAB30]
A2.31 From Earth To The Moon [ZAB31]
A2.32 Port Moresby [ZAB32]
A2.33 Whisky Traders [ZAB33]
A2.34 The Black Rose [ZAB34]
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 -- minus whatever money you withdrew from banks along
the way.

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 Death
Phileas Fogg or Passepartout die. There are at least two ways to
prematurely end the journey in this fashion.
2.4 Separated
In at least two journeys, it is possible for Passepartout and Mr. Fogg
to part company to pursue adventures elsewhere.
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 11,283 pounds to travel the world but start with only 4,000.
16,000 to 20,000 is the amount I usually spend. Some players
report completing the game spending less than 4,000 pounds but I
never have.
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.
There are two types of trade goods: Common trade goods, which
are randomized in terms of where they are bought and sold.
These are often sold all over the world, but rarely fetch
more than a few hundred pounds.
The second type of trade good is the Premiere Trade Good.
These are found only in a few cities, and typically sell
in exactly one other city for thousands of pounds.
The exact city where it is found or sold may vary to
a certain extent, but with much less frequency than a
common trade good.
For brevity's sake, all trade goods listed in the
Routes appendix are premium goods.
* 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. It will
delay your trip and every pound borrowed from the bank is
deducted from your ending balance.
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 1500016000 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.
* Be very cautious of any option which risks blowing up a vehicle's
engines, or running out of fuel, because it is extremely
likely to happen. Be especially careful of any mechanical fiddling
Passepartout does himself. Better luck, however, may be had
if the operation is done by the vessel's crew themselves. For example,
speeding the boat from Amsterdam to Munich should be done under the
pilot's supervision.
In any case, 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 procure 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.
* Some adventures or options are only available if you
enter a city via a specific route. For instance, the
Ruins of Belgrade adventure is only available if you enter
Vienna by rail directly from Paris. So if you have
difficulties finding a specific item in a city,
try entering it from another route.
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. If you are using android (as I am), navigate to
settings/apps on your 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 196 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 6 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, any money borrowed from the bank will be deducted from
your ending total.
* Explore/Hotel
Exploration is available 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 introduced, 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 well being. 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 fair amount of money; I have never
been able to do it for less than 14000 pounds and sometimes spend up
to 26000 or even 30000 pounds. You only have 4000 to start with, so
you must therefore find some way to acquire
the additional funds.
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!

The time penalty associated with banks makes it very difficult


to complete the journey, so they are best avoided.
Note also that any withdrawals from a bank are deducted from
your ending balance at game's end. This is primarily a form
of scoring and has no impact on the game itself, but who
wants to end a tour around the world in debt?
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 several days,
or a lesser number of 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
journeys 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.
With the advent of the second season a fourth "European" city
becomes available for departures: Tunis, in North Africa.
Airships departing Tunis travel to Beirut and Luxor, representing
a significant savings of time as the "Blue Line" from Nice allows
Tunis to be your second stop after leaving Paris.
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 Rangoon, bypassing India.
There is also a second adventure in Bhayi, 20000 Leagues,
which will open a submersible route to Batavia, completely
bypassing hIndia 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, and if you do not depart the city immediately without
either exploring or using the hotel, you may be
thrown in jail for multiple days.
It is, however,possible to gain unfettered 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 Urga (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.
Colombo is also a hub for airships, the most significant
of which is the airship to Singapore. Be advised, however,
that this airship is frequently delayed so it may be
advisable to acquire an Air-Traveller's Outfit to cheaply adjust
the travel time.
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 two flights via the southern route to Lima, one
direct, and one a flight through Auckland which may
be diverted to Panama City.
With the advent of the second season it is now possible to travel
from Batavia to Pitcairn Island or to Auckland from which
onward journeys can be found which lead to Lima or Santiago
in South America.
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.
With the advent of the second season, there are new routes available
through Canada and the southern United States. The Canadian railway
system can be accessed over the pole or from San Francisco,
and parallels the American one. There are easy transfers
between the two at Chicago and New York. There is also a new Atlantic
Port -- Quebec City. This city provides airship connections to
Greenland and Reykjavik; from there it is a short hop to
London.

11.7 South America / The Caribbean


There are two major routes through South America,: One 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.
The second major route, available in the second season, is the
southern route; Rail lines lead from Lima and Santiago east
across the heart of the continent to Buenos Aires, Rio De Janeiro,
and Salvador. Connectios are available from these ports to all
three ports in West Africa.
8.8 West Africa
West Africa is entered through Freetown, Dakar, and Porto Novo. Porto
Novo, if entered from Belem, 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. With the advent of the second season, it is
now possible to travel to Porto Novo from another city , and in this
case the slave-trading expedition is unavailable while the Freetown
airship is much reduced in price.
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. For the sake of
brevity any trade good listed in this table is a premiere trade good.
Also note that all times should be within a day of accurate, but
this guide will not be responsible if a trip listed as one day actually
takes two. We can, however, almost guarantee it won't be three or more!
ENGLAND
1 London
Accommodations: Fogg's Apartment (gives some free items at game start)
Adventure: The Black Rose
Journeys:
London-Paris(Submersible train 1 day)
London-Cambridge(carriage 1 day; not available until fourth 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
Adventure: The Black Rose
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)
sECOND PLAYTHROUGH:
Orient Express unlocked through Bucharest
THIRD PLAYTHOUGH

Orient Express unlocks southern route to Venice


SUBSEQUENT PLAYTHROUGHS:
Paris-Munich (train) 1 day connects to: Vienna Budapest Bucharest Istanbul
Paris-Venice (train) 1 day connects to Sofia Istanbul.
Paris-Zurich (train) 1 day
4 Zurich
Accomodations: Bank, Hotel, Market
Trade Good: Swiss Cuckoo Clock (Africa/Middle East)
Adventure: From Earth To the Moon
Journeys:
Zurich-Warsaw (Train, 2 days)
Zurich-Vienna (Train, 2 days)
NOTE: These rail journeys will be quickly disabled if you do
not take them immediately.
After three days a "Mysterious appointment" will become available.
Zurich-Tunis (Bullet Rocket 1 day)
5 Nice
Accomodations: Bank, Hotel, Market
Adventure: The Black Rose
Journeys
Nice-Rome (Ferry 1 Day)-Tunis (3 days)
Nice-Venice (Car 1 Day)
6 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: Scoula medallian. Take the automaton gondola
and agree with everything he says. In addition to sale, it
may also be used in Rome when encountering the Scoula. May
be sold in Rome.
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)
Venice-Dubrovnik (Car 1 day)
7 Tunis
Accommodations: Bank Market Hotel
Adventure: The Black Rose
Journeys:

Tunis-Beirut (Airship 3 days)


Tunis-Luxor (Airship 2 days)
Trade good on both trips: Tunis Rose Wine (Sell in Africa/Mideast).
On the first day, go to the porthole and observe people boarding
the train.
When Mr. Fogg complains about the surface, go to the front cabin
and speak to the guard. Find out who is in there.
At the next opportunity, go stand on the rail and meet a woman.
Ask if she is one of the front-cabin passengers, then let her know
your opinion of "First class service" on this tub. She will
have a word with someone, and service will not only improve, you
will also receive a bottle of wine to trade as you wish.
8 Rome
Accommodations: Bank Market Hotel
Trade Good: Marble Bust (Europe Russia Mideast)
Journeys
Rome-Dubrovnik (Airship 1 day) - 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).
Rome-Izmir (Airship 2 days) (Unlock by chasing after the terrorist
bomber and turning him in to the Scuola; when asked if you need
anything in return, mention your journey).
Rome-Tunis (Steamship 1 day)
9 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).
10 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.
11 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)
12 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).
13 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)
14 Vienna
Accommodations: Bank Market Hotel
Adventure: The Ruins Of Belgrade, Bullet Train
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(only available if you came here directly from
Paris / train 1 day).

15 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
16 Belgrade
Accomodations: None.
Adventure: The Ruins of Belgrade.
Journeys:
Belgrade-Sophia (cart 1 day) free
Belgrade-Istanbul (train 1 day) free
17 Dubrovnik
Accommodations: Bank, Hotel, Market
Journeys:
Dubrovnik-Thessaloniki (Airship 1 day)
Dubrovnik-Meteora Valley (carriage 1 day)
Duborvnik-Sofia (Carriage 1 day)
18 Meteora Valley
Accommodations: None.
Journeys:
Meteora Valley-Thessaloniki (carriage 1 day)
Meteora Valley-Athens (carriage 1 day)
19 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,
take train with anchor painted on the side)
Bucharest-Minsk (Train 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)

20 Sofia
Accommodations: Bank, Hotel, Market
Journeys
Sofia-Bucharest (Carriage 1 day)
Sofia-Istanbul (Train 1 day)
Sofia-Thessaloniki (Carriage 1 day)
21 Odessa
Accommodations: Bank, Hotel, Market
Journeys
Odessa-Moscow (Train 1 day)
Odessa-Novorossiysk (Car 2 days)
Odessa-Istanbul (Hydrofoil 1 day)
22 Thessaloniki
Accommodations: Bank Market Hotel
Trade Good: Bust of Apollo (Russia, Middle East)
Trade Good: Hammer (received for free if you assist the citizens in demolishing
the city wall).
Journeys
Thessaloniki-Bucharest (Carriage 1 day)
Thessaloniki-Izmir (Ferry 1 day)
Thessaloniki-Athens (Train 1 day)
Thessaloniki-Istanbul (Train 1 day)
23 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)
24 Warsaw
Accommodations: Bank, Hotel, Market
Trade Good: Absinthe (Russia/Ottoman Empire/Mideast)
Journeys
Warsaw-Stockholm (Ferry 1 day)
Warsaw-Minsk (Train 1 day) continues to: Moscow 2 days.
Warsaw-Budapest (Carriage 1 day)
25 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
26 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)
27 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)
28 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)
29 Tromso
Accommodations: Hotel, Market
Trade Good: Walrus Tooth
Journeys
Tromso-Helsinki (Train 2 days)
Tromso-Smeerenburg (Hot Air Balloon 1 day)
30 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!
31 The North Pole
Accommodations: UNKNOWN
Journeys
The North Pole-Gastown (Left Airship approx. 2 days) OR
The North Pole-Winnipeg (Left Airship approx. 2 days)
The North Pole-Reykjavik (Right Airship approx. 2 days)
THE MIDDLE EAST, OTTOMAN EMPIRE, PERSIA, AND CENTRAL ASIA
32 Istanbul
Accommodations: Bank Market Hotel
Adventure: The Runaway Princess.
Adventure: German Pirates.
Adventure: The Boy Automaton
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)(if you are traveling with an automaton
and refuse to wind him up, you will be delayed 1 day).
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
33 Antalya
Accommodations: Bank Market Hotel
Adventure: Venetian Glass
Adventure: The Boy Automaton
Trade Good: Venetian glass (unlocked by adventure).
Journeys
Antalya-Beirut (Steamship 1 day) continues to: Alexandria 2 days Cairo
2 days.
Antalya-Baghdad (airship 1 day) (Unlocked by Adventure: The Boy Automaton)
34 Izmir/Smyrna
Accommodations: Bank Market Hotel
Adventure: The Boy Automaton
Journeys
Izmir-Istanbul (Car 1 day) potential divert to Antalya (talk to driver,
say you have never been to Istanbul, ask where his parents live, say
you want to go there now)
Izmir-Antalya (Fishing trawler 1 day)

35 Beirut
Accommodations: Bank Market Hotel
Adventure: Venetian Glass
Journeys
Beirut-Manama (Airship 1 day; unlocked by adventure see entry) Trade
Good: Artificer's Medallion (received from Sophos under at least
some conditions).
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)
36 Alexandria
Accommodations: Bank Market Hotel
Adventure: Portal to the Past
Journeys
Alexandria-Cairo (Car 1 day)
Alexandria-Suez (Ship 1 day)
37 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.
38 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.
Trade Good: Penny Dreadful on later stage of journey. Sell in Far East.
However, it is only worth 100 pounds or so.
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).
39 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)
40 Aswan
Accommodations: Bank Hotel
Adventure: Roving Reporter
Journeys
Aswan-Wadi Halfa (Ship 1 day)
41 Wadi Halfa
Accommodations: Nothing
Adventure: Roving Reporter
Journeys
Wadi Halfa-Khartoum (train 1 day)
42 Jeddah
Accommodations: Bank, Hotel, Market
Journey
Jeddah-Riyadh (Car 1 day)
43 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)
44 Ha'il
Accommodations: Bank Hotel Market
Journeys
Ha'il-Baghdad (Car 2 days)
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).
45 Riyadh

Accommodations: Bank Hotel Market


Journeys
Riyadh-Muscat (Carriage 3 days)
Riyadh-Manama (Car 1 day)
Riyadh-Ha'il (Desert Caravan 6 days)
46 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)
47 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).
48 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)
49 Manama
Adventure: Portal to the Past
Accommodations: Bank, Hotel, Market
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)


50 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)
51 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)
52 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)
53 Herat
Accommodations: Bank Market Hotel
Adventure: The Russians are coming (To Waltair)
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 2 days) continues to: Lahore (3 days)
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 or Agra instead. See the adventure entry.)
54 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
55 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)
56 Ujiji
Accommodations: Bank Hotel Market
Journeys
Ujiji-Quelimane (Airship 1 day)
Ujiji-Nsenga (Motorized Canoe 1 day)
Ujiji-Stone Town (Airship 1 day)
57 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)
Stone Town-Aden (Ship 3 days)
Stone Town-Nsenga (Airship 1 day)
58 Nsenga
Accommodations: Bank Hotel Market
Journeys
Nsenga-Quelimane (Airship 1 day)
Nsenga-Lusaka (Car 4 days mandatory divert to Ulundi)
59. Quelimane
Accommodations: Bank Hotel Market
Trade Good: Fresh Tea (India)
Journeys
Quelimane-Ulundi (Airship 1 day)
Quelimane-Bloemfontein (Airship 1 day)
60. Lusaka (Inaccessible)

61. 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)
62. Bloemfontein
Accommodations: Hotel Market
Trade Good: Elephant Ivory Goblet (sell in far east)
Journeys
Bloemfontein-Ulundi (Airship 1 day)
Bloemfontein-Bhayi (Airship 1 day)
63. 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)
64. Antananarivo
Accommodations: Bank Hotel Market
Journeys
Antananarivo-Colombo (Airship 4 days) Continues to: Madras 5 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).
65. 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)

66. Moscow
Accommodations: Bank, Hotel, Market
Adventure: Bullet Train
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)
Item: Revolutionary Pamphlet (explore kremlin, visit woman handing
out pamphlets)
Moscow-Tsaritysn (train 1 day) connects to Astrakhan (2 days)
Moscow-Ekaterinburg Trans-Siberian Express (Train 3 days)
continues to: Omsk (4 days), Irkutsk (7 days) , Karimskaya (10 days),
Ussuriysk (12 days), Vladivostok (13 days).
Vladivostok is restricted to authorized personnel only.
The Trans-Siberian express may be accelerated via the adventure, to
the following times:
Option 1: Full speed:
Moscow-Ekaterinburg (Train 3 days) continues to: Omsk (3 days)
Irkutsk (6 days) Karimskaya (9 days) Ussuriysk (9 days) Vladivostok
(9 days), a savings on the full route of 4 days.
Option 2: Half Speed:
Moscow-Ekaterinburg (Train 4 days) continues to: Omsk (5 days)
Irkutsk (8 days) Karimskaya (8 days) Ussuriysk (11 days),
Vladivostok (11 days), a savings on the full route of two days.
WARNING: Interfering with the romance on the Trans-Siberian may get you
ejected from the train at Irkutsk, forcing you to travel to Urga or
Beijing.
67. Ekaterinburg
Accommodations: Bank, Hotel, Market
Adventure: Bears
Adventure: Goland
Adventure: Bullet Train
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)
See Moscow entry for potential accelerations and warnings on this route.
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)
68. Omsk
Accommodations: Bank, Hotel, Market
Adventure: Bullet Train
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-Kabul (Airship 1 day)
Omsk-Irkutsk (Train, Trans-Siberian 2 days) continues to:
Karimskaya (4 days) Ussuriysk (6 days) Vladivostok (7 days)
See Moscow entry for potential accelerations and warnings on this route.
69. Irkutsk
Accommodations: Hotel
Adventure: Goland
Adventure: Imposter of Irkutsk
Adventure: Bullet Train
Journeys
Irkutsk-Urga (Mongol Caravan 6 days)
Irkutsk-Beijing (Train 5 days may disembark at Urga
after 3 days)

70. Karimskaya
Accommodations: Hotel, Market
Adventure: Bullet Train
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.
See Moscow entry for potential accelerations and warnings on this route.
71. Ussuriysk

Accommodations: Hotel, Market


Journeys
Ussuriysk-Vladivostok (Fishing boat, 1 day) NOTE:
This is an illegal journey.
72. 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)
73. 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)
74. Tsaritsyn
Accommodations: Bank Hotel Market
Journeys:
Tsaritsyn-Moscow (train 1 day)
Tsaritsyn-Astrakhan (train 1 day)
75. Astrakhan
Accommodations: Bank Hotel Market
Journeys:
Astrakhan-Baku (hydrofoil 1 day) -> Tehran (2 days, divert to Baku)
Astrakhan-Ekaterinburg (train 1 day)
76. Baku
Accommodations: Bank Hotel Market
Trade Good: Jar of Oil (India, Russia)
Journeys:
Baku-Krasnovodsk (ferry 1 day)
Baku-Tehran (hydrofoil 1 day)
77. 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)
78. 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)
79. Merv (Inaccessible)
INDIA
80. Quetta
Accommodations: Bank, Hotel, Market
Journeys
Quetta-Lahore (Carriage 1 day)
Quetta-Karachi (Carriage 1 day)
81. 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)
82. Dvarka
Accommodations: Bank Hotel Market
Trade Good: Diamond Bracelet (Burma)
Journeys
Dvarka-Karachi (Airship 1 day)
Dvarka-Bombay (Gyrocopter 1 day)
83. 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)
Bombay-Agra (Airship 1 day) (Unlocked by showing artificers medallion in
the post here, and asking about transportation. When they mention Agra,
protest there is no way there, and they will provide you an airship for
the trip).
84. Nova Goa
Accommodations: Bank Hotel Market
Trade Good: Didacian Cross (Explore, allow the nun to bless you).
(Sell the cross in Chittagong, Burma, Canton).
Adventure: Sisters of Didacus
Journeys
Nova Goa-Bangalore (Airship 1 day)
Nova Goa-Columbo (Ship 1 day)
85. 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)
86. 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)
Trade Good: Silver Chest (Unlocked by adventure; see that entry)
(sell : Far East)
Journeys
Madras-Columbo (Airship 1 day)
Madras-Waltair (Airship 1 day) continues to: Calcutta (2 days)
87. 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).

88. 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).
Trade Good; Carved Animals
Journeys
Waltair-Madras (ship 1 day)
Waltair-Rangoon (Ship 2 days)
89. 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)
90. Benares
Accommodations: Bank, Hotel, Market
Journeys
Benares-Calcutta (Mechanical Elephant 5 days 4000+ pounds)
Benares-Waltair (Train 1 day)
91. 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).
92. Allahabad
Accomodations: Hotel
Journeys
Allahabad-Benares (Donkey Cart 2 days)
Allahabad-calcutta (Mechanical Elephant 3 days 1600 pounds)
93. Agra
Accomodations: Bank Hotel Market:
Trade Item: Ferrotype (Conversation; say yes to photographer when asked).
Journeys
Agra-Calcutta (Mobile city 2 days)

94. Calcutta
Accomodations: Bank Hotel Market
Journeys
Calcutta-Chittagong (1 day steamship) Connects to:
Singapore ( 5 days), Hong Kong (10 days)
95. Chittagong
Accommodations: Bank, Hotel, Market
Adventure: Indian Revolution
Journeys
Chittagong-Guwahati (train 1 day).
(this route is tricky; First you will need to acquire an Indian train
timetable and keep it in your inventory until you reach Chittagong.
Once there, do NOT use the hotel or explore. Instead, simply
advance time, sleeping rough if necessary, until the train
departs on the same day. You can, however, negotiate the travel time
as normal).
Chittagong-Yadanabon (Monastic caravan 1 day)
WARNING: Arriving in Chittagong from Calcutta
will close off the option to continue
to Singapore/Hong Kong on the steamship. However, you can still
travel on the steamship if you arrived in Chittagong from Columbo.
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)
Chittagong-Singapore (5 days) continues to: Hong Kong (10 days)
potential divert to:
96. Guwahati
Accommodations: Hotel
Journeys
Guwahati-Pangsau Pass (side with British) (Military Horse Train 3 days)
97. Imphal
Accommodations: Nothing
Journeys
Imphal-Pangsau Pass (Horse train 2 days)
98. 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
99. 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)
100. Yadanabon
Accommodations: Bank, Hotel
Journeys
Yadanabon-Pangsau Pass (Hired Chinthe 1 day)
Yadanabon-Rangoon (Hired Chinthe 1 day)
101. Singapore
Accommodations: Bank, Hotel, Market
Trade Good: Betel Nut Box (sell: Australia/New Zealand)
Journeys
Singapore-Batavia (ship 1 day) (Trade Good: Dragon's Eye unlocked by
conversation; see Batavia entry)
Singapore-Manila (ship 1 day) Trade Good: Chinese Parasol. Speak
to the captain and asks if she will take a parasol for herself. Say
that frivolity is sometimes its own reward. Later,
state that a gentlemen is always presentable. In at least some
circumstances, she will then hand you a parasol which can be sold
in the Americas.
102. 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: Dragon's Eye (Sometimes occurs
with Courageous Passepartout; Decide the crew are decent men of
fortune, befriend them, inquire about their immortal souls,
tell the Captain his men's jokes are no matter, and accept
the proposition. He will sell you the Dragon's Eye for 300 pounds
and it may be possible to haggle, though this is untested. It
can, of course, be sold for thousands of pounds in the right
city, but be advised it is most likely stolen).

Batavia-Manila (Ship 3 days)


Batavia-Auckland (Submersible 7 days) DIVERT TO: Port Moresby 5 days.
Batavia-Brisbane (Submersible 4 days) Trade Good: Coral Sphere.
Dive on the great barrier reef to acquire it. It
may be sold in the Americas.
103. Port Moresby
Accommodations: None.
Trade Good: Painted Pot. (Join the potters, attempt and
fail to make a pot.) (North America/South America)
Journeys:
Port Moresby-Auckland (Canoe): 3 days
Port Moresby-Pitcairn Island (Canoe) : 4 days
104: Pitcairn Island
Accommodations: None.
Journeys:
Pitcairn Island-Santiago (Submersible 3 days)
(available if traveled here from Port Moresby)
Note that, if you arrive here from Auckland by airship,
you cannot rebaord and must travel to Santiago by submersible.
105. 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)
106. Auckland
Accommodations: Bank, Hotel, Market
Auckland-Pitcairn Island (Airship 3 days) - Lima (6 days)
If you continue to Auckland, you may divert to Panama City
for 4000+ pounds and a 6 day trip.
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


107. Urga
Accommodations: Bank, Hotel, Market
Adventure: Goland
Trade Good: Mongol Chanzy (sell in Far East)
Journeys
Urga-Beijing (Train 1 day) continues to: Hong Kong (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 other
ways to get it done).
108. Canton
Accommodations: Bank Hotel Market
Journeys
Canton-Hong Kong (bicycle) 1 day
109. 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 (airship 1 day; on the steamship route from Singapore,
hide the sick man in your cabin. The next day, greet him and he
will unlock this route)
110. Beijing
Accommodations: Bank Hotel Market
Trade Good: Jade Figurine ( North America)
Journeys
Beijing-Hong Kong (train 1 day)
Beijing-Vladivostok (sailing ship 2 days)
111. 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)

112. 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)
113. 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: Conch Shell. "Linger to last minute" while
refueling in Honolulu to acquire it (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
114. Honolulu
Accommodations: Bank Market Hotel
Trade Good: Penny Black (North America)
Trade Good: Smith & Wesson (North America)
Trade Good: Cotton Flower (North America)
Trade Good: Accordion (Caribbean, North America)
Trade Good: Iron Ore (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)

115. San Francisco


Accommodations; Bank Market Hotel
Trade Good: Buffalo Hide (North America)
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)
San Francisco-Gastown (Gyrocopter 2 days)
116. San Diego (Inaccessible)
117. Acapulco
Accommodations: Bank Hotel Market
Trade Good: Sixty-three toothed gear (Caribbean)
Adventure: Siege of Acapulco
Journeys
Acapulco-Panama City (Caleche 3 days)
Acapulco-San Pedro (Airship 1 day)-San Francisco (Airship 2 days)
(Unlocked by conversation)
Acapulco-New Orleans (Caleche 3 Days) (Unlocked by conversation)
118. San Pedro
Accommodations: Bank Hotel Market
Trade Good: Buffalo Hide (North America)
Trade Good: Cotton Flower (North America)
Trade Good: SugarCane (Caribbean)
Journeys:
San Pedro-Las Vegas (train 1 day)-Salt Lake City (train 3 days)
San Pedro-San Francisco (fishing boat 1 day)
San Pedro-Albuquerque (train 1 day)-Dallas (2 days)-New Orleans (3 days)
119. New Orleans
Accommodations: Bank Market Hotel
Adventure: Boxing Championship
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-Atlanta(train 1 day)-Washington (train 2 day)
continuing to: New York (3 days)
120. Las Vegas (Inaccessible)
121. Albuquerque
Accommodations: Market Hotel
Trade Good: Hammer
Adventure: The Crooked Marshal

Journeys:
Albuquerque-Dallas (Train 1 day)
122. Dallas
Accommodations: Bank Market Hotel
Adventure: The Crooked Marshal
Journeys:
Dallas-Houston (Train 1 day)
Dallas-New Orleans (Train 1 day)
123. Salt Lake City
Accommodations: Bank Market Hotel
Journeys:
Salt Lake City-Cheyenne (1 day)-Omaha (2 days)-Burlington (3 days)
-Chicago (4 days)-New York (5 days) (train/transcontinental railroad).
Salt Lake City-Albuquerque (railcart 1 day)
124. Cheyenne
Accommodations: Bank Hotel
Journeys:
Note: Cannot reboard transcontinental railway from here.
Cheyenne-Omaha (Caleche 1 day)
Cheyenne-Dallas(train 1 day)
125. Omaha
Accommodations: Bank Market Hotel
Journeys:
Note: Cannot reboard transcontinental railway from here.
Omaha-Chicago (Caleche 1 day)
126. 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)
127. Chicago
Accommodations: Bank Hotel Market
Trade Good: Hammer (eastern North America)
Journeys:
Chicago-New York (train 1 day/Transcontinental Railway)
Chicago-Duluth-Winnipeg (train 2 days)
Chicago-Atlanta (train 1 day)
128. Duluth (Inaccessible)

129. Toronto
Accommodations: Bank Hotel Market
Trade Good: Walrus Tooth
Journeys:
Toronto-Ottowa (Car, 1 day)
130. Winnipeg
Accommodations: Bank Hotel Market
Journeys:
Winnipeg-Winisk-Ivujivik (Car 3 days)
Winnipeg-Ottawa (train 2 days)-New York(3 days)
131. Winisk (Inaccessible)
132. Ivujivik
Accommodations: Bank
Journeys:
Ivujivik-Nanortalik (1 day)
133. Ottawa
Accommodations: Bank Hotel Market
Journeys:
Ottawa-Quebec City (Car 1 day)
Ottawa-New York (Train 1 day)
Ottowa-Winnipeg (Train 1 day)
134. Quebec City
Accommodations: Bank Hotel Market
Journeys:
Quebec City-Nanortalik (Airship 1 day)
Quebec City-Reykjavik(Airship 1 day)
135. 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)
136. Washington
Accommodations: Bank Hotel Market
Trade Good: Baptist Bible (Follow the man to church)
Journeys:
Washington-Ponta Delgada (Airship 2 days) (can increase the
speed by a matter of hours by speaking to the crew and

paying several thousand pounds). Potential divert to: London


3 days (speak to the crew, ask to go to London, tell them
they must carry spare fuel, ask what his price is or that you
will abide by his decision in the matter of safety.
Pay 4000 pounds. The airship will divert, run out of fuel,
and crash off the coast of England. You will be fished out
by the coast guard and travel the rest of the way to London
by gyrocopter.).
Washington-New York (Train 1 day)
137. Houston
Accommodations: Bank Hotel Market
Journeys
Houston-New Orleans (Caleche 1 day)
138. Gastown
Accommodations: Bank, Hotel, Market
Journeys:
Gastown-San Francisco (Gyrocopter 1 day)
Gastown-Calgary (Train 3 days)-Regina (5 days)-Winnipeg(6 days)Ottowa (7 days)-New York (10 days)
139. Calgary
Accommodations: Bank, Hotel, Market
Trade Good: Walrus Tooth
Trade Good: Mystery device (Dropped during fight if you
explore the city)
Journeys:
Calgary-Toronto (airship 4 days) POTENTIAL DIVERT TO: Quebec City.
Calgary-Regina (Train 1 day)-Winnipeg (2 days)-Ottowa (3 days)New York (6 days)

140. Regina
Accommodations: Hotel, Market
Journeys:
Regina-Winnipeg (Train 1 day)-Ottowa (2 days)-New York (5 days)
Regina-Toronto (Airship 1 day)
141. Miami
Accommodations: Bank, Hotel, Market
Adventure: From Earth To the Moon
Miami-Atlanta (train 1 day)
Miami-Nassau (Unlocked by Earth To The Moon adventure) (Boat 1 day)

142. Nassau
Accommodations: None.
Adventure: From Earth To The Moon
Journey:
Nassau-Ponta Delgado (7 days).
NotE: You will lose ALL your money,
ALL your luggage, AND Mr. Fogg. From here the only realistic
route onward is a free trip to London , conveniently unlocked for
the purpose).

143. Atlanta
Accommodations: Bank, Hotel, Market
Trade Good: Hammer (can be purchased through conversation)
Journeys:
Atlanta-Miami (train 1 day)
Atlanta-Washington ( train 1 day)
Atlanta-Chicago (train 2 day)
THE CARIBBEAN
144. 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) Traveling the entire distance to Tabatinga
produces Item: Sturdy Stick. However, it appears to be valueless.
145. 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)
Port Au Prince-Port Royal (Ship 1 day)
146. Port Royal
Accommodations: Bank, Hotel, Market

Journeys
Port Royal-Port Au Prince (Ship 1 day)
Port Royal-Havana (Ship 1 day)
147. Havana
Havana-Port Royal (Ship 1 day)
Havana-Houston (Ship 3 days 1 suitcase)
Havana-Miami (Ship 1 day)
SOUTH AMERICA
148. Lima
Adventure: Goland
Accommodations: Bank, Hotel, Market
Trade Good: Peruvian Beryllium (Sell in West Africa)
Trade Good: Tureen of Guano (Sell in West Africa)
Journeys
Lima-Tabatinga via Macchu Pichhu (Gyrocopter 3 days)
Trade Good: Photograph (Sell Atlantic)
Lima-Panama City (Gyrocopter 2 days)
Lima-Santiago (Steamship 3 days)
Lima-Asuncion (Train 3 days)-Rio De Janeiro (5 days*)
149. Macchu Picchu (Pass through)
150. 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)
151. Bogota
Accommodations: Bank, Hotel
Journeys
Bogota-Caracas (Airship 1 day)
Bogata-Belem (Airship 5 days)
152. Caracas
Accommodations: Bank, Hotel, Market
Trade Good; Diamond Chronometer (West Africa)
Journeys
Caracas-Port Au Prince (Airship 1 day)
Caracas-Bogata (Airship 1 day)
Caracas-Freetown (Airship 3 days)
153. Santiago
Accommodations: Bank, Hotel, Market

Journeys:
Santiago-Buenos Aires (Train, 3 days)
Santiago-Asuncion (Train, 4 days)
154. 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).
155. Asuncion
Accommodations: Bank, Hotel, Market
Journeys
Asuncion-Rio De Janeiro (Ship, 4 days)
Asuncion-Rio De Janeiro (Caleche, 2 days)
Auncion-Salvador (Caleche, 3 days)
156. Rio de Janeiro
Accommodations: Bank, Hotel, Market
Trade Good: Sugarcane (Africa)
Journeys
Rio De Janeiro - Freetown (Airship 3 days)
Rio De Janeiro - Salvador (Ship, 1 day)
157. Salvador
Accommodations: Bank, Hotel
Journeys:
Salvador-Porto Novo (Airship 2 days)
Salvador-Belem (Gyrocopter 1 day)
158. Buenos Aires
Accommodations: Bank, Market
Adventure: The Black Rose
Journeys:
Buenos Aires-Rio De Janeiro (Ship, 4 days)
Buenos-Aires-Dakar (if you are able to enter the artificer levels
of the city). (Gyrocopter/Automated City-ship, 7 days)
Approach the base of the tower. Identify yourself as Passepartout,
Valet to Mr. Fogg, and you will gain

access to the upper levels of the cities, controlled by artificers.

ATLANTIC AND WEST AFRICA


159.Nanortalik
Accomodations: None.
Adventure: Polar Expedition
Journeys:
Nanortalik-Reykjavik (Airship 1 day)
160. 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)
161. Snowdon
Accommodations: Hotel
Journeys
Snowden-London (Private carriage 1 day)
162. Ponta Delgada
Accomodations: Bank, Hotel, Market
Adventure: From Earth To The Moon
Journeys
Ponta Delgada-London (Airship 3 days 5000+ pounds)
Ponta Delgada-London (Airship 1 day free - unlocked by
Earth To The Moon adventure. However, as mentioned, you
have no money, no luggage, and no Mr. Fogg).
Ponta Delgada-Lisbon (Gyrocopter 1 day)
163. Lisbon
Accomodations: Bank, Hotel, Market
Adventure:
The Ruins Of Belgrade
Journeys
Lisbon-London
164. 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").


165. Marrakesh
Adventure: Sisters of Didacus
Accomodations: Bank, Hotel, Market
Journeys
Marrakesh-Tangier (Carriage 1 day)
166. Timbuktu
Adventure: Sisters of Didacus
Journeys
Timbuktu-Marrakesh (Ghazal (Car) 6 days) Trade Good: Aissatous' Shard
(Atlantic)
167. Freetown
Accomodations: Bank, Hotel, Market
Journeys
Freetown-Dakar (Gyrocopter 1 day)
Freetown-Marrakesh (Airship 1 day)
Freetown-Timbuktu (Car 5 days) (Unlocked by conversation)
168. 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) divert to Lisbon
1 day: Investigate workings of ship, say you have lost time, ask
how to persuade the captain, see the captain and ask to go
to Lisbon. Say it is for a wager, ask for her help, then pay
4000 pounds. She will divert the ship and you will get to
Lisbon in just a few more hours than it would have taken to travel
to Tangier.
Dakar-Timbuktu (Gyrodyne 1 day) (Unlocked by adventure)
169. 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) (this is only


available if you arrived in Porto Novo on the slave ship from Belem).
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 assistance,
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 if this is done.


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.
There are other options you can use as well if you have specific items;
any alcohol can be used in place of a favor , and a buffalo hide
can likewise be used to keep Mr. Fogg warm.
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. If you travel this route and make your way to Nanortalik,
Greenland, you can find one of the other survivors of the
expedition, collecting scientific measurements.
With the advent of the second season, the left airship is no longer
guaranteed to take you to Gastown. Instead, there is a chance it
will convey you to Winnipeg instead.
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. If you wish, take this
hint and disembark at Urga to search for an airship. This will enable
you to find a Garuda which will fly you directly to Yokohama, just
as in Goland's adventure.
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 directly from Paris,
it is possible he will be approached by a musician in the Austrian
military.
Earlier versions of this guide stated that Passepartout had to arrive
in the city before a certain day, but this is not true; it turns out
that the important thing is not the number of days, but the city
you just came from to arrive in Vienna. Testing has demonstrated that
a Passepartout entering the city by car from Munich on day 8 will find
that the train has already left, but a Passepartout arriving on the Orient
Express from Paris on day 12 will find it still there!
Thus, if you want to experience this adventure, you should come here

directly from Paris. This is easily arranged using the Englishman's wardrobe
(Wool Trousers, Wool Shirts, and Evening Jacket) which always start the
game either in your possession already or in Fogg's apartment. This
outfit can adjust the Orient Express departure times free of charge!
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.
Afterwards, if you travel by Lisbon you may encounter the
musician from Vienna whose flute you stole.
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.
Alternatively, Passepartout can insist his is "never" motivated by
money and ask for transporation instead. If so, Sophos will meet
him in Beirut rather than Cairo, and will offer him an airship
ride from there which will fly him to Manama in a single day.
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 (if he took the money)
or to Beirut (if he took transportation) where he will find Mr. Sophos
while exploring the city. Sophos will take the glass and, if
the cash reward was not taken, give Passepartout a Mechanical Lily,
which will often sell well in Africa.
Passepartout can only tell Sophos of the glass rather than give it to him,
in which case he can sell it onward. The object can also be given to the
Sisters of Didacus if Passepartout is unscrupulous enough to lie and
tell them it contains a soul when it does not.
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.
A2.16 The 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. Now you have two choices: You can either
climb up immediately , which will bring you to the city of Agra
after 3 days of travel, or look around the edge of a ravine for a
pass, which will get you into Delhi in about the same time.
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
five methods to continue:
1) If Passepartout arrrived from Colombo, he and Mr. Fogg can
catch the steamship THUNDER to Singapore and Hong Kong, sailing away
and leaving this dismal scene to its fate.
2) If Passepartout has already acquired an Indian Train Table before
arrival, and if he does NOT explore the town or stay in a hotel, our
travelers may board the train to Guwahati. They will be drafted into
the British manhunt for the revolutionary leader there, however, just
as they would if they traveled to Imphal.
3) 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.
4) 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).

5) 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.
6) 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.
If you fail, the Captain will think better of it and release you,
as Mr. Fogg is a gentleman; the case will go unsolved. if the case

is successfully solved, The Captain promises free passage on


trading ships, which means your next journey from Honolulu -- by ship
to San Francisco or to Panama, or by Airship to Manila -- will be free.
Your relationship with Mr. Fogg may also be slightly improved.
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. 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.
Also, you must travel all the way from New Orleans to Washington to
trigger this adventure. While a preliminary conversation will trigger
on the journey to Atlanta, Mr. Fogg will not have time to set up the
match if you disembark there.
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]


The first city in this adventure is Nova Goa, where if you allow
the nun to bless you and are given her crucifix, you will receive a
clue that her order, the Sisters of Didacus, is headquartered in
Madras.
Travel to Madras and explore the town or stay overnight, and you will
be stalked by the sisters. If you have visited Nova Goa you will
be explictly given the option to search for them, but the journey
to Nova Goa is not necessary to begin this adventure.
In Madras, 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.
The broken shard found in Tehran may be exchanged for a Silver Chest if
Passepartout is unscrupulous and lies to them, telling them it contains
a soul. Likewise, if Passepartout discovers the intelligent automaton
in Antalya and tells the sisters of it, he will again be awarded
with a Silver Chest.
Giving her the shard of Venetian glass and telling her that it
contains a soul (which is a lie) will also result in a Silver Chest.
The black glass cube requires no lies but results in a trifling number
of pounds.
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 a 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.

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.
It is also possible to trigger the next part of the adventure
simply by travelling by airship from Dakar to Belem. The
Captain will search your luggage. The game implies that,
depending on what you are carrying, he will report you
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!
A2.28 The Boy Automaton [ZAB28]
If you travel to Izmir and ride by car to Istanbul, you may discover
your driver is an automaton. Mention this to him. Complete
your business in Istanbul , then take the same car from Istanbul
to Antalya. On the way, the boy will ask you to wind him up,
as he cannot reach his own key. Do him this favor, and allow you to
take you aside later. This will allow you to take an airship from
Antalya to Baghdad in a single day!
A2.29 Bullet Train [ZAB29]
It is possible to greatly increase the speed of the Trans-Siberian railway
or get prematurely ejected from the train.
First, getting booted: Note the romance between Roza and Jehk, the peasant,
then inform Roza's mother of what is going on. Jehk will confront you and
throw you off the train in Irkutsk, possibly the most desolate spot in
Siberia, which is not noted for its conviviality.
Speeding up the train can be done in two locations:
For the first, faster option, travel from Vienna to Warsaw and converse
with a Russian gentleman about the Trans-Siberian. He will give you a clue
as to its nature.
Next, on the Moscow leg of the Trans-Siberian, you will get the option to
speak to the driver. Do so and offer him a wager , provoking him to go

faster. He will refuse.


But we're not done yet. Next, observe Roza's romance and warn the driver
about it. Deny that you are attempting to seduce her, you are only reporting
the facts. He will pull the lever and greatly increase the speed of the
train. If the full route is traveled, you will save four days.
There is another, slower option: Skip the Vienna-Warsaw train and simply
board at Moscow. Stay on the train, stay away from the library car,
and note a couple boarding at Omsk. Take special note of the woman.
A few days later, at Irkutsk,
you will meet her and cause an accident. Offer to buy her tea. Converse with
her male companion and press him about his work. When he mentions the train's
secret sit up in your seat. The lady of the
pair will graciously agree to engage the special propulsion, greatly
speeding the train. On the full route, this will save two days from
Vladivostok as the speed increase occurs at Irkutsk rather than
just west of Omsk.
The second option seems to only occur when the train is boarded at Moscow
and traveled nonstop. When I have stopped at Ekaterinburg or Omsk
along the way I have not been able to speak to the couple,
regardless of who I took interest in.
A2.30 The Crooked Marshal [ZAB30]
Explore Albuquerque and you will encounter a villain named Yarberry.
If you cooperate with him, he will frame Mexicans for
"robbing" you and kill them, allowing you to take their money. If you travel
on the train east to Dallas, you will encounter him, now carrying a marshal's
badge, on the train. He will explain his villainous plan
in detail. Regrettably, there is no way to bring him to
justice.
A2.31 From Earth To The Moon [ZAB31]
Travel from Paris to Zurich, Switzerland aboard a train and stay at a hotel.
You will be shocked the next day as the Swiss pull up the rails overnight!
You will be trapped in Zurich for three days, at the end of which a letter
will invite Mr. Fogg to a "Mysterious appointment". This will result in a
very fast bullet ride to Tunis with his co-conspirator, Michel Ardan.
Afterwards, explore in Tunis to meet Mr. Ardan in a cafe and learn he is
building a larger experiment near Miami, in the United States.
You know where we need to go next.
Once in Miami, you will be given the ability to meet Michel Ardan again if
you attempt to explore or stay in hotel in the town again,
and from there you will be given transport by boat to Nassau, in the

Caribbean, where his moon rocket is being prepared for launch. Mr. Fogg
insists on continuing the journey, in spite of the danger to the wager.
In Nassau, you will find the COLUMBIAD, a capsule propelled by a cannon
with, hopefully, enough acceleration to escape Earth's gravity and travel
to the moon.
It would be a shame to spoil the details of what happens next; suffice to
say that in the course of the adventure Passepartout is separated from his
master and fetches up in Ponta Delgada, alone. From there he may find
passage aboard the airship "Chimes of Santa Monica" to London, working
for his fare as a cook. From there, Passepartout will return to the Reform
Club, alone. This will win Mr. Fogg's wager, but they will not present
payment without Mr. Fogg present. Passepartout may return to the Savile
Row house at which Mr. Fogg lives. And what next? The game does not say.
A2.32 Port Moresby [ZAB32]
Explore Batavia to find the HMS BASILISK scheduled to travel to Auckland
in seven days. Five days into the trip, land will be sighted; the ship
will divert to put ashore and explore the territory that will one day
become Port Moresby. The BASILISK will spend several days exploring, but
Passepartout and Mr. Fogg will be given the opportunity to leave with
the local polynesians, who are setting sail in an armada of traditional
watercraft, with destinations at either Pitcairn Island or Auckland.
From Pitcairn island, there is one journey onward, to Santiago via
submersible.
A2.33 Whisky Traders [ZAB33]
In Calgary, see a band of men beating up a lone teenager. Intervene,
to discover the teenager is an interpreter for whisky traders illegally
selling alcohol to First Nations adolescents. This will result in
being trapped between whisky traders on the one hand and angry First Nation
parents, who had caught the dealer and were in the process of thoroughly
beating him up when you arrived. As the dealer leaves, he will drop a
"mystery box", a useful trade good which may be sold -- but not if you
ride an airship from Calgary or , possibly, from Regina. That second
has not been confirmed but it is likely.
Riding an airship from Calgary with this device will result in your
arrest by First Nations equivalent of police on suspicion of trading
in whisky, against their law. When brought to trial, telling the
complete and unvarnished truth will result in your acquittal and
transport to Quebec City, from which you may quickly travel by air to
Nanortalik or Reykjavik, thence to London.
A2.34 The Black Rose [ZAB34]

The adventure is randomly available after multiple playthroughs, and


starts on the train from London to Paris. You will encounter
a man who claims to have been robbed. Assist him to try to find the thief,
and in Paris you will learn that the culprit is none other than the
mysterious Black Rose, jewel thief extraordinaire.
From this point, the subplot will continue during hotel stays,
Even so, the subplot is best continued by
travel to Nice, and from Nice to Tunis. On the ferry to
Tunis, meet a young lady and invite her to accompany you. This will trigger
the next part of the Black Rose subplot. Allow her to accompany you until
she leaves, but not before slipping an artifact into your case.
Note: It may not be strictly necessary to travel from London to Paris
on the train if the Rose is active in your current game; I have heard
rumors that the adventure may still start on the train from Paris to
Nice.
I highly recommend taking the train from London to Paris in any event,
as you will learn quickly whether or not the Rose is a factor
in the current game.
At any rate, the young lady has left you an artifact.
That artifact sells somewhere, does it not? Make for that city , as well
as some of the other cities , perhaps, that the lady mentioned.
I believe I have observed that the artifact is almost always somewhere
in India, and for story reasons that will become clear it is best to head
for India in any event. In fact, I believe the trip is mandatory if the
adventure is to continue . I did lose the plot once when I used the matter
transmitter in the Arabian desert.
Likewise, when I travelled the far southern sumbarine route from Bhayi
to Batavia, I got the hint to continue the quest, but the Rose never showed
up in Buenos Aires. Presumably this is because , without touching at India,
the Rose cannot come up with
a convincing cover story to join your party, as will be seen.
It MAY be possible to do the entire story if you travel the Trans-Siberian
Railway, skipping India, but I strongly recommend making sure your journey
touches at least one of the following cities: Bombay, Bangalore, Madras,
Waltair, Delhi, Benares, Agra or Calcutta.
On the trip, the Black Rose will visit your hotel room, sometimes stealing
artifacts and leaving a rose in their place, other times dropping off
money to finance your trip. If you receive a rose, keep it.

After a few more overnight hotel stays, the Black Rose will meet you
face to face so that you may discover the Rose's identity. The Rose
proposes that you be of assistance in raiding the Artificer's most
secret vault; it appears that not all is as it seems with this
"benevolent order".
To continue the adventure, agree to help. You are instructed to find your
way to the Artificer's secret ship.
Your next stop is Buenos Aires; The Rose will contact you again on one
of the routes entering Buenos Aires. You must now enter the upper levels
of the city, which you can do by going to the tower and identifying yourself
as Passepartout, valet to Mr. Fogg. The Black Rose will now join your
party.
Explore the island until you eventually come across an automaton that is
disabled. Assist it , and ask it if it can determine what happened to it.
Eventually, it will become convinced that something went wrong with
the ground. Explore the ground and discover a hidden hatch. Mark it,
then return with the Black Rose. Together, you will enter the Artificer's
hidden vault.
It would be a shame to spoil the story, so let us skip ahead to the moment
you have left the vault and have boarded the gyrocopter exiting the great
ship, bound for Dakar. At this point, if you have kept up a good
relationship with the Rose, the Rose will ask for your company on the
Rose's continuing journeys and adventures around the world.
You can refuse, and if you do you will continue with Mr. Fogg to London
as normal.
If you accept, a wide variety of new paths will open up from Dakar.
You and the Rose will take your leave of Mr. Fogg and set out on a new
adventure together. At this point the game will end as Passepartout
separates from Mr. Fogg. You will lose your employer reference for
leaving in the middle of the journey, of course, but the player
may consider the gain well worth that cost.
Appendix 3: Items [ZBC01]
Items are organized by set.
Air-Traveller's Outfit (provides minor recuperation on air trips and
negotiates air travel)
Field Glasses
Pocket Altimeter

American Outfit (Negotiate North American journeys)


Cowboy boots
Stetson Hat
Cold Climate Gear
Fur-lined Boots
Mittens
Desert Traveller (Recuperate and negotiate desert journeys)
Khaki Shorts
Tagelmust
Water Bladder
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
Engineer's Kit (Negotiate trips by mechanically unstable trips)
Monkey Wrench
Pressure Gauge
Englishman's Wardrobe (allows negotiating of upper class trips such as the
Orient Express; some recuperation)
Evening Jacket
Wool shirts
Wool trousers
Frequent Flier Outfit (Recuperates from air travel)
Neck Cushion
Rubber Soled Boots
Gentlemen Traveller outfit (provides marginal recuperation on carriage
trips and negotiates some journeys)
Top Hat
Travelling Cloak
Heavy Storm Set (recuperates on sea journeys and helps negotiate sea
journeys)
Magnetic Compass
Oilskin Sou'wester
Safety Harness

Jungle Traveller (Recuperate and negotiate jungle journeys)


Machete
Pith Helmet
Left of Law Set (Negotiate illegal journeys)
False Passport
Loaded Dice
Railwayman's Uniform (improves negotiation of trips by rail)
Railway Cap
Railway Whistle
Recuperative Set (Minor recuperation on any trip)
Cold Compress
Salve of Arnica
Russian Gentleman's Wardrobe (recuperates on and negotatiates any trip
in Russia -- vital for the Trans-Siberian Railway)
Fur Coat
Ushanka
Sea-faring outfit (Recuperates on and improves negotiation of sea journeys)
Galoshes
Sailor's Cap
Urban Traveller (No obvious effect)
Elastic Wallet (this protects against pickpockets and is
valuable in its own right)
Hooded Cloak
Valeting Set (Minor Recuperation on any trip)
Shaving Kit
Hairbrush
Warm Climate Gear (Recuperate in journeys through hot climates)
Linen Trousers
Panama Hat
Conversation Items
Air Sickness Pills
Apples
Cracker Biscuit
Darjeeling Tea
Dates and Figs
Dominoes
Draughts Set

Egyptian Cigars
English Poetry
Finest Brazilian Snuff
Gideon's Bible
Ginger tablets
Mate
Peppermint Tablet
Perfumed Oils
Playing Cards
Sea Sickness Pills
Tot of Rum
Vodka
Whisky
Timetables
European Airships Timetable
European Carriages List
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
Canadian Train Timetable
Atlantic Timetable
Russian Train Timetable
Ottoman Railways Timetable
Common Trade Goods
Accordion
Amethyst
Bolt of Silk
Buffalo Hide
Cotton Flower
Eastern Spices
Geometry Equipment
Hammer (NOTE: The game hints the hammer should not be stored in the
same case as a valuable, but fragile stone item, such as a Bust of
Apollo)
Hunting Rifle

Hand Mirror
Harmonica
Iron Ore
Leather Braces
Oil Paints
Scented Candle
Set of False Teeth
Smith & Wesson Revolver
Stopwatch
Sugarcane
Tartan Blanket
Tobacco
Walrus Tooth
Wax Cylinder
Zoetrope
Premiere Trade Goods (for specific locations, see
the city table)
Absinthe
African Lunar Mask
Aissatous' Shard
Ancient Stone Head
Artificer's medallion
Astrolabe
Balalaika
Ball Bearing
Baptist Bible
Barrel of Rubber
Bear-Armour
Beaten Gold Ring
Betel Nut Box
Black Tulip Bulb
Block of Henna
Blue-Eyed Charm
Broken Shard
Bronze Ring
Buddha's Tooth
Buddhist Robes
Bust of Apollo
Carnivale Mask
Carved Animals
Chess Set
Chateau d' Yquem wine
Chinese Parasol
Clockwork Monkey
Conch Shell
Coral Calculator
Coral Sphere

Cricket Ball
Cursed Dagger
Coleridge's Poems
Diamond Bracelet
Diamond Chronometer
Didacian Cross
Didgeridoo
Dinosaur Jawbone
Dragon's Eye
Drinking Horn
Elephant Ivory Goblet
Faberge Egg
Filmy Glass Shard
Foxskin Cap
Fresh Tea
Gzhel Ceramic Plate
Handwoven Carpet
Harem silks
Human Skull
Jade Figurine
Jar of Oil
Jar of Turmeric
Katana
Kalevala
Khanjar dagger
Lost Rembrandt
Marble Bust
Massive Pearl
Mechanical Brass Woodlouse
Mechanical Lily
Mongol Chanzy
Mongol Sulde
Music Box
Natural Pearl
Otomoto
Painted Pot
Pashmina Scarf
Penny Black
Penny Dreadful
Persian Pottery
Peruvian Beryllium
Photograph
Pirate's Cutlass
Preparation of Paraffin
Rebel Flag
Rhino Horn
Scarab
Sheet of Mirror Glass

Silver Chest
Sitar
Sixty-three toothed gear
Sketch
Swiss Cuckoo Clock
Trombone
Tunisian Rose Wine
Tureen of Guano
Venetian glass
Vial of Tree Frog Poison
Viking Drinking Horn
Western Star
Zannimoto
Zauberflote
Zouave Braid
Miscellaneous Items
Delphine's Parcel
Ferrotype
Military Papers
Revolutionary Pamphlet
Sturdy Stick
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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