Escolar Documentos
Profissional Documentos
Cultura Documentos
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]
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.
* 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
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.
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
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
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
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).
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)
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: 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
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)
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
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
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.
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
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
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
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
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
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]
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
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.