
A lot of this list is single-run conditions that don’t conflict with each other, so you can earn several at once instead of replaying for each. Each plan below is one run. Achievements in a plan are marked with a ⛓ badge further down.
Plan a fast route around the world (both guides we checked point at the Trans-Siberian Express or a southern route through India), trade early to afford airships, and skip optional detours.
- ✓▢40 Days — Completed trip in 40 days or less
- ✓▢50 Days — Completed trip in 50 days or less
- ✓▢60 Days — Completed trip in 60 days or less
- ✓▢70 Days — Completed trip in 70 days or less
- ✓▢80 Days — Completed trip in 80 days or less
- ✓▢Completed Trip — Travelled all the way around the world
Nesting: chase only the biggest number. A trip finished in 40 days or less unlocks every speed tier at once. Do not try to combine it with the city-count achievements - 30 cities and a 40-day finish pull in opposite directions.
Ignore the 80-day deadline and hop between as many cities as you can, short legs rather than long crossings. Earn money only by trading, never withdraw from a bank, and never book a hotel.
- ✓▢20 Cities — Visited at least 20 cities in a single trip
- ✓▢30 Cities — Visited at least 30 cities in a single trip
- ✓▢No Banks — Travelled all the way around the world without using a bank
- ✓▢No Hotels — Travelled all the way around the world without using a hotel
Nesting: 30 Cities also unlocks 20 Cities. All four are scoped to a single trip by their descriptions. No Hotels is the risky one on a long trip - Fogg has to recover health on board trains and ships - so if his health is sliding, finish the trip for the city counts and No Banks and do No Hotels separately.
Follow the jewel thief Black Rose's storyline across the trip (both guides describe it as a multi-continent chain) and see it through to the end.
- ✓▢The Greatest Treasure — Enter the secret vault of the Artificers
- ✓▢A Life of Crime — Embark on a life of crime in the company of the world's greatest jewel thief
The fandom wiki places the Artificers' vault inside the Black Rose mystery, and a Steam guide says A Life of Crime is the invitation you accept once that mystery is solved. Separately, a CONFLICT to plan around: Turn the Tide of War (give the Zauberflöte to the Belgrade resistance) and Despair in Vienna (keep it and meet Herr Danzer in Lisbon) cannot both happen on one trip.
When your journey passes through Paris, explore the city and choose to visit the World's Fair. Paris is an early stop on many routes out of London, so this usually comes on your first trip.
Finish any journey back in London, however long it takes. Speed does not matter here, so your first trip is a good one to take slowly and explore.
Get Fogg back to the Reform Club within 80 days. Keep an eye on the calendar, sell items you bought cheaply in the cities where they are worth more, and avoid long detours. The faster tiers (70, 60, 50, 40) are separate achievements, and a single very fast trip earns every tier at once.
Count is per journey, so take a slow, meandering trip and stop everywhere. No time limit applies. Pairs naturally with 30 Cities - one long trip of 30+ cities earns both.
As with 80 Days but ten days quicker. A trip finished in 40 days or less also unlocks this tier, so if you plan to chase 40 Days you can skip a dedicated run.
Complete a journey without ever using a bank to withdraw funds. Trading is your only income, so buy goods where they are cheap and sell them where the market lists them as valuable. Time does not matter for this one, so you can take a slow route that hits good markets.
Each journey around the world is a fresh story with randomised markets and routes, and many of these unique achievements depend on dialogue choices made mid-trip. If a choice goes wrong, restarting the journey is the reliable fix. Ride the Transcontinental Express in North America (between Omaha and Burlington per both guides we checked); outlaws hold up the train and you need to side with Fogg in the fight and knock out Jesse James.
A fast trip with good trading. Both community guides we checked point at the express rail lines (the Trans-Siberian across Russia, or a southern route through India) as the backbone of quick routes. Also unlocked by any trip of 50 or 40 days.
Each journey around the world is a fresh story with randomised markets and routes, and many of these unique achievements depend on dialogue choices made mid-trip. If a choice goes wrong, restarting the journey is the reliable fix. Both guides point to a boxing match against Charlie Sullivan in the United States (a Steam guide places it on the New Orleans - Washington airline). You must win the bout; a Steam guide summarises it as rock-paper-scissors: block beats punch, jab beats block, punch beats jab, and reading the narration hints helps.
Each journey around the world is a fresh story with randomised markets and routes, and many of these unique achievements depend on dialogue choices made mid-trip. If a choice goes wrong, restarting the journey is the reliable fix. Travel to Brisbane aboard the Leyden submersible (from Batavia, per the community wiki) and accept the captain's offer to dive on the Great Barrier Reef.
Each journey around the world is a fresh story with randomised markets and routes, and many of these unique achievements depend on dialogue choices made mid-trip. If a choice goes wrong, restarting the journey is the reliable fix. Both guides start this in Rangoon, meeting the automaton Manussiha, and complete it by saving a condemned man at Pangsau Pass. Get the rescue right and the story continues; fail and you lose out.
Thirty cities in one journey. Ignore the 80-day deadline entirely - finishing late still counts as a completed trip - and plan short hops between cities rather than long crossings. Also unlocks 20 Cities.
Each journey around the world is a fresh story with randomised markets and routes, and many of these unique achievements depend on dialogue choices made mid-trip. If a choice goes wrong, restarting the journey is the reliable fix. A murder happens aboard the Noelani (a Pacific vessel; a Steam guide places it on the Yokohama - Honolulu crossing). Gather evidence by questioning the passengers, then name the culprit with the correct reasoning. The exact clue chain is long - trigger details not fully verified here, see a community guide if you get stuck.
Each journey around the world is a fresh story with randomised markets and routes, and many of these unique achievements depend on dialogue choices made mid-trip. If a choice goes wrong, restarting the journey is the reliable fix. Both guides agree: board the Tokoloho from Bhayi in southern Africa, the ship hunting a sea monster, and let the story play out.
Each journey around the world is a fresh story with randomised markets and routes, and many of these unique achievements depend on dialogue choices made mid-trip. If a choice goes wrong, restarting the journey is the reliable fix. In the Canadian prairie cities (Calgary or Regina) explore and keep the mysterious device you come across; it unlocks an airship route aboard the Kahwoka Othunwe. Both guides we checked agree on the device-and-airship chain.
Each journey around the world is a fresh story with randomised markets and routes, and many of these unique achievements depend on dialogue choices made mid-trip. If a choice goes wrong, restarting the journey is the reliable fix. Both guides agree this happens on the polar expedition: head for the North Pole and let Fogg's health give out. A Steam guide recommends going without proper equipment and declining help. It ends that trip, so do it on a run you are not using for anything else.
A tight trip that needs both money and fast connections. Airships are the quickest transport but expensive, so profitable trading early in the journey pays for them later. Also unlocked by a 40-day trip.
A cumulative total across all your journeys, not a single trip. Both guides we checked estimate 8-10 completed journeys, depending on how long your routes are. It will come naturally while you chase the story achievements below - long, winding trips get you there faster.
Each journey around the world is a fresh story with randomised markets and routes, and many of these unique achievements depend on dialogue choices made mid-trip. If a choice goes wrong, restarting the journey is the reliable fix. Both guides agree on the shape: go to Zurich to meet Michel Ardan, then reach Miami in time for the launch. A Steam guide notes the Zurich lead only shows up on some trips, so you may need several journeys before it appears.
Each journey around the world is a fresh story with randomised markets and routes, and many of these unique achievements depend on dialogue choices made mid-trip. If a choice goes wrong, restarting the journey is the reliable fix. The payoff of the long Black Rose storyline: complete her mystery, then accept her invitation to join her. Both guides agree on this chain; it spans several continents and depends on meeting the right characters along the way, so follow a community guide's route.
Each journey around the world is a fresh story with randomised markets and routes, and many of these unique achievements depend on dialogue choices made mid-trip. If a choice goes wrong, restarting the journey is the reliable fix. Part of the Arctic storyline. A Steam guide describes meeting Vitti Jokinen at Smeerenburg, consistently choosing the options that build her relationship with Fogg, keeping Fogg alive through the polar section, and reaching the Greenland outpost. Choice-sensitive - see a community guide for the exact path.
Each journey around the world is a fresh story with randomised markets and routes, and many of these unique achievements depend on dialogue choices made mid-trip. If a choice goes wrong, restarting the journey is the reliable fix. Same Vienna storyline as Turn the Tide of War, but keep the Zauberflöte and later meet Herr Danzer again in Lisbon. Both guides agree on the Lisbon meeting. Needs a separate trip from Turn the Tide of War.
Each journey around the world is a fresh story with randomised markets and routes, and many of these unique achievements depend on dialogue choices made mid-trip. If a choice goes wrong, restarting the journey is the reliable fix. Both guides agree it runs through Ulundi (meeting Emperor Cetshwayo) and on to Antananarivo, where you board an airship. See a community guide for the exact choices.
Each journey around the world is a fresh story with randomised markets and routes, and many of these unique achievements depend on dialogue choices made mid-trip. If a choice goes wrong, restarting the journey is the reliable fix. Also part of the Black Rose storyline - the community wiki describes it as entering the Artificers' vault during that mystery. Usually earned on the same trip as A Life of Crime.
Each journey around the world is a fresh story with randomised markets and routes, and many of these unique achievements depend on dialogue choices made mid-trip. If a choice goes wrong, restarting the journey is the reliable fix. Both guides start this in Kristiania (Oslo), meeting a scientist (Lidenbrock), and continue via Reykjavik. Choice details vary - see a community guide for the exact sequence.
Each journey around the world is a fresh story with randomised markets and routes, and many of these unique achievements depend on dialogue choices made mid-trip. If a choice goes wrong, restarting the journey is the reliable fix. Reached via Vienna on the Orient Express. Both guides agree you take a device called the Zauberflöte from Vienna and use it to help the resistance in Belgrade. Mutually exclusive with Despair in Vienna on the same trip - you cannot both give away and keep the Zauberflöte.
Each journey around the world is a fresh story with randomised markets and routes, and many of these unique achievements depend on dialogue choices made mid-trip. If a choice goes wrong, restarting the journey is the reliable fix. Both guides tie this to a romance that begins on the Trans-Siberian Express, continues to Urga, and then on to South America to meet Quispe. Long and choice-sensitive - follow a community guide.
The hardest of the speed tiers. A Steam community guide recommends a northern route on the Trans-Siberian Express, speeding the train up through a specific conversation chain with a Russian passenger and the engine driver, and buying cheap goods (wine is a common earner) to fund airships. Exact dialogue triggers vary - trigger not fully verified, see a community guide for the precise choices. Finishing in 40 days unlocks all five speed tiers in one go.
Each journey around the world is a fresh story with randomised markets and routes, and many of these unique achievements depend on dialogue choices made mid-trip. If a choice goes wrong, restarting the journey is the reliable fix. Both guides start by meeting an Artificer (Helena) in Alexandria; she is later abducted and you save her aboard an airship.
Each journey around the world is a fresh story with randomised markets and routes, and many of these unique achievements depend on dialogue choices made mid-trip. If a choice goes wrong, restarting the journey is the reliable fix. Both guides agree: meet a journalist in Minsk, then find a dancer aboard the Blue Flower, and the voyage is diverted to Mount Elbrus. Choice-sensitive.
Each journey around the world is a fresh story with randomised markets and routes, and many of these unique achievements depend on dialogue choices made mid-trip. If a choice goes wrong, restarting the journey is the reliable fix. Related to the Alexandria Artificer story. Both guides agree the final step is travelling from Pitcairn Island to Machu Picchu; a Steam guide says you need to keep a piece of her equipment from earlier rather than using it.
Each journey around the world is a fresh story with randomised markets and routes, and many of these unique achievements depend on dialogue choices made mid-trip. If a choice goes wrong, restarting the journey is the reliable fix. Both guides start with helping a reporter on the Orient Express, then continue through Cairo and Aswan in Egypt; a Steam guide finishes it from the telegraph station at Wadi Halfa. Choice-sensitive.
Each journey around the world is a fresh story with randomised markets and routes, and many of these unique achievements depend on dialogue choices made mid-trip. If a choice goes wrong, restarting the journey is the reliable fix. Continues the Kahwoka Othunwe story: the community wiki describes it as crashing into Niagara Falls while escaping the airship. The specific choices that lead to the escape vary between sources - trigger not fully verified, see a community guide.
Each journey around the world is a fresh story with randomised markets and routes, and many of these unique achievements depend on dialogue choices made mid-trip. If a choice goes wrong, restarting the journey is the reliable fix. Both guides start in Madras, meeting a nun of the Didacian order, and involve the Ghazal in Timbuktu and a telegraph message afterwards. Choice-sensitive - see a community guide.
Complete a journey without staying in a hotel. Fogg's health has to be kept up another way: long express trains and ships let you rest while travelling, and keeping Passepartout attentive to Fogg (the valet actions on board) helps. A Steam community guide also mentions a free recovery opportunity in Honolulu. Can be stacked with No Banks on the same trip if your trading is strong.











