recursal/Fanatic-Fandom huggingface dataset:
Alcoholic

Alcoholic

*Has a bad drinking habit and will lose loyalty if not continuously supplied with alcohol.*

### Source

Present in some recruited companions, <30 Sanity + consume Whisky or accept alcohol at a Mission or Village

### Cure

Green Mushroom, Shaman Hut cleanse, Pure Mind

**Alcoholism** is a mental ailment that causes a companion to lose one heart of loyalty every ~20 days unless they are given whisky. An afflicted companion will actually gain loyalty if periodically given whisky, making this ailment a fairly simple one to maintain.

Resting in the open at neutral sanity with an alcoholic can trigger an event in which that companion requests whisky for merrymaking with your crew. Allowing it grants +10 Sanity, with a chance that the other companions also become alcoholics. Refusing decreases the alcoholic's loyalty and/or causes them to become angry with you.

Alcoholism comes present in some recruited companions, or can be acquired with small chance by using Whisky, or accepting alcohol when resting overnight at either a mission or village.

Like most mental ailments, it can be cured with a Green Mushroom, cleansing at a Shaman Hut, or with the random blessing of Pure Mind from a temple.

## Trivia

* The crowd at the end of each successful expedition may comment on how your alcoholic companions "reek openly of alcohol".

Ailments
Dinosaur Skull

Dinosaur Skull

*This dinosaur skull has not begun fossilization. Will reveal a prehistoric region on the world map when brought back home.*

### Source

Trading Caravan, buried treasure, cave crevices

### Stack Size

1

The **Dinosaur Skull** is a rare item that can be found very rarely at Trading Caravans, as buried treasure, and possibly in cave crevices. It can appear only in Expeditions 3-6.

It is considered a treasure and can be traded in-expedition or donated/sold upon return to London.

When brought to London, regardless of whether you keep it or trade it for Fame/Funds, it unlocks an extra Prehistoric world option on the World Map when choosing your next destination (this does not apply to Expedition 6).

Items
Expedition Map

The **Expedition Map** represents the explorable area of each expedition. Map sections are split into relevant regions, which are represented as large highlighted squares on your map. As these areas are explored, their terrain and locations are revealed and applicable Exploration Points are awarded. The player is not required to uncover a full map in order to advance to the next expedition, and it's not uncommon to find the Golden Pyramid before some regions have even been discovered. However, Expeditions 4-6 tend to require more exploration in order to obtain the required moon stones or seals to unlock the pyramid.

Expedition maps become larger as the game progresses:

 2
 3
 4
 5
 6

Darker regions on these maps never contain locations (with the exception of some Kill the Monsters quest spawns). Darker regions are generally blocked off with mountains, lakes, and forests. When the player reveals an impassable region, the map will trigger a banner stating this. Crossing a border into an impassable region does not award exploration points.

It's not uncommon for much of the relevant map to also be impassable. Sometimes nearly entire regions of the map are covered in water or mountains, forcing the party to take a specific route to reach the rest of the map.
Mysterious Box

Mysterious Box

*A mysterious box. It is sealed, and the scientist warned us not to open it.*

Retrieving the **Mysterious Box** is the main goal of the "Find the Mysterious Box" quest, which is randomly offered to the player at port in London.

A peculiar scientist asks the explorer to bring him the box back, after the expedition. If player agrees to deliver, he will receive the Scientist's Map.

Digging in a spot marked on the map (by standing on marked hex and using a shovel) will allow party to loot the box.

## Opening the Box

Instead of being brought back to the scientist, the mysterious box can be opened during expedition. If opened, the explorers can see that inside the box there is a dead cat. Suddenly, a small black spot appears and the void, a dark and impenetrable shadow, starts devouring everything in its path. If the expedition doesn't run away fast enough, they will be trapped by the void and die.

## Trivia

This is a direct reference to the thought experiment *Schrödinger's Cat*.
Polar Bear

Polar Bear

The **Polar Bear** is an animal found in Arctic worlds. It roams the map as an enemy, or can rarely be purchased from a beastmaster as a companion.

## Enemy

Polar Bear enemies always have 20 Toughness and 1 attack die. They are usually only found traveling alone, but occasionally appear in groups of 2-3 during combat.

## Combat

Polar bears' attack dice are powerful and include a multi-attack. However, because each bear only has one attack die, they are easy to stun in combat, as each stunned bear will deal no damage that round.

Enemies

### Type

Animal

###

 2
 3
 4

## Tips

* **Animal:** Has no perks and can only be promoted through Alexandra David-Neel's Animal Whisperer perk.
* **Battle** **Mount:** Can be ridden to provide a toughness shield for the explorer in combat. Mounting has no impact on combat dice, nor Cargo Capacity.
* Polar Bears are strong and durable fighters, but provide no benefit outside of combat.

Companions
Aeryn

Aeryn

*A specialist in the study of plants and animals in their natural surroundings.*

## Starting Items

4 Whisky

3 Torches

1 Shotgun

10 Machetes

## Gameplay

**Aeryn** is a secret explorer who's an upgraded copy of the explorer Charles Darwin's character - they have all the same companions, items and perk. His official in-game title is Naturalist. He is one of two explorers whose gender is "hybrid" (the other being Dingir Bhaak).

 How to Unlock

Follow the instructions for Secret Explorers.

**Pin**: 7493

## References

He is based on American producer and project manager Angel LaBatte, one of the game's supporters.

## Trivia

Aeryn's face is transparent in some views.

Secret Explorers
Altar

Location

**Altars** are special locations connected to the spirits of the surrounding woodlands, found exclusively in heavily wooded areas in Jungle, Drylands and Arctic worlds.

When the player sacrifices items worth enough to fill the altar bar, it unlocks the option to gaze into the reflection. This allows the player to return/revive a previously deceased or lost companion (including animals). Companions are returned to you in the exact state they were in at the moment you lost them, including all injuries, perks and ailments.

Interacting with an altar will upset superstitious companions, lowering their Loyalty (-1).

## Sacrifice Value

*(work in progress - need to figure out exact values)*

To resurrect a companion, you must sacrifice items worth 75(?) Karma, which is a special measure of value used only for this purpose. Most items are worth only 1 karma (or none at all). Other item values include:

* Golden Eggplant: very high
* Other treasures: medium to high (those worth 70 Fame are worth more than the others; Jewels are worth only 1 Karma)
* Necronomicon: very high
* Mummy: high
* Crystal Ball: high
* Eye of Horus: high
* Obsidian Mirror: high
* Moon Stone: medium
* Animal Tooth: 10
* Tome Page: low
* Treasure Pendulum, Shrine Pendulum, Temple Pendulum: 20
* Most food is worth 3 points. Whisky is worth 5, but Food Cans only 1.

## Tips

* The simplest way to fill the altar bar is with 8 Animal Teeth, as other items generally have minimal value as sacrifice.
* Possibly increases likelihood of event in which tree spirits (depicted on the altar) gift red berries when resting overnight at low sanity. *(Unconfirmed)*

## Corrupted Altar

A single altar variation called the **Corrupted Altar** is found only in Corrupted Worlds. These do not require an item sacrifice, and instead house the elusive Blood Crown weapon, which can be taken for free and with no consequence.

Locations
Matthew Hadley

*A world-famous inventor with an unappeasable desire to explore unknown lands.*

## Starting Items

4 Chocolate Rations

3 Shovel

1 Tesla Gun

10 Machetes

## Gameplay

**Matthew Hadley** is a secret explorer that is essentially an upgraded version of the explorer Nikola Tesla's character and who's stats are identical to Fridericus Schneider, Riad Djemili and Gloegg. His official in-game title is Inventor.

 How to Unlock

Follow the instructions from Secret Explorers.

**Pin:** 1192

## References

He is named after a supporter of the game.

Secret Explorers
G.K. Norman

G.K. Norman

*One of the first to use the newfangled Edison device to record famous expeditions and native people.*

## Starting Items

5 Chocolate Rations

3 Torches

1 Shotgun

3 Flares

## Gameplay

**G.K. Norman** is a secret explorer who is essentially an upgraded version of the explorer Charles Darwin's character. His perk is Eagle Eye, which grants +40% view distance. Norman's official in-game title is Filmographer.

## How to Unlock

Follow the instructions for Secret Explorers.

**Pin**: 2686

## References

**G.K. Norman** may be the alias of an Italian fan and purchaser of the game. His "newfangled Edison device" may simply be a reference to use of a smartphone to record and take photos of travels as a tourist, but no special item is included with the character to represent it.

Secret Explorers
Battle Tiger

An improved version of the Tiger, better even than the White Tiger, the **Battle Tiger** provides strong combat dice (can deal up to 12 damage per turn) but cannot be mounted or carry any cargo. Like most combat animal companions, they can be found in a Beastmaster's menagerie, but are very rare (1-in-6 chance of appearing). Contrary to popular belief, they can appear in any biome except arctic.

As an animal, it cannot gain levels except in parties led by Alexandra David-Neel.

### Stats

 2
 3
 4

## Trivia

The Battle Tiger's green fur and orange stripes are a shout-out to Masters of the Universe's Battle Cat.

Companions
Elephant

Elephant

An **elephant** is a very large herbivorous mammal, peacefully inclined towards humans, if left on it's own. Travels alone or in pairs.

Unlike most other animals, elephants on the map are surrounded by a blue zone, instead of a red one, meaning they are not automatically hostile towards player's expedition.

## Combat

Each elephant uses two dice to attack:

Enemies
Arctic Wolf Pelt

Arctic Wolf Pelt

*The pelt of an arctic wolf. It is still bloody and emits a disgusting stench. Good for trading.*

### Stack Size

10

The **Arctic Wolf Pelt** is a hunting trophy item that is only obtained by killing an enemy arctic wolf in an Arctic world. It can be traded, or saved to exchange for Fame or Funds back in London.

Items
Angry

Angry

*Is in a volatile state of mind.*

**Anger** is a mental ailment that eventually causes a companion to Renounce the group, abandon their position and/or potentially demand compensation.

If an angry artist is ordered to paint, (s)he will refuse and destroy a canvas.

Acquired from dropping to 0 Loyalty, or refusing a companion's request when resting in the open. Can be healed by increasing Loyalty through compensation, decision events that support a companion's other ailments, or by gifting a Native Trinket. Alternatively, completing the expedition before the companion renounces you will restore their Loyalty to 1.

## Trivia

* Animals can become Angry if a humanoid companion raving like a lunatic isn't separated from the group. Since animals have no Loyalty meter, this status seems to have no real affect on them.

Ailments
Kai

*An expert in the study of human activity through the recovery and analysis of material culture.*

## Starting Items

4 Whiskey

10 Shovel

1 Treasure Pendulum

10 Machetes

## Gameplay

**Kai** is a secret explorer who's combination of companions and perk give him incredible carrying capacity. He is outfitted for treasure hunting, with more shovels than any other explorer and a Treasure Pendulum to help find buried items. His official in-game title is Archaeologist.

 How to Unlock

Follow the instructions from Secret Explorers.

**Pin:** 0048

 References

He is based on Kai Kubasta, a German supporter of the game.

Secret Explorers
Duke Lietu

*A dashing royal wannabe adventurer. Likes dancing, complains a lot about heat.*

## Starting Items

10 Coca Leaves

5 Jewels

10 Colorful Marbles

## Gameplay

**Duke Lietu** is a unique secret explorer. He's the only explorer outside of Aleister Crowley to start with a Cultist and Coca Leaves. His White Tiger is normally only obtainable from a rare beastmaster, and he's the only known player to start with Jewels. His official in-game title is Royal Cartographer.

 How to Unlock

Follow the instructions from Secret Explorers.

**Pin:** 2559

## References

**Duke Lietu** is an enthusiast variety streamer based out of Estonia. He's the owner of The Ducal Knights group on Steam. He plays both old and new games, code, and is known to dance and cut his hair on stream. Despite his pompous alias, he is a self-proclaimed genuine gamer, who streams for fun rather than fame.

lietu.tv

Secret Explorers
Indigenous Diplomacy

*Increased sanity gain when resting in villages*

Perk (Companion)

The **Indigenous Diplomacy** is a companion perk exclusive to Persian Translators. It grants a Sanity bonus when staying overnight in a village, in addition to the standard 30 Sanity normally gained in this event.

This perk is promotable, and a higher-level translator has a higher Sanity bonus:

 2
 3
 4

## Tips

* This bonus is **in addition to** the normal village rest sanity, granting up to a total of 80 Sanity gained in one night.
* This perk does **not** eliminate the -2 Standing penalty when resting in a village (though it can minimize it by lowering the number of nights a group needs to refill their Sanity completely)
* Random events can still affect Sanity positively or negatively when resting overnight in a village.
* This combines best with Richard Francis Burton's Polyglot perk, allowing the player to rest for free in villages (no standing penalty) AND maximize sanity gain when staying there.

Perks
Extra Capacity

*Increases animal carrying capacity by 1*

Perk (Companion)

**Extra Capacity** is a unique, purchasable perk designed specifically for pack animal companions. It is purchased at port in London, from a saddle builder under the Animal Improvement option. Any/all pack animals can be upgraded as desired in a single trip to London, granted the player has the required Funds.

Each pack animal can be "upgraded" up to three times, with each level adding 1 extra capacity slot. Though every level has the same effect, the cost increases with each upgrade:

 2
 3

Perks
Polar Station

Location

**Polar Stations** are locations exclusive to Arctic worlds. All arctic expeditions start with these stations already revealed. There are always at least 2 present on each polar map, with larger expeditions having 3. The player can interact with a station in several ways:

1. Trade items for general supplies and tickets.
2. Pay 1 ticket to rest overnight, regaining 30 Sanity (1 day will pass).
3. Pay 1 ticket to travel automatically via dog sled to any other station. Not available if there is no clear route.
4. Stash up to 3 items to automatically be shipped to London at the end of the expedition. These items will be lost if the station is destroyed in a disaster (such as those caused by looting shrines).

Despite the creepy atmosphere, no events will occur while resting at the station.

## Tips

* Tickets are always available to purchase in groups of 3, 7 and 15 at every polar station. These tickets do not expire and can be saved for future expeditions.
* Stashes are independent to their specific station, so a map with 3 polar stations can stash up to 9 unique items or item stacks.
* Stations have unique values attributed to certain items. For specific item values for bartering, see: Trader.
* The explorer Roald Amundsen starts with 10 tickets.
* The dog sled will travel using the shortest clear route and will not stop. It has a sight range of only one hex and will not reveal any locations it passes by. Travelling by dog sled has the same basic Sanity cost as a single leg of a journey regardless of the distance covered, but modified as usual by the difficulty level (i.e. none on Tourist Trip, 5 on Expedition, 15 on Certain Death), relevant perks and/or mounts (yes, the mounted modifier applies even though you're not actually riding your mount!). Your party cannot be attacked or otherwise harmed while travelling by dog sled.

## Trade Items

Items available to buy at Polar Stations include:

* Tickets (see above)
* Snowshoes (20)
* Coston flares (10)
* First aid kits (3)
* Water (20)
* Food cans (20) or chocolate (15)
* Three from the following list: rope (10), shovel (5), extra bullets (10), empty canvas (5), climbing gear (10), torch (5), dynamite (5), fireworks (10), treasure map, telescope or binoculars *(the last three items are less common)*.

## Trivia

The polar stations have several references to John Carpenter's 1982 creature-feature *The Thing*, and its prequel that debuted in 2011. The polar stations resemble the real-life Thule Station that is featured in both films. One researcher character is called MacReady, the name of the protagonist from the original movie.

Though resting overnight at a polar station doesn't cause any negative effects, the group may hear terrible sounds at night, and the next morning may find that the researcher has been replaced with a new one, much like the events from the film.

Locations
Bullet Hoarder

Bullet Hoarder

*No idea how, but a character with this perk finds a bullet somewhere every couple of days.*

Perk (Explorer)

### Effect

+1 marked bullet every ~20 days

**Bullet Hoarder** is an explorer perk that generates a Marked Bullet every ~20 days, automatically adding it to inventory. These bullets have the same combat power as Extra Bullets, but do not consume weight capacity and have minimal value.

This perk can be offered as a reward option upon completing an expedition.

## Tips

* **Bullet Hoarder** may make a decent choice for a mostly-pacifist party that cannot avoid combat via stealth or other items.
* The bullets' red combat-die can create valuable damage-dealing combos with pacifist companions like sailors and artists, which can make the difference between life or death in forced combat.

Perks
Cursed

Cursed

*Has been cursed.*

A **Curse** is a unique ailment that can afflict a companion when profaning a tomb in Desert worlds. Sanity does not influence this chance. A cursed companion will suffer no symptoms, but will always die upon return to London if the ailment isn't cleansed before then.

Like all mental ailments, it may be cured with a Green Mushroom. Usually, this ailment cannot be cleansed at a Shaman Hut or Temple, since those locations do not spawn in Deserts, though the larger maps in later expeditions may have a secondary biome that does contain said locations.

Ailments
Golden Seal

Location

**Golden Seals** are special locations that must be explored and activated to enter a **buried** Golden Pyramid. They only appear in Expeditions 4, 5 & 6 (and any Prehistoric expedition) that has a buried pyramid. This pyramid status is indicated on the world map when selecting the next destination.

Seals are spread randomly throughout the map, and a buried pyramid map will have more hidden seals the later in the game you are: 1 seal in Expedition 4 (and Prehistoric expeditions 2-3), 2 seals in Expedition 5, and 3 in Expedition 6.

The locations of Golden Seals are typically (but not always) surrounded by a preponderance of hazardous terrain. A small area unusually thick with volcanoes, fumaroles, geysers (typically arranged in a triangular pattern) or even a ring of mountains with group of enemies inside may be protecting a nearby seal.

If a buried pyramid is found and interacted with before finding all of its seals, it will reveal the location of all seals on the map. Likewise, if you activate all seals before finding the buried pyramid, the newly-risen pyramid's location will be revealed to you.

Like everything else, seals can be swallowed, destroyed *(verify)* or made inaccessible by certain Shrine curses. If a seal cannot be reached and activated, the expedition must be escaped by ship or balloon.

In *RIVALS* mode, activating a golden seal will reveal the cardinal direction in which the pyramid is located. This information is not recorded in-game, so a prudent player would do well to write it down.

Locations
Frederick Courtney Selous

Frederick Courtney Selous

## Starting Items

2 Whisky

3 Ropes

1 Camp Site

1 Hunting Rifle

5 Shovels

## Gameplay

**Frederick Courtney Selous** is arguably the best hunter-strategy explorer in the game. Hunting survival is made easy with his Hunting Rifle and Cook companion. His combat abilities are uniquely strong with his Tactical Mastery perk, and upon recruiting any companion with an upgraded blue die, he can perform a Masterful Shot combo.

He also carries the most valuable sanity-regenerating item in the game: the camp site, which can be reused at-will across all expeditions. His abilities and supplies may make him the easiest explorer for beginners.

## How to Unlock

Combat and defeat an enemy tiger (on Normal difficulty).

## Historical Context

**Frederick Courtney Selous** DSO (31 December 1851 – 4 January 1917) was a British explorer, officer, hunter, and conservationist, famous for his exploits in Southeast Africa.
[Wikipedia]

Explorers
Drums

Drums

*These produce some interesting sounds.*

**Drums** are a reusable item that regenerates 10 Sanity with each use, with a cooldown of 30 days. Each use also triggers the Enemy Attention ailment, with a penalty of +30% aggro chance for 15 days.

The drums can be found randomly for trade from villages, shaman huts, and rarely as loot from stone statues.

## Notes

* Multiple **drums** share cooldown ticks, meaning that others will sit in a queue as the first cools down, before allowing the next to start cooling. Tuned drums have a separate cooldown.
* A positive event may occur when resting overnight in a village at high Sanity in which a native asks permission to play your drums. Allowing them will grant the player the more-advanced Tuned Drums.
* A negative event may occur when resting overnight in a village at low Sanity in which a native asks permission to play your drums. Allowing them will result in the Drums being permanently destroyed.

Items
Hearing Loss

Hearing Loss

*Suffers from a temporary hearing loss which affects combat.*

**Hearing Loss** is a temporary physical ailment that can affect both explorers and companions. It lasts for ~30 days, causing the afflicted character to lose one dice roll in combat.

This ailment can be obtained when traveling or resting at low Sanity. It may not have a cure, meaning it will only resolve upon expiring naturally.\*

\**Unconfirmed - possibility of other cures.*

Ailments
Fresh Air Fanatic

*Increased sanity when resting in nature.*

Perk (Explorer)

### Effect

+5 Sanity regeneration when resting at a Waterfall, Overhang, Spring, Oasis or Camp Site.

**Fresh Air Fanatic** is an explorer perk that grants +5 sanity gained when resting overnight at a Camp Site, Waterfall, Overhang, Oasis or Spring. Resting periods at these locations automatically last 5 days, resulting in a total of 65 sanity gained per rest instead of the normal 40.

This perk is a random reward option upon completing an expedition.

## Tips

* Find Stone Circles quickly and easily with the Occult Vision perk. Rest spots are few and far between, and these supplements can reveal camp spots and ensure the group can locate and reach these locations.
* Faster sanity regeneration in the open helps speed up travel in the race to the pyramid, and also helps eliminate the need to rest at villages and in-turn suffer lower standing.

Perks
Journalist

*Adds extra fame after each expedition*

Perk (Companion)

### Effect

Fame % racing bonus after each successful expedition (having reached the Pyramid)

### Source

Tim Timster

**Journalist** is a perk exclusive to Tim Timster and the secret explorer Fabian Aleksandar Scherschel. This perk grants a percentage-bonus to the player's place in the race to the Pyramid, applied after each successful expedition. This perk is promotable, and Tim will trigger a higher bonus with each level:

 2
 3
 4

## Notes

* This bonus is applied after each successful expedition (having reached the pyramid) but **before** donating items. In other words, it is applied to the bonus for finding the pyramid, your placing in the race to find it, and the bonus for exploring a previously unvisited type of world ("New World Bonus"), if applicable. Any fractions are rounded down (e.g. 39.5 Fame becomes 39).
* Scherschel starts with the perk already at level 4.

## Tips

* Recruit Tim early in the game to maximize the number of expeditions he can apply his bonus to, and promote him quickly in order to maximize the effect of his bonus.
* This perk pairs best with a speed-run strategy, as it maximizes the racing bonus and mitigates some of the fame opportunity-loss from passing-up lootable locations.

Perks
Climber

*Reduced move cost when crossing hills.*

Perk (Explorer & Companion)

The **Climber** perk has a different variation for explorers and companions. Both versions of this perk reduce the Sanity travel cost when climbing up hills or plateaus.

For explorers, Climber reduces the cost of climbing by 7. For Mountain Troopers, Climber reduces the cost of climbing by 2 + another 2 for each promotion the companion receives, up to a maximum of 8.

## Tips

* This perk is stackable with the effects of climbing gear, essentially eliminating climbing sanity costs.
* Unlike other terrain-specific perks, Climber can be used in all biomes, as hills or plateaus are always present on any given expedition map.

Perks
Charles Darwin

Charles Darwin

*English Naturalist and geologist, best known for his contributions to evolutionary theory.*

## Starting Items

4 Whiskey

3 Torches

1 Shotgun

10 Machetes

## Gameplay

**Charles Darwin** is a beginner explorer. His exclusive perk Butterfly Enthusiast grants a minor advantage with butterfly hunting in Jungle/Prehistoric biomes.

His Shotgun makes for good hunting-strategy practice. Though it is a comparably unreliable (50% roll chance) weapon, it deals a powerful multi-target hit.

His party's combat dice advantages are also minimal, with one basic red die from his Scottish Soldier, and only one basic green from Darwin himself. Early battles are best avoided until more red/green dice companions can be acquired for a better combat team.

## How to Unlock

Charles Darwin is available from the start of the game.

## Historical Context

    **Charles Robert Darwin** (12 February 1809 – 19 April 1882) was an English naturalist and geologist, best known for his contributions to evolutionary theory. He established that all species of life have descended over time from common ancestors, and published his scientific theory that this branching pattern of evolution resulted from a process that he called natural selection, in which the struggle for existence has a similar effect to the artificial selection involved in selective breeding.
Wikipedia

Explorers
Enemy Attention

Enemy Attention

*Increased risk when crossing zones.*

**Enemy Attention** is a temporary physical ailment that increases the aggro chance of all enemies by 30%, making it likelier for an enemy to attack the group upon traveling into its zone/territory. This can give an aggro chance to normally-peaceful animals.

The ailment can only be obtained by using Drums, and lasts 15 days. It cannot be cleansed and must be waited out.

Ailments
Moon Stone

Moon Stone

*A mysteriously engraved stone. Made out of an unknown material.*

**Moon Stones** are special items that are required to explore any **unburied** Golden Pyramid during Expeditions 4, 5 and 6. An unburied pyramid will require 1 stone in Expedition 4, or 2 stones in Expeditions 5 and 6. These stones can be commonly found in shrines and tombs starting in Expedition 3. They can be kept and brought to future expeditions, so it's wise to save them even if the current expedition's pyramid doesn't require them.

You must have any required stones on your person when exploring the pyramid for it to open. This means any stones left in a mission or polar station will be useless to you when you approach the pyramid.

Buried pyramids **do not** require moon stones and instead require Golden Seals to be unlocked. This condition is indicated during biome selection on the World Map.

Items
Baron Victor von Paragon

Baron Victor von Paragon

*A specialist in the study of plants and animals in their natural surroundings.*

## Starting Items

4 Whisky

3 Torches

1 Shotgun

10 Machetes

## Gameplay

**Baron Victor von Paragon** is a secret explorer who's an upgraded copy of the explorer Charles Darwin's character - they have all the same companions, items and perk. His official in-game title is Naturalist.

 How to Unlock

Follow the instructions for Secret Explorers.

**Pin**: 3008

## References

He is based on game supporter Victor G. Howard. The character's last name may be inspired by the online game *Paragon*, which has since been canceled.

Wikipedia

## Possible Glitch

The close-up view of the Baron has a grey floating head icon of his own face. It has no function or purpose, and is perhaps an oversight in the character's design.

Secret Explorers
Golden Earrings

Golden Earrings

*Decorative native jewelry.*

**Golden Earrings** are a common treasure item that can be traded or exchanged at the end of the expedition for Fame or Funds. It can be found in certain shrines, though looting it negatively effects the player's standing and triggers a shrine curse.

It can also be available for exchange in some villages, and randomly at stone statues.

Items
Desert (Biome)

**Desert** biomes are arid, sandy worlds that are available from Expeditions 2 - 5.

The explorer Freya Stark can choose to explore this region for any/all expeditions.

## Unique Features

* Large expanses of desert terrain require plenty of water. Make sure to stock up at your ship before starting.
* Oases can rarely be found, offering a much-needed place of rest and water.
* Tombs can be raided for mummies, but at low sanity, can force combat with live ones as enemies before looting!
* Village recruits include bedouins and camels.
* Common enemies include giant scorpions and hyenas.
Explorer (RIVALS mode)

Explorer (RIVALS mode)

## Gameplay

In *RIVALS* mode, you start each game with a custom explorer bearing your username. Their portrait (and the matching sprite/figure) are randomized, though you may use medals to save up to three portraits for future use.

Your explorer always starts with six Toughness, two basic dice (blue and green) and cargo capacity for two crates.

Their starting perks, companions and items are determined entirely by which expedition crates you equip at the beginning of the game.

Unlike in the base game, your explorer can be promoted using Exploration Points, which will grant them a perk (normally chosen from a random selection of three), +3 Toughness and, at Levels 2 and 3, also upgrade one of their dice.

Also unlike the base game, your explorer will gain the Light Mental Exhaustion ailment after 365 days, followed by Medium Mental Exhaustion 183 days after that, and finally Strong Mental Exhaustion another 92 days later.

## Stats

 2
 3
 4+

Explorers
Locations

**Locations** are special stopping points where an explorer's party can make certain actions. As the expedition map is uncovered, these spots are first indicated by a (**?**) symbol. Once the player travels within two hexes of a location, it's exact type will be revealed. Locations can also be revealed by doing certain quests, or with a weather balloon. Revealing locations earns the player exploration points, which can be used to level-up companions.

A location can be explored when the group travels on or within 1 hex of it. Exploring a location yields different actions, and some locations have multiple possible actions or events. There are 9 main action categories for locations:

1. **Loot** items for trophies, treasure or supplies
2. **Passage** to another set location
3. **Combat** certain inhabiting enemies
4. **Rest** overnight to regain Sanity
5. **Stash** items to ship automatically to London
6. **Trade** items for barter
7. **Heal** wounds / ailments
8. **Recruit** new companions
9. **Special** effects unique to that location

It's possible to guess an unrevealed location's type by it's adjacent terrain.
Healer

*Is capable of treating wounds. Increases health regeneration of all trek members.*

Perk (Explorer - Exclusive)

### Source

Huang FeihongGrigori Rasputin

**Healer** is an explorer perk exclusive to Huang Feihong and Grigori Rasputin. It grants +25% health regeneration rate for the explorer and any/all humanoid companions.

This perk's benefits kick in for each party member after their first travel leg with the group. It is displayed under each member with a separate icon labeled **Wound treatment** when it activates.

## Tips

* Encourages fast recovery of a hunting party, making this perk useful in a Hunter / Outlaw Strategy.
* Supplementing the trek with first aid kits or red mushrooms is still recommended, as health regeneration will still be slowed or halted from injuries / infections.

Perks
Malaria

Malaria

*Symptoms include fever, fatigue, vomitting, and headaches.*

**Malaria** is a temporary physical ailment that can effect both explorers and companions. It lasts ~30 days and causes +25% Sanity-cost of travel, -50% Health regeneration, and the chance of death to the afflicted character.

This ailment is acquired only by traveling on or next to a hex with mosquitos, which are only present in Jungle/Prehistoric terrain. Mosquitoes also don't travel/migrate like other enemies, making them easy to avoid.

Malaria can be cured by resting at Healing Springs or healing at a Shaman Hut.

Ailments
Claws

*A ghastly deformation of the hands, allowing additional beastial attacks.*

Perk (Companion - Blessing)

**Claws** is one of few, randomly assigned blessings a chosen humanoid companion may gain when exploring temples. It grants an extra animal die to use in combat:

Several Secret Explorers also start out with this perk.

Like all other blessings, the effect is permanent.

Perks
Native Trinket

*A preciously crafted trinket with golden elements that makes a great present. Will improve the loyalty of a person if gifted.*

### Source

Villages, Shaman Huts, Trading Caravans, and rarely at Stone Statues

### Stack Size

20

The **Native Trinket** is a consumable item used to increase the loyalty of the recipient companion. It can be found for trade at villages, shaman huts, trading caravans, and can rarely be looted from stone statues. Each trinket grants +4 Loyalty, making it the most powerful loyalty-boosting item in the game.

It removes the Anger ailment for whoever receives it, but cannot counter the Renounced ailment.

Gifting a trinket helps convince a local companion to stay in your party after the current expedition, as they require full loyalty or a successful dice roll to stay.

It also helps prevent companions from abandoning or turning on your party mid-expedition.

Items
Loki Texilake

*Despite his young age of only 8 years, Loki has achieved world-wide fame as the first Inventor-Archaeologist.*

## Starting Items

10 Chocolate Rations

3 Shovel

1 Loki Gun

10 Machetes

## Gameplay

**Loki Texilake** is a secret explorer who's essentially an upgraded version of the explorer Nikola Tesla character. He carries the unique Loki Gun. His official in-game title is Inventor-Archaeologist.

 How to Unlock

Follow the instructions from Secret Explorers.

**Pin:** 0509

## References

Loki Texilake *(2006-present)* is an actor, model and singer based in New South Wales, Australia. He's featured in the film *Evilin*, as well as the play *Cuddlepie*.

Starnow.com.au

Secret Explorers
Giant Bird

Giant Bird

A **Giant Bird** is a very large, prehistoric, flightless bird which roams in desert, jungle, drylands or prehistoric lands environments. It can be found in almost any biome area, but is most common in any prehistoric lands area. **Giant Birds** have a high aggro chance and can almost keep up with any explorer. Although they aren't as aggressive or fast as some other mobs, Giant Birds are troublesome for almost any experienced explorer to defeat due to its toughness and high damage, combined with their numbers.

In just a pair, **Giant Birds** represent some of the most dangerous enemies in the game, capable of usually out-damaging the Giant Crab and soaking up more damage with a combined 36 toughness. In threes, **Giant Birds** are by far the most dangerous mob in the game, massively out-damaging a Giant Crab and with over double the toughness combined.

## Combat

Giant Birds are relatively aggressive creatures which can attack in flocks of 1-3 units.

Each Giant Bird receives three attack dice per turn:

 Trivia

Like the Giant Crab the appearance of this creature takes its inspiration from the 1961 Mysterious Island movie, an adaptation from the novel of the same name written in 1874 by Jules Verne.

Enemies
Green Mushroom

Green Mushroom

*This peculiar mushroom is particularly pungent. Despite its odor, it is rumored that is can heal one from numerous afflictions.*

### Effect

Remove all ailments affecting a character.

### Stack Size

20

**The green mushroom** is a type of mushroom that is extremely useful because it removes all ailments affecting one of the companions. However, it is very rare to see one of these.

Items
Currency

There are three types of **Currency** in the game: Fame, Funds, and Value.

## Fame

Fame is accumulated as a point system and cannot be spent. It is the single determining factor in winning the game, meaning a player can fail to win any race to the Golden Pyramid and still win the game, so long as they have the most Fame. These points are earned in several ways:

1. Finding the Golden Pyramid awards you according to which Expedition it is: 1st = 100, 2nd = 120, 3rd = 140, 4th = 160, 5th = 180, 6th = 200. If the pyramid was buried, you are awarded an additional 50. These bonuses can be increased with the Journalist perk.
2. Placing in the race to the Golden Pyramid. 1st place awards 200, 2nd = 150, 3rd = 100, 4th = 50. These bonuses can also be increased with the Journalist perk. A player who finishes an expedition last won't earn a race bonus, but is allowed to spend as much time as desired to explore the map and continue earning points that way.
3. Finding the Golden Pyramid in a previously unvisited type of world ("New World Bonus") awards 50 Fame. This bonus can also be increased with the Journalist perk.
4. Presenting a trophy item to the museum upon returning to London after an expedition.
5. Resting overnight in the open at high sanity, which sometimes triggers a +10 event in which the explorer charts some of the stars.

Fame can be **lost** if the player fails to complete an accepted quest, which applies a -50 Fame penalty each time.

## Funds

    Funds are only used to purchase supplies and upgrades in London. Funds are only gained in two ways:

1. Presenting a trophy item to the auction house upon arrival home from an expedition.
2. As a reward for completing a quest, given in London before purchasing supplies.

Any Funds not used when in London are saved and can be spent on your next visit.

## Value

Value is an estimate of the intrinsic worth of an item. This is used in a barter system rather than with money. All items have a **base** value that enables fair trading during expeditions. Certain traders value some items over others, which will automatically reflect during barter with a (%) indicator in that item's description, revealing the percent deviation from its base. Bartering cannot be performed at London.

## Tips

* Some items are more valuable for trading during an expedition than at auctions in London. For example, a Hyena Pelt has 15 or 20 Value when trading during an expedition, but is worth only 5 Funds in London. Make sure to study the relative value of all items well. Also refer to the trader page.
* While Fame is the only currency that counts for winning in the game, auctioning your treasures early in the game will allow you to buy more equipment (including carrying capacity for your animals), which will help you survive and get more treasures in the long run.
* After Expedition 6, donate all items to the Museum for Fame. As there are no further expeditions, there is no need for Funds. (However, selling items will still count toward the Auctioneer achievement.)
* See Strategy for additional tips on managing Fame and Funds.
Elephant Graveyard

Location

**Elephant Graveyards** are looting locations that yield Elephant Tusks and rarely more exotic items. It costs one travel day to search the graveyard in order to loot it. Looting does **not** lower standing.

**Loot**

* Usually (88.9% chance) you find the following:
	+ 1 Elephant Tusk (66.7%)
	+ 2 Elephant Tusks (25%)
	+ 3 Elephant Tusks (8.3%)
* Rarely (11.1% chance) you may instead find a:
	+ Mysterious Egg (Giant Tortoise) (60%)
	+ Dinosaur Skull (30%)
	+ Mysterious Egg (Raptor) (10%)

## Notes

If the area description mentions "animal tracks" (1-in-3 chance), a predatory animal will be spawned nearby after you loot the graveyard. The animal may then aggro and chase the party.

When an abomination companion is present, an event may be triggered in which another companion mysteriously disappears while searching the area.

A Mammoth Graveyard is a functionally identical location that can be found in Arctic biomes.

Locations
Dynamite

Dynamite

*Good old dynamite, the solution for almost any problem. It is even capable of blowing passages through mountains.*

### Effect

Use on an adjacent mountain. It becomes scorched earth (passable terrain).

### Stack Size

20

**Dynamite** is a consumable item that grants the ability to eliminate a single mountain or glacier hex of terrain. Each hex cleared with dynamite causes -1 Standing for that expedition.

The Explosion Expert explorer perk increases the blast-diameter of dynamite to 3.

## Combat

This item may be used as a powerful one-time attack in combat. It damages all enemies in a group, but also causes self-damage to the player's party unless paired with a Tactics die.

Items
Marcus Garvey

Marcus Garvey

*Politician and founder of the Black Star Line.*

## Starting Items

2 Whiskies

3 Ropes

5 Machetes

5 Extra Bullets

5 Shovels

## Gameplay

**Marcus Garvey** is a challenging explorer whose "perk" allows for an extra companion, but lowers max sanity. His party has well-balanced combat dice, but no reusable weapon. His companions support village interactions, but these opportunities are few and far-between. Any strategy the player uses with Garvey has to focus on his frequent need for sanity restoration.

Acquire plenty of sanity-restoring items (like chocolate, whisky or the tent) to keep the party going between resting locations. Consider acquiring a Missionary and Cook for sanity, and a hunting rifle for more effective combat.

## How to Unlock

Complete the game in 3rd place or higher, and with two fully-promoted companions (on any difficulty).

## Historical Context

**Marcus Mosiah Garvey, Jr.**, ONH (17 August 1887 – 10 June 1940), was a Jamaican political leader, publisher, journalist, entrepreneur, and orator who was a staunch proponent of the Black Nationalism and Pan-Africanism movements. He founded the Black Star Line, which promoted the return of the African diaspora to their ancestral lands.
Wikipedia

Explorers
Healing Springs

Location

**Healing Springs** are resting and healing locations where the trek can rest to regain Sanity and to heal injuries and infected wounds. One rest lasts 5 days and grants a total of 40 Sanity.

Resting overnight while under 30 sanity may trigger negative events. You may rest as many times as desired at the same spring.

Locations
Jungle Rot

Jungle Rot

*Suffers from a foot wound.*

**Jungle Rot** is a delayed physical ailment that can effect both companions and explorers. Its affects kick in within ~30 days, after which it carries a 50% chance of death on every travel leg.

It can be acquired by traveling or resting at low Sanity. It can be cured by resting at Healing Springs, getting healed at a Shaman Hut, or by using a First Aid Kit.

Ailments
Cultist

Cultist

*A perfectly normal person with special interests. Will try not to conspire against you.*

### Capacity

**Cultists** are possible companions for the explorer's party. They are normally recruited in London, but may also be recruited at missions under certain circumstances. Their perk gives them benefits when consuming Coca Leaves, though they are not immune to their side-effects.

Visiting a mission has a 50% chance of causing the cultist to leave the party and take over the mission. Revisiting the mission after this event will open new action options.

When camping at low Sanity, a cultist may injure themself (-2 health points) or, more rarely, permanently leave your party and take over a nearby mission (as described above).

An injured cultist may suddenly transform into an abomination.

May start with the following ailments: Alcoholic (12.5%), Claustrophobic (12.5%), Kleptomania (12.5%), Racist (12.5%), Sexist (12.5%), Superstitious (12.5%), none (25%).

Cultists are found in the starting parties of explorer Aleister Crowley (x3) and secret explorers explorers Duke Lietu and Olivia White (x1).

## Stats

 2
 3
 4

## Tips

* Be careful about visiting a mission when you have a cultist companion, as it has a good chance of permanently removing it as a resting spot, though it will also give you 20 coca leaves.
* Heal cultists as soon as possible unless you want them to turn into abominations.

## Trivia

* Cultists have 7 possible appearances (5 male and 2 female), more than any other non-native companion.

Companions
Fireworks

Fireworks

*Very impressive fireworks. Can be used to draw attention away from you during your next leg, in order to move undetected trough dangerous zones.*

### Stack Size

10

**Fireworks** are consumable items used to distract a nearby enemy, allowing your party to pass without being attacked.

How it works:

When using the Fireworks item it will trigger a small firework particle at your current location. This will reduce all enemy zones aggro chances to 0% for the duration of one leg / travel. So basically this can be used to travel through an enemy zone completely unnoticed, if done within one movement turn.

Although fireworks will prevent enemies from pursuing the player, the enemies will continue their usual 'random walk' and may still stumble onto the player by chance, causing a surprise attack.
Idol Statue

Idol Statue

*A stone statue.*

The **Idol Statue** is a unique item found in native villages after accepting the **Obtain Idol** quest, and also rarely appears in villages organically. It can be turned in at London for Fame, Funds or quest rewards. Note that if you accept the quest but fail or refuse to return the statue, you will suffer a -50 penalty to your Fame.

When a stone idol is present in a village, resting overnight grants the option to try and steal it with a successful
roll. Attempting the theft costs standing and forces the party to leave the village immediately after, without resting. A failed attempt costs more standing and triggers Angry Natives to pursue the party across the map.

A companion with kleptomania will steal the idol if the player opts not to attempt the theft, which is revealed after leaving the village. The player can then opt to take back the idol from the klepto companion.

Items
Pathfinder

*Reduced movement costs in arctic terrain*

Perk (Companion)

**Pathfinder** is an companion perk that reduces the sanity-cost of travel on all terrain of the arctic biome. It is exclusive to the native hunter, who can be added to the game through an official mod or by playing *RIVALS* mode.

The perk is promotable, and a higher-level hunter will further reduce your travel cost:

 2
 3
 4

## Tips

* These benefits are stackable with the effects of snowshoes in deep snow terrain.

Perks