recursal/Fanatic-Fandom huggingface dataset:
Hiram Bingham

*Heroic adventurer with excellent knowledge of languages and cultures.*

## Starting Items

8 Chocolate Rations

3 Torch

1 Shotgun

10 Machetes

## Gameplay

**Hiram Bingham** is a secret explorer with identical stats to Alison Zawacki and Hercule Boumba. Their starting perk is normally only obtained during gameplay, and their combo of animal companions is unique to them. His official in-game title is Adventurer.

 How to Unlock

Follow the instructions from Secret Explorers.

**Pin:** 1875

## References

Hiram Bingham III (19 November 1875 - 6 June 1956) was an American explorer, academic and U.S. senator. He is best known for bringing the ruins of the Inca citadel Machu Picchu to international attention.

His pin code is his year of birth.

Wikipedia article

Secret Explorers
Christophorus Amiculus

Christophorus Amiculus

*Famous mathematician with an unappeasable desire to explore unknown lands.*

## Starting Items

1 Abacus

5 Chocolate Rations

3 Torches

5 Extra Bullets

3 Flares.

## Gameplay

**Christophorus Amiculus** is a secret explorer who's stats are essentially an upgraded version of the explorer Ada Lovelace's character. He even starts with the same supplies (+ an extra chocolate ration). His official in-game title is Mathematician.

## How to Unlock

Follow the instructions for Secret Explorers.

**Pin**: 0101

## References

He is based on Cristoph Freundl, a German software developer and supporter of the game. "*Amiculus*" is Latin for "little friend" or "dear friend", which is roughly what his surname means in German.

Secret Explorers
Native Animal Handler

Native Animal Handler

*With unmatched understanding of animals, this person is a fine choice if you want to gain the most out of your pack animals.*

## Perks

Animal Capacity

Good Reputation

### Capacity

**Animal handlers** are companions whose perks increase the capacity of all animal companions (except mounted ones), as well as the starting Standing of each expedition.

Once per expedition while camping, if their Loyalty is 2+, your Standing is 3+ and your party's Sanity is high, an animal handler may provide you a native trinket.

An animal handler who is recruited from a village will automatically be afflicted by the Local ailment.

May start with the following ailments: Superstitious (16.7%), Claustrophobic (11.1%), Sexist (11.1%), Kleptomania (5.6%), none (55.6%).

An animal handler is present in the starting parties of explorer Amelia Earhart and Roald Amundsen and secret explorer Sir Deddlee Endeavour.

## Stats

 2
 3
 4

## Tips

* Animal handlers greatly help in a pacifist strategy when paired with multiple pack animals, but provide little benefit alone.
* They are usually not well-suited to combat-based strategies because they aren't skilled in combat and their perk doesn't work on mounted animals. However, combining an animal handler with a pair of huskies can be a viable combat build, at least in the early to mid expeditions - indeed, Roald Amundsen's starting party consists of just that.
* They have a low carrying capacity themselves, and are not much help until leveled up.

## Note

* A camping event may trigger when you have a native animal handler in your party, in which the animals will bond with the handler. According to the game files, this is supposed to raise their Loyalty. However, it actually has no effect because animals are unaffected by Loyalty.

## Gallery

Like all human natives, animal handlers recruited during the game have a procedurally generated appearance and will share some elements (e.g. skin tone, jewelry, clothing) with other members of their tribe. Those already present at the start of the game use set graphics, as seen at the top of this article.

The animal handler accompanying Amundsen can have one of the following appearances:

Examples of procedurally generated animal handlers:

Companions
Local

Local

*Will hesitate to follow you home after this expedition.*

**Local** is a passive, mental ailment that is present in all native companions recruited during an expedition (animal handlers, scouts, shamans, and warriors as well as Bedouins, Lizard Warriors and Lizard Shamans). A local has no symptoms, but will hesitate to stay with the group when leaving the current expedition unless they are at maximum Loyalty.

This ailment is only cured after the current expedition ends. The player must convince a local to stay in the party with a successful  dice roll, or have the local at maximum Loyalty in order for them to journey with you back to London. A native who chooses to come with you will be cured.

Natives bought or rescued from slaver camps, as well as those who rescue the player's explorer or are rescued by them during events, do **not** start with this ailment.

## Tips

* A Native Trinket is very helpful in raising a local's Loyalty, though the ailment will still be present until the current expedition concludes.
* There may be a rare event when resting in the open with a loyal local at high Sanity, in which the two characters bond and the native is prematurely cured of this ailment.

Ailments
Hunting Rifle

Hunting Rifle

*A very precise hunting rifle. Usable in combat. Allows a special dice combo.*

The **Hunting Rifle** is a weapon item that adds a specific attack die in combat. It is randomly offered for sale at port in London and rarely from trading caravans. The explorers Frederick Courtney Selous and Freya Stark start out with this gun.

Like all guns, it is reusable and doesn't require bullets to play its die.

## Combat

The hunting rifle is a single die with a 3/6 roll chance of success. It has weaker attacks and a lower success rate than the Signature Rifle.

It can be combined with blue dice to produce more powerful combo attacks.

Items
Ailments

**Ailments** are negative in-game character attributes that may include an illness, sickness, disorder or affliction. Ailments also affect a character's ability to act during combat, events or encounters.

## Mental Ailments

Mental ailments only affect humanoid companions. They affect both the loyalty and performance of the afflicted party member.

## Physical Ailments

Most physical ailments can affect both explorers and humanoid companions. Temporary ailments' icons appear fuscia and typically subside after 20-30 days (if the afflicted character doesn't succumb to their illness). The only ailments that animals can develop are injuries, infected wounds, and rabies.
Cave Entrance

Location

**Cave Entrances** are locations leading into dark, dank caves. Caves can only be explored safely if you have a torch. Those exploring a cave in darkness can may stumble into an enemy, or even cause a companion to become an abomination unless there's a successful roll of the required precision dice.

## Exploring

A cave has many variations, mostly random. Upon exploring, you may find:

* Remains of an explorer and loot usable and often consumable items. This is good to just generally fill up your stock and supply.
* A graveyard to loot, with possibly a valuable mummy.
* A deeper passage that leads you out another cave, somewhere else on the map. Both ends of the tunnel are easy to identify, as a cave with hills in five of the six adjacent hexes. Sometimes forms a useful shortcut for traveling a long distance.
* A random assortment of wild mushrooms.
* A sacred pool which can reveal important locations like the golden temple.
* In Arctic worlds, only once per game, a Yeti you can befriend or fight.
* A narrow gap that you can send one party member to explore. If you fail a precision dice roll, or if the companion is Claustrophobic, they may not return.
* Paintings on the walls that may unlock an extra destination on your world map for your next expedition.
* A nest of giant spiders, if you accepted a special quest from native spirits earlier in the expedition.Mushroom collectingLooting remains of a failed expeditionMeeting a YetiGiant spider nestA dark creviceMummified remainsPassage tunnelPaintings on wall

Locations
Eric Smith

*A renowned, retired military officer. He still seeks glory in the field, but now as an expedition leader.*

## Starting Items

5 Whiskey

2 First aid kits

1 Shotgun

5 Machetes

## Gameplay

**Eric Smith** is a unique secret explorer with the same perk as a fully-upgraded Scottish Soldier. His party is combat-oriented and starts with a Shotgun (and plenty of red dice for combos with it), but suffers from a lack of blue dice. His official in-game title is Retired Colonel.

 How to Unlock

Follow the instructions from Secret Explorers.

**Pin:** 4632

Secret Explorers
Adept

Adept

*Receives an additional support die.*

Perk (Explorer)

**Adept** is an explorer perk that grants the addition of 1 fully-upgraded support die to roll during combat and during special events. It is randomly offered as a reward choice upon completing an expedition.

## Tips

* This extra die can open up new possible combos during combat.
* The blue support die is used in event rolls like: convincing a local to stay in the group, persuading a group of angry natives to refrain from attack, winning in a battle of wits against a companion.
* Helps strengthen explorers lacking blue dice, such as Aleister Crowley or Richard Francis Burton.

Perks
Animal Whisperer

*Can promote animals but not humans.*

Perk (Explorer - Exclusive)

*Animal Whisperer'* is an explorer perk exclusive to Alexandra David-Neel. It allows her to promote any/all animal companions, but prevents her from upgrading any humanoids or the yeti.

## Tips

* This is one of the most powerful perks in the game, as many animals have exponentially stronger attacks and toughness compared to humanoids. Animals are also immune to most ailments, have more carrying capacity, and aren't affected by loyalty.
* Some abilities are lost with an all-animal party:
	1. Temple blessings cannot be acquired without humanoid companions
	2. Animals do not have perks that can be upgraded.
	3. Animal dice generally can't be used in combo attacks during combat.
	4. Animal dice also don't help in special-event requirement rolls (except Luis' first die).

Perks
Jewels

*A collection of rare and very valuable jewels.*

Tips:

While always great to sell back in London, don't be afraid to keep them on you for the next expedition! If you sell them to Traders, they are worth 40 instead of 30 back home, and you are always likely to find traders eventually in a run. Though, if you still don't find traders, you can always sell it at the end of the expedition anyway!

Items
Coca Leaves

Coca Leaves

*Leaves with an interesting adrenalizing effect. Also makes a wonderful, revitalizing tea.*

### Stack Size

20

Increases your sanity by a small amount. Some characters like cultists can upgrade the amount of sanity gained from these. Coca leaves may also reveal or inflict mental ailments upon explorers. Conversely, coca leaves can cure scurvy.

Coca leaves can be usually be found at Stone Statues, Shaman Huts and at native villages.

## Possible Side Effects

* Lepidopterophobia
* Pyromania
* Superstitions

Items
Kleptomania

Kleptomania

*Cannot resist the constant urge to steal objects.*

**Kleptomania** is a mental ailment that causes an afflicted companion to steal items from your inventory, from other companions and even from villagers. It is randomly obtained when travelling or resting at low Sanity, and is one of the few ailments a recruited companion can start out with.

When resting in the open with a klepto, an event may occur in which they steal from another companion and an argument ensues. The player must choose who to side with, and whoever isn't supported will become Angry or even abandon the party.

A klepto may actually help in the Steal Idol quest. If the player fails to steal the idol because of a lack of the correct dice or a failed roll, a klepto companion will steal the idol for themselves. This is revealed after leaving the village, giving the player the choice to let them keep it or demand the idol for themselves. Taking the idol at this point reduces a klepto's loyalty.

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

Ailments
Black Market

Black Market

*Access more gear when equipping your trek before heading out into the unknown.*

Perk (Explorer)

**Black Market** is an explorer perk that grants access more gear when bartering with funds at port in London. It does not affect the item choices offered in-expedition at villages and other traders.

This perk can be offered as a reward option upon completing an expedition. At least one secret explorer also starts out with this perk.

Perks
Golden Eagle

Golden Eagle

*A golden eagle. Has an intimidating, regal stare.*

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

Items
Jungle (Biome)

*A well balanced region, consisting mostly of wide grasslands.*

**Jungle** biomes are lush lands filled with vegetation and wildlife. They are available to explore in Expeditions 1 - 5.

## Unique Features

* Thick forest and swamp terrain cover the land. Be sure to pack plenty of machetes and rope!
* Mosquitoes which can afflict a companion with Malaria
* Elephant graveyards in swamplands can be looted for rare tusks and mysterious eggs that hatch into tortoises.
* Butterflies which can be collected for trade or donation in London
* Common enemies include Tigers, Elephants, Panthers, Crocodiles, and Gorillas.
* A rare version of a jungle can spawn as a destination option, in which the elusive White Tiger can be hunted.
Jungle Explorer

*Reduces sanity cost of travel in jungles.*

Perk (Explorer)

**Jungle Explorer** is an explorer perk that reduces the sanity-cost of travel through Thick Jungle terrain from 8 to 4.

The explorer Frederick Courtney Selous begins the game with this perk.

## Tips

* Its benefits can be stacked with use of machetes, essentially eliminating the sanity-cost of travel in thick jungle.
* This perk only affects travel on terrain found specifically in Jungle, Prehistoric, and rarely in late-game Drylands worlds.

Perks
Arctic (Biome)

*A desolate, cold region.*

**Arctic**worlds are cold regions that can be accessed in Expeditions 2 - 5.

## Unique Features

* Polar Stations provide rest, trade, and passage in exchange for Tickets, which can be purchased with them. Up to 3 stacks of items can also be stashed for free at each station.
* Snowshoes drastically decrease the travel sanity cost in Deep Snow tiles.
* Arctic Stockpiles are available to loot for consumables.
* Plateaus and Glaciers take the place of hills and mountains terrain, respectively. Be sure to bring climbing gear to help offset the enormous cost of climbing those plateaus!
* Rare chance of a Yeti encounter when exploring caves
* Golden Pyramids in Arctic regions are **normally** surrounded on all sides by Plateaus, but this does **not** apply to *buried* pyramids.
* A difficult quest is available for this region, requiring travel to 4 preset points on the map and placing a Claim Flag in each one.
* Common enemies include arctic wolves, polar bears, sabertooth tigers and walruses.

## Trivia

* This biome was added with the biggest update of the game post-launch, **Arctic Expanse**.
* The alien theme of this biome is heavily influenced by the science fiction-horror novella *At the Mountains of Madness,* written by H. P. Lovecraft.
Navigator

*Increases the gained compass accuracy when uncovering fields.*

Perk (Explorer)

**Navigator** is an explorer perk that increases the compass accuracy when uncovering new locations or regions on the map by 30%.

This perk is a random reward option upon completing an expedition. Amelia Earhart also starts out with this perk.

## Tips

* This perk primarily assists in speed-run strategies, in which the player's primary goal is to find the pyramid fast. It decreases the influence of magnetic mountains and helps avoid aimless wandering on the map.
* Navigator can be especially useful on hardmode difficulty, in which the player must find the pyramid and then return to the ship successfully, safely and as efficiently as possible.

Perks
Cartographer

Cartographer

*Reveals entire region when all locations have been found*

Perk (Explorer)

**Cartographer** is an explorer perk that reveals the expedition map in its entirety after the player reveals all of its locations. This makes for efficient travel to the Golden Pyramid and eases both hunting and avoiding enemies.

## Tips

* This perk has limited use on its own, as its benefits would normally only kick in after exploring all essential terrain already.
* Cartographer is utilized best with items that reveal distant locations, such as weather balloons and Coston flares. The Geography perk can also help with revealing locations earlier in the expedition.
* Parties with already-increased view range (ex. with the Eagle Eye perk, Binoculars, or a Native Scout) may not find much use in the Cartographer perk.

Perks
Explosion Expert

*Increased explosive power when using dynamite.*

Perk (Explorer)

**Explosion Expert** is an explorer perk that increases the blast diameter of dynamite explosions to 3 hexes. This effectively makes dynamite 7 times as powerful, greatly increasing the player's mountain-clearing ability. This perk may also decrease the likelihood of costing the normal -1 Standing with each dynamite use.

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

## Tips

* Late-game expeditions become littered with more mountain ranges, which often make it difficult to reach important locations such as Golden Seals. Strategically removing mountains with dynamite can save valuable travel time.
* Arctic worlds are especially treacherous with pack-ice, which turns to water after traveled across once. The ability to clear large areas of glacier terrain can save the party from becoming trapped in dead-ends or open a blocked route to the pyramid or the ship.
* A certain shrine curse can trigger layers of mountains to emerge across the map, often cutting off escape routes or even blocking access to the rest of the map. Dynamite is the only option to avoid using the hot air balloon.

Perks
Lone Survivor

Lone Survivor

*Survive a little longer when all alone.*

Perk (Explorer)

**Lone Survivor** is an explorer perk that allows the player to survive longer than normal when travelling alone. When the explorer has no companions and drops to 0 Sanity, instead of an insanity event causing their death, a special event is triggered that fully refills the sanity bar and allows the character to continue.

Lone Survivor is an unpopular perk choice, as the scenario in which its benefits would kick in are rare and typically avoided at all cost.

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

Perks
Artist

Artist

*A student of the fine arts, eager to paint landscapes and people.*

### Capacity

An **Artist** is a possible companion whose perk allows them to use empty canvases to create paintings at various locations. These paintings become more valuable with the artist's level, reflecting their skill. Artists are normally recruited in London; these come with 3 empty canvases, which will be added to your inventory.

If an artist is instructed to paint while Angry, (s)he will refuse to work and destroy a canvas. Also, painting a native in a village while your Standing is -3 or below may result in an incident, which will ruin the painting (and cost you an empty canvas).

May start with the following ailments: Superstitious (17.6%), Claustrophobic (11.8%), Sexist (5.9%), Kleptomania (5.9%), none (58.8%).

An artist is present in the starting parties of explorer Johan Huizinga and secret explorers Dimir, E.S. Goffterding, Freiherr von Gehlsdorf, Halász Tamás and Megan Carnes. Note that not all of these parties start with empty canvases.

## Stats

 2
 3
 4

## Tips

* An artist's value as a companion lies in masterpieces. Promote these companions quickly to earn the most from their work. Otherwise, they can be a disadvantage to the group with their limited capacity and low toughness.
* Artists can be valuable to a hunting/outlaw strategy party, as their upgraded blue dice are needed for combos with the Hunting Rifle, Signature Rifle and Dynamite.
* Paintings are highly valued by the natives in villages.

Companions
Corrupted World

The **Corrupted World** is a small, self-contained map that can only be reached via a rare event when clearing out a corrupted Giant Spider Den, spawned from a fungal Shrine event.

It is a unique biome with its own native Standing. Like the Portal World, all terrain in a Corrupted World is revealed, along with all location markers and Enemies, though Locations aside from your entry Portal must still be revealed by approaching them. It is unknown if time passes in the same way as a portal world.

## Features

Dangerous enemies including Giant Spiders, Abominations and Zombie Pygmies reside here.

Locations are generally placed on a somewhat linear "path", consisting of Giant Spider Dens and a single Lizard Village. After exploring/evading all necessary enemies/locations, the final destination can be reached: a Corrupted Altar, containing the elusive Blood Crown.

Taking the Blood Crown returns the expedition to their original point on the expedition map. The party can also leave the world through the initial portal point.

## Tips

* This world is quite dangerous for all but the most-prepared expeditions. Sufficient combat and medical supplies, - or high aggro reduction - are required to survive and reach the Blood Crown.
Elephant Tusk

Elephant Tusk

*The formidable tusk of a fully grown elephant.*

An **elephant tusk** is a trophy that can be found throughout an expedition and brought back to England, to be exchanged for Fame or Funds.

Tusks can be obtained in several various ways:

* as a hunting trophy, for killing an elephant
* by bartering with the natives in a village.
* by bartering with a shaman in his hut.
* found as a loot in an elephant graveyard.
Combat Spirit

*Sanity gain from fighting.*

Perk (Companion)

**Combat Spirit** is a companion perk exclusive to British Soldiers. It grants Sanity after each successful battle in combat. This perk is promotable, and grants a stronger Sanity boost with each level:

 2
 3
 4

## Tips

* Very useful perk in a hunting strategy. Soldiers pair well with Selous or Huang Feihong. Buy a few weapons and stock up on first aid kits.

Perks
Culinary Finesse

*Cook meat to gain sanity.*

Perk (Companion)

**Culinary Finesse** is a companion perk carried only by Cooks. It allows a cook to turn Raw Meat into Prepared Animal Meat, which restores a certain amount of sanity when consumed.

This acts as a cook's primary perk, meaning that it can be promoted. A higher-level cook will produce more effective meat:

 2
 3
 4

## Tips

* This perk is incredibly useful, as it allows the player to use meat for consumption instead of only for trade.
* Enemies are abundant and yield large amounts of meat when destroyed, meaning this perk can largely help the sustainability of a hunting party during long treks away from resting locations.
* Prioritize promoting your Cook, as the benefit of prepared meat increases exponentially when leveled-up.

Perks
Eagle Eye

*Increases View Distance by 40%*

Perk (Explorer)

**Eagle Eye** is an explorer perk that increases the party's view distance by +40%. This means a wider diameter of map tiles are uncovered around the player as they travel. It's affects are stackable, so it can be combined with items like a blue mushroom or the binoculars for maximum view distance.

This perk is a random reward option upon completing an expedition. Certain Secret Explorers also start out with this perk.

Perks
Nikola Tesla

Nikola Tesla

*World famous inventor of electrical devices. The archetypal mad scientist.*

## Starting Items

2 Whiskies

5 Dynamite

3 Fireworks

1 Tesla Gun

5 Shovels

## Gameplay

**Nikola Tesla** is a well-equipped explorer for hunting/outlaw strategies. His party has well-rounded combat dice that provide combo options with his unique Tesla gun. Though his gun damages the user, acquiring a Native Shaman for healing can help offset health costs.

His Cook companion and his Strong Mind perk are invaluable to maximizing Sanity in-expedition, and his dynamite can open convenient travel routes by destroying mountains (though it costs Standing).

## How to Unlock

Blow up a mountain with dynamite (on any difficulty) to unlock this character.

## Historical Context

**Nikola Tesla** (10 July 1856 – 7 January 1943) was a Serbian American physicist, inventor, electrical engineer, mechanical engineer and futurist best known for his contributions to the design of the modern alternating current (AC) electricity supply system.

Some of his famous work included:alternating current technology, X-rays, electric motors, radio communication, and the Tesla Coil.

[Wikipedia]

## Trivia

* Nikola Tesla was one of the first explorers to be added to the game.

Explorers
Lizard Shaman

Lizard Shaman

*A race of large lizard people.*

## Perks

Mushroom Recipes

Waterproof

Good Reputation

### Capacity

**Lizard Shamans** are rare companions that can only be found and recruited in prehistoric or portal worlds. Their stats are generally the same as Native Shamans', whose primary perk grants Sanity when consuming any mushroom. Their Good Reputation increases the starting Standing of each expedition. They are also one of the only characters that has healing combos in combat.

They differ from human native shamans by having (at levels 3 and 4) a special red die with some attacks otherwise available only to animals instead of the humans' blue die.

As Lizards, they carry the extra Waterproof perk that lowers the sanity-cost of travel in swamps and shallow water.

Once per expedition while camping, if their Loyalty is 2+ and your Standing is 3+, a Lizard shaman may provide you a native trinket.

Lizards are considered natives, and will automatically be afflicted by the Local ailment when recruited.

May start with the following ailments: Superstitious (18.8%), Claustrophobic (12.5%), Kleptomania (6.3%), none (62.5%).

## Stats

 2
 3
 4

## Tips

* Lizard shamans are similar to human shamans, providing a substantial Sanity bonus when mushrooms are consumed, and being able to heal your party in combat with their purple die.
* The difference is that they replace the humans' blue die with a special red one, which they share with Lizard Warriors. This makes them slightly stronger offensively, but less useful for most non-combat related rolls.
* Unlike human shamans, they cannot randomly find mushrooms.
* The Lizards' hybrid gender means they will not get into any disputes with sexist companions, and cannot gain the sexist ailment themselves.

Companions
Isabella Bird

Isabella Bird

*Legendary adventurer, 1st woman to join the Royal Geographical Society*

## Starting Items

2 Whisky

3 Dynamite

5 Torches

1 Pistol

5 Shovels

## Gameplay

**Isabella Bird** is a moderately challenging explorer whose stats support a completionist strategy. Her Geography perk reveals the nearest points of interest in every expedition. Her dynamite can be used open alternate routes on the map, and a fully-explored map makes hunting for buried treasure easier - putting her shovels to good use.

Bird's party has a major flaw: though she's equipped with a pistol, her party doesn't carry the green dice required for its combos in combat. Consider acquiring a Sailor or Cook companion for their green dice.

## How to Unlock

Find an ancient mummy (on Normal difficulty) to unlock this character.

## Historical Context

    **Isabella Lucy Bird** (15 October 1831-7 October 1904) was a nineteenth-century English explorer, writer, photographer and naturalist. She was the first woman to be elected Fellow of the Royal Geographical Society.
[Wikipedia]

Explorers
Anthropological Studies

Anthropological Studies

*Documents of great scientific value that describe the rites and culture of previously unknown indigenous cultures.*

### Source

Only by resting in native villages with the perk Anthropology.

### Stack Size

1 (multiple studies stack limitlessly)

**Anthropological Studies** are valuable trophy items obtained from studying the native culture. This action is only available when the explorer has the Anthropology perk and the party rests overnight in a native village.

Each village can only be studied once, but all studies can stack together so that they only take up one slot of inventory capacity.

Items
Alfred Nobel

*Alfred Bernhard Nobel (21 October 1833 – 10 December 1896) was a Swedish businessman, chemist, engineer, inventor, and philanthropist.*

## Starting Items

10 Chocolate Rations

10 Dynamite

## Gameplay

**Alfred Nobel** is a secret explorer who's Authoritative Leader perk is held only by him and explorer Marcus Garvey. He is also one of only two explorers who start with a pug companion (the other being Jörg S. Friedrich). His stash of Dynamite and Charisma to recruit new companions make him useful in an outlaw strategy. His in-game title is Inventor.

## How To Unlock

Follow the instructions from Secret Explorers.

**Pin:** 1989

## References

    Alfred Bernhard Nobel (21 October 1833 – 10 December 1896) was a Swedish businessman, chemist, engineer, inventor, and philanthropist. He held 355 different patents, dynamite being the most famous. The synthetic element nobelium was named after him. His decision to posthumously donate the majority of his wealth to found the Nobel Prize has been credited at least in part to him wanting to leave behind a better legacy. Wikipedia

## Trivia

This secret explorer was originally based off the YouTube internet personality, PewDiePie, also known as, Felix Kjellberg. The character’s unlock code was, and still is, a nod to Felix’s year of birth, 1989. The character has since been changed to represent an otherwise different Swedish figure, Alfred Bernhard Nobel, possibly in light of Felix’s past controversies.

Secret Explorers
Horn Flute

Horn Flute

*A peculiar, organic object that produces a faint and unnatural sound. It seems to be able to distract wildlife.*

### Stack Size

20

**Horn Flutes** are consumable items that can be targeted to put any enemies in its range to "sleep" for 10 days. It's area-of-effect is a 3-hex-wide circle, and can be targeted up to 6 tiles away from the group.

Flutes effect any/all enemies in its range, even if they are aggroed.

These are also relevant in the *Find an Instrument* quest, in which each horn flute presented back in London will grant the player 25 Funds.

Flutes are relatively common and can appear for trade from a village, shaman's hut or slaver camp. It can also be looted from a stone statue or angry natives.

Items
Golden Slokra

*A peculiar golden statuette. The letters "Slokra" are carved on the bottom, a possible indication for some kind of native religious figure.*

### Stack Size

1

The **Golden Slokra** is a treasure item that can only be rarely found inside shrines. It can be traded during expedition, or saved to exchange for Fame or Funds upon return to London.

Items
Dendrophobia

Dendrophobia

*Scared of giant trees.*

**Dendrophobia** is a mental ailment that causes the afflicted companion to lose loyalty when traveling or resting in forests and jungles without clearing the terrain with a machete. It is obtained by travelling or camping in jungle or forests when below 30 Sanity.

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.

Ailments
Olivia White

Olivia White

*A mysterious woman with unnatural powers and a strong abhorrence towards sunlight.*

## Starting Items

4 Chocolate Rations

3 Voodoo Dolls

1 Crystal Ball

## Gameplay

**Olivia White** is a unique secret explorer who starts with two blessing perks and three dice. She's one of the only characters to start with Diplomat James Sterling in her party, and also carries the reusable Crystal Ball. Her official in-game title is Lady of the Night.

## How to Unlock

Follow the instructions from Secret Explorers.

**Pin:** 8643

## References

**Olivia White** (@NoSleepOlivia ) is an author, game developer, story editor and content manager. She writes horror fiction and psychosexual thrillers. She is the CEO of Owl Cave Games , and the content manager of the NoSleep Podcast .

Secret Explorers
Careerist

Careerist

*Boosts loyalty when promoting a companion*

Perk (Explorer)

**Careerist** is an explorer perk that grants a 75% chance to improve the loyalty of a companion by +1 every time they are promoted. The base chance of loyalty increasing after companion promotion is 25%, meaning this perk increases the chance of added loyalty by 50%.

## Tips

* Opportunities to increase companions' loyalty is rare, making this a valuable perk to help increase the chance of retaining valuable party members on your team.
* Loyalty boosts are never permanent, and promotions can only be applied 3 times per companion. This makes the benefits of this perk limited, especially because it still has a 25% chance of having no affect upon promotion.

Perks
Abacus

Abacus

*A useful calculating tool. Can be used to calculate the position of nearby statues and stone circles.*

### Effect

Reveals any stone statues or stone circles in the player's current region of the map.

### Stack Size

1

The **Abacus** is a reusable item that reveals the location of any stone circle or stone statue present in the player's current region of the map. After being activated, it has a cooldown of 25 days before it can be used again.

Ada Lovelace & Christophorus Amiculus are the only explorers to start with this item, as it's dedicated to their backgrounds in mathematics.
Feeling Strong

Feeling Strong

*Capacity +1*

Perk (Explorer)

**Feeling Strong** is a temporary perk that grants +1 Carrying Capacity to the expedition for 4 travel legs. It is acquired by consuming a yellow mushroom.

## Tips

* It's effects **do not stack**, so consuming multiple yellow mushrooms at once will still only grant 1 extra Capacity slot.
* Because Feeling Strong's countdown is based on **travel legs** and not on days, the player can set their way-points as far as they please to take maximum advantage of this perk.

Perks
Faithless

Faithless

*Has lost hope to ever return from this expedition. Continuously loses loyalty.*

### Effect

Loses a point of Loyalty at regular intervals.

### Source

whenever explorer suffers a mental exhaustion ailment

### Cure

impossible

**Faithless** is an incurable mental ailment that can afflict humanoid companions in *RIVALS* mode. It will be applied to all your humanoid companions whenever your explorer suffers Light, Medium or Strong Mental Exhaustion.

An afflicted companion will lose Loyalty at regular intervals (around 30 days), similar to an alcoholic who is not regularly provided with whisky.

## Tips

* Essentially, this ailment exists to make it harder to snowball with numerous high-level companions in *RIVALS* mode, because it will make your companions eventually betray you one way or another.
* Deserting companions may also steal some of your items, especially if all of them desert at the same time.
* It is not easy to get around it, but here are some suggestions as well as their caveats:
	+ Continuously raising your companions' Loyalty using items such as native trinkets or purple mushrooms - *this requires items that are scarce and usually need to be bought*;
	+ Promoting them while your explorer has the careerist perk - *this is luck-dependent (75% chance), requires exploration points, and cannot be used once they reach maximum level*;
	+ Getting them addicted to alcohol and keep giving them whisky - *this requires a reliable supply*;
	+ Having a yeti companion, whose unique perk continuously raises the Loyalty of all your companions - *a yeti can only be reliably obtained from a very rare crate*;
	+ Dismiss companions once their Loyalty drops and keep getting new ones from native villages or missions that have been taken over by cultists - *requires Standing, perks and/or a specific companion. Bear in mind any new companions will also get the ailment when Medium/Strong mental exhaustion sets in, so you will eventually need to replace them as well; in addition, new companions always start at Level 1*;
	+ Use only animal companions - *you will be unable to upgrade your companions unless you also have the Animal Whisperer perk, and you will have few challenge dice.*

Ailments
Difficulty

*Curious Expedition* offers three difficulty settings, which affect how challenging the game will be. From easiest to hardest, they are: **Tourist Trip**, **Expedition**, and **Certain Death**. Difficulty settings cannot be changed during a game.

Difficulty is known to affect:

1. **Base Sanity cost of movement.** Each leg of travel has a base cost of 0 Sanity on Tourist Trip, 5 on Expedition, and 15 on Certain Death.
2. **Loot.** You get more and better loot on Tourist Trip.
3. **Magnetic mountains.** They are not present at all on Tourist Trip, and are slightly more common in prehistoric biomes on Certain Death.
4. **Temples.** Do not appear on Tourist Trip.
5. **Golden Pyramid access.** When playing on Expedition or Certain Death, the Golden Pyramid in Expeditions 4 to 6 will be buried or locked, requiring extra actions or items to access it. On Tourist Trap, only pyramids on Prehistoric worlds will require this extra step.
6. **Return trip.** On Tourist Trip or Expedition, your expedition ends as soon as you discover the Golden Pyramid. On Certain Death, you must return to your ship after finding the Pyramid in order to succeed.
7. **Mummies.** They will not rise up and attack you while camping on Tourist Trip.
8. **Shrine disasters.** The void disaster will not happen after looting a shrine on Tourist Trip.
9. **Resting at Missions.** It is cheaper on Tourist Trip.
10. **Cave dangers.** You will not lose a companion or run into giant spiders while exploring a cave without a light source on Tourist Trip.
11. **Number of enemies in combat.** Many enemy groups are larger on the higher difficulty levels.
12. **Fleeing combat.** On Tourist Trip, you will only get a small Sanity penalty for running from combat, but on the higher difficulty levels you will lose more Sanity, items, or even companions.
13. **Standing penalties.** There are no Standing penalties for killing enemy groups or dynamiting terrain on Tourist Trip.
14. **Unlocking explorers.** Certain explorers (such as H. P. Lovecraft) can only be unlocked while playing on Expedition or Certain Death. Fulfilling the conditions on Tourist Trip difficulty doesn't count.
15. **Score.** Your final score is reduced by 20% on Tourist Trip, and increased by 20% on Certain Death.
16. **Achievements.** Some achievements cannot be triggered when playing on Tourist Trip. For example, you can only gain a platinum frame for an explorer by winning a game on Certain Death difficulty.
Dingir Bhaak

Dingir Bhaak

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

## Starting Items

4 Chocolate Rations

3 Shovels

1 Amulet of Yendor

10 Machetes

## Gameplay

**Dingir Bhaak** is a secret explorer. He starts out with the unique Amulet of Yendor, which acts as a combined Shrine / Temple Pendulum. His official in-game title is Inventor. He is one of two explorers whose gender is "hybrid" (the other being Aeryn).

## How to Unlock

Follow the instructions for Secret Explorers.

**Pin**: 1987

## References

**Dingir Bhaak** is the pseudonym and Twitter tag of Patric Mueller. He is a developer behind UnNetHack, a fork of the famous single-player rogue-like video game NetHack that's been in development since 1987. His character's unlock code and special Amulet are tributes to this game. His passion is in software developing: nethack forks, roguelikes, kindle readers, and linux programs. He is based out of Switzerland.

Wikipedia

Secret Explorers
Missionary

Missionary

''*The spiritual and moral backbone of the trek."*

## Perks

Strong Mind

Spiritual Solidarity

### Capacity

**Missionaries** are companions who's primary perk increases the party's maximum Sanity. They allow a party to rest for free at any/all missions.

Their lack of dice progression and low toughness make them best-used in a pacifist strategy.

An insanity event with a missionary may cause them stop believing in their God, losing their Spiritual Solidarity perk. However, another random event when camping at high Sanity may cause them to regain their faith and the mentioned perk.

When camping at high Sanity, a missionary may hold a speech or sermon, inspiring one of your companions, giving them +1 Loyalty. This can happen only once per expedition.

May start with the following ailments: Alcoholic (14.3%), Racist (14.3%), Sexist (14.3%), Claustrophobic (7.1%), Kleptomania (7.1%), Superstitious (7.1%), none (35.7%).

A missionary is a starting companion for the explorers Dion Fortune, Harriet Tubman and Marie Curie.

## Stats

 2
 3
 4

## Tips

* While resting in a village, the chief may ask whether mankind was created by God or evolution. Answering with "evolution" or "don't know" will reduce the Loyalty of any missionaries in your trek.
* As you prepare for your first expedition, you may be given a quest to escort a missionary to a native village. Doing so will give you +2 Standing and reveal the location of a shrine. However, if you avoid visiting the village you can keep the missionary and (s)he will become a permanent companion. There is no penalty for failing the quest. You will not be offered this quest if you already have a missionary in your starting party.

## Trivia

* Missionaries are the only available companions who never gain any additional or upgraded dice as they level up.

Companions
Golden Beauty

*A statue of a beautiful woman. It seems the natives adore her.*

The **Golden Beauty** is a treasure item that can be traded or exchanged at the end of the expedition for Fame or Funds. It can be found inside some shrines, though looting it negatively effects the player's standing and triggers a shrine curse.

Items
Medium Mental Exhaustion

Medium Mental Exhaustion

*You are very exhausted from exploring for such a long time. Increased sanity costs and reduced max sanity.*

### Effect

Travel base Sanity cost increased by 100%. Maximum Sanity reduced by 15.

### Source

Automatic after 548 days in *RIVALS* mode.

### Cure

impossible

**Medium mental exhaustion** is an incurable mental ailment that can afflict your explorer in *RIVALS* mode. This always happens 183 days after you gain the Light Mental Exhaustion ailment, which it will replace.

It will permanently reduce your maximum Sanity by 15 and double the base Sanity cost of travel. In addition, all your humanoid companions will gain the Faithless ailment if they don't have it already.

However, your current Sanity will be fully replenished at the moment when you gain this ailment.

## Tips

* This ailment will make travel much more dangerous. Think about unloading any treasures you are carrying.
* In addition, the ailment will later turn into Strong Mental Exhaustion, which is even more severe.

Ailments
Golden Eggplant

**Golden Eggplant** is a treasure item most commonly found in shrines. It can be traded, or saved to exchange for Fame or Funds at port in London. Unlike other treasure, the **Golden Eggplant** is worth a considerable amount of karma at an altar and donating it there unlocks the hidden achievement 'A tribute to Yama'.

Golden Eggplant

### Stack Size

1

Items
Johannes Kristmann

*Likes to chase butterflies and also happens to be one of the creators of this game.*

## Starting Items

4 Whisky

3 Torch

1 Shotgun

10 Machetes

## Gameplay

**Johannes Kristmann** is a secret explorer who is essentially an upgraded version of the explorer Charles Darwin character. His official in-game title is Naturalist.

 How to Unlock

Follow the instructions from Secret Explorers.

**Pin:** 1234

## References

**Johannes Kristmann** is the primary art designer of CE and one of the founding partners of Maschinen-Mensch. He identifies as an independent game developer who works on both 2D and 3D art, but especially has a fondness for pixelart. His Twitter tag is @8bitbeard, which is also his admin tag.

http://8bitbeard.de/

*Photo courtesy of LinkedIn.*

Secret Explorers
Hunting Dog

Hunting Dog

The **hunting dog** is a combat animal that can be found in some explorers' starting parties, but cannot be recruited during the game. It cannot be mounted or carry cargo.

Like all animals, it cannot be promoted past level 1 except through Alexandra David-Neel's Animal Whisperer perk.

## Stats

 2
 3
 4

## Tips

* The hunting dog is a good fighter early in the game, but will quickly become outclassed by stronger animals or promoted human companions. Its lack of carrying capacity will make it even less appealing in the mid to late game.
* David-Neel starts with a hunting dog in her party. It can become a good combat animal at levels 3 or 4, but there are better options available from beastmasters.

Companions
Giant Spider

Giant Spider

**Giant Spiders** can rarely be found in caves, either randomly when exploring in the dark, or as part of a special quest.

They can also spawn from **corrupted spider lairs** which spawn from looted shrines that have a fungal growth over them.

Giant spiders are aggressive enemies without a set territory range, meaning they are always aggroed and will chase a player from any point on the map. They also force combat with a surprise attack if the player crosses their path.

## Combat

Spiders typically attack in groups of 2-4. Each spider has a single attack die:

Enemies
Chasmosaurus

Chasmosaurus

*A large and rather slow herbivore dinosaur.*

### Capacity

The **Chasmosaurus** is a rare pack animal companion with a huge cargo capacity (6 crates) that can only be recruited at Lizard Villages. It can also be mounted, which will allow it to participate in combat and reduce the base Sanity cost of travel, at cost of some cargo capacity. It is strong in combat, especially if promoted through Alexandra David-Neel's perk.

## Stats

 2
 3
 4

\*Gets extra level 2 die if mounted.

\*\*Beak attack deals 7 damage.

## Notes

* **Animal:** Has no perks and can only be promoted through Alexandra David-Neel's Animal Whisperer perk.
* **Mount:** Can be ridden to reduce the base sanity cost of travel. When mounted, gains an additional combat die and the Slow Mount perk at the cost of -2 total Cargo Capacity.
	+ Combat dice given when mounting can not be used while over-encumbered.

Companions
Animal Capacity

*Increased inventory size for all pack animals. (Does not stack)*

Perk (Companion)

**Animal Capacity** is a companion perk exclusive to Animal Handlers. It is promotable, and each level grants +1 capacity for every pack animal in the group:

 2
 3
 4

## Tips

* This perk affects any/all pack animals in the group, and promotions affect the cargo of all animals.
* Animals upgraded in London can still benefit from this perk.
* Only 1 Animal Handler will grant the affects of this perk at a time.

Perks