Far horizons by plane: tea highlands, floating markets, skyrail city, shipwreck coast and moorland circle

Five places you can only reach by plane from the Skyport. Every one has its airport in the south, where you land; the departure desk for the flight home is there too, six steps south of where you land. Type /df2 or /farhorizons for the menu of all five anywhere, or /tea, /delta, /skyrail, /coast or /moor for one place. The same menu is in the game menu under More to do. In a place's menu, Things to do lists everything it offers; if you are not at the right spot you hear how to get there. Every place is a zone you can track. People stand in zones: stand in one and press shift enter to talk.

What you work for

Every place has 9 quests that build on each other, 45 in all. Quests pay Voyage Tokens, ln point once, pass XP and standing, and many give more: titles, trophies, unlocks and rare things.

Standing: every place remembers you. Quests, activities, trade and festival fights raise your standing there, with the ranks of the rewards system: Stranger, Visitor at 100, Friend at 500, Trusted at 1500, Honoured at 4000, Legend at 10000. Friends (500) can buy special gear: the tea picker's basket, the sampan paddle, the wrecker's diving helmet; Visitors (100) of Skyrail City can buy a cable pass. Friends of the moor get better finds in the bog.

Collections: The Tea Master's Blends (6 blends), Treasures of the Delta (5), Skyrail Inventions (5 repaired gadgets), The Black Captain's Hoard (6), The Moorland Hoard (8 museum finds), and Far Horizons keepsakes, one for finishing every quest of a place. A full set pays 5 Voyage Tokens and 100 pass XP; all five keepsakes give the title Traveller of the Far Horizons.

Titles: Swift Hands of Greenmist, Apprentice Blender, Tea Master of Kettle Ridge, Guardian of the Estates, Deckhand of the Floating Market, River Merchant, River Racer, Bazaar Fixer, Tinkerer of Skyrail, Wreck Diver, Treasure Hunter of the Coast, Keeper of the North Light, Sharkbane, Bog Archaeologist, Walker of the Circle, Houndsbane.

Your passport page in the menu shows your standing, titles, trophies, collections and unlocks. Repeatable ln point from all five places is capped at 800 a day, token trades at 6 tokens per place a day, and most activities pay their rewards a few times a day; after that they are for fun and records.

Festival days

Monday: Leopard Moon in the Tea Highlands. The old leopard of Lion's Tooth comes down every two hours while people are there.

Wednesday: the Lantern Festival at the Floating Markets. Lanterns pay double and your first festival lantern is a trophy. The fastest boat race of each week wins the River Cup.

Friday: Storm Night in Skyrail City. Lightning breaks the five turbines on the Wind Ridge; repeat a turbine's fault code three rounds to fix it. At 25 repairs the whole city is whole again and everyone who helped is rewarded.

Saturday: the Dread Tide on the Shipwreck Coast. The Dread Shark comes onto Wreck Reef every two hours.

Sunday: Hound's Moon at Moorland Circle. The Black Hound walks the moor every two hours, and walking the stones with a sprig of mistletoe to offer completes the Great Rite.

A boss stays 25 minutes. Everyone who strikes it shares the reward, twice a day: Voyage Tokens, points, standing, and sometimes a rare material.

Tea highlands

Kettle Ridge is just north of the airport: the blending room on the west side, the Tea House and the tea factory on the east side, Kettle Ridge Halt in the middle. The Greenmist terraces lie west of town with Priya's bungalow and the weighing shed. The mountain railway runs north: Kettle Ridge, Greenmist, Monkey Falls, Cloud Summit. Tickets 5 for 100 ln point from Stationmaster Arjun or on the platform. Cloudleaf Estate, the high terraces, is north west of the line; the cardamom forest east of the factory; Lion's Tooth and the mist shrine in the north east.

Tea picking: fresh tea leaf on the Greenmist terraces, 12 a day, 20 with a tea picker's basket. The monsoon mist comes up the mountain every two or three hours for twenty minutes; only then does mist leaf open on the highest terraces of Cloudleaf.

The plucking round at the weighing shed: Amma Devi calls ten times. On bud, press shift enter at once; on coarse leaf, do nothing.

The tea factory: 5 fresh leaves. Wait while they wither; press shift enter three times when the roller comes round; then pull the drying tray with shift enter when the leaves smell of honey. Grassy is too early, smoky is too late. You get 1 to 3 black tea leaves.

The blending table: Chen Lu reads out a customer's order. Choose what goes into the black tea: the free spice jar, mist leaf, sky mint from Skyrail City, a lotus flower from the Floating Markets, bilberries from Moorland Circle or heather honey from the Misty Highlands. The right one makes 2 cups of estate blend tea, or a cup of cloud mist tea with mist leaf, and adds that blend to your collection.

Floating markets

Lotus Landing, the stilt village, is just north of the airport. Along its north edge run the river steps: the fish weir, the prawn traps, the sampan landing, the lantern steps and the racing jetty. The long bridge crosses the Great River to the floating market, four boats with Auntie Lan's kitchen boat on the west, and the market pier. The lotus ponds are west along the pond walk; the rice paddies north of them; the mangrove maze and the Old Banyan in the north east.

The market run from the market pier: Auntie Lan stakes you 100 cash, 150 once she gives you a pitch. Buy baskets of mangoes, coconuts, rice and silk where they are cheap and sell them where they are wanted. Paddling to another boat costs one of your 8 turns; news between turns tells you where prices moved. At the end Lan buys back what is left at half price. A profit of 80 or more is a real trader's run.

The Great Boat Race from the racing jetty: twelve strokes. Press shift enter the moment the drum says pull. Too early is a splash, too late you wallow.

Lotus lanterns: 3 lotus flowers and 20 ln point at Old Binh's bench. Float them from the lantern steps after dark.

The canal tour from the sampan landing, 60 ln point, free with your own paddle: it passes the weir, the shrine, the market and the tide gauge.

Skyrail city

Terminal Plaza with Base Station is just north of the airport; the Tech Bazaar is west of it. The ramp street climbs north to Midway with the clock tower and the robotics lab. The Sky Walk crosses the gorge west of Midway to the Hanging Gardens. The Wind Ridge with five turbines lies east. The stair street climbs on to the Summit Dome with the observatory.

The cable car: Base, Midway and Summit, 40 ln point a ride, free with a Skyrail cable pass.

The repair bench in the Tech Bazaar: a gadget beeps tones 1 to 4. Tone 1 is a low beep, 2 a rising beep, 3 a click, 4 a bell. Type them back as numbers; every round adds one tone. Round 2 or better repairs it and pays circuit boards.

The Sky Walk: seven gusts. When one hits, a choice opens: lean left for a gust from the left, lean right for one from the right, crouch for one from straight ahead. Three slips and you turn back.

The echo compass, built at Doctor Hale's workbench from 3 circuit boards, a sky crystal, storm glass and 300 ln point: use it in any of the five places and it tells you the way and the number of steps to your next quest step.

Shipwreck coast

Blackwater Cove is just north of the airport, with the cartographer's shop, the Drowned Man tavern and the coastguard hut. The cliff path runs north of it. Wreck Beach runs along the east side with the dive boat halfway along; the North Light stands on the headland in the far north; the smugglers' caves are in the far west. Sharks swim in the open sea.

Wreck diving from the diving ladder, 100 ln point, 4 a day: 8 breaths of air, 12 with a wrecker's diving helmet, 2 more with snorkel and fins. Follow the clank of loose metal, search to open crates, hold still when a shark circles, and come up before your air runs out.

Smugglers' charts: use a chart to read its clue, walk to the place, and dig with a shovel. Using the chart again tells you how close you are. Ambrose sells one a day.

Keeping the North Light after dark: fill the oil, trim the wick, polish the lens, light the lamp, wind the clockwork.

The old smugglers' stash in the caves needs a light: a lighter, a lantern, a torch or a head torch.

Moorland circle

Thornby is just north of the airport, with the museum, the Hound and Heather inn and Tobias on the green. The old track runs north to the Great Circle of nine stones with the altar in the middle. Blackwater Bog with the excavation trench and the peat hags is west of the track; keep out of the sinking mire at its north end. The bilberry slopes are north east of Thornby, the druids' grove east of the circle.

The bog dig at the excavation trench, 5 a day: the probe finds wood or something hard. Dig fast with the spade and risk breaking it, or slowly with trowel and brush, pressing shift enter each time the peat shifts. Doctor Penrose identifies bog finds for the museum and your Moorland Hoard.

The walk of the stones after dark, or at any hour with a stone circle charm: Old Bran tells you tonight's path of five stones. Touch them in that order with shift enter, then the altar, for a blessing of energy and health.

Voices

The people of these places greet you in their own voices, at most once every ten minutes each.