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RAILROAD TYCOON II BY: JOE KENNEDY EMAIL: PUHLEEZMAN@HOTMAIL.COM 12-31-02 Version 0.6 Firstly, a quick note...

This is my first attempt ever at a FAQ. I am aware that RRT2 is an older game by now, but I have played it a few times through and know it like the back of my hand. I figured I would write a FAQ on this game since I know it so well and since there is only one other FAQ about it at this time. I've always wanted to write a FAQ so here goes nothing, if you should read this FAQ I hope it serves you well. ---------------Legal Matters--------------Please use this FAQ freely, just don't sell it. If you would like to post this FAQ, please do not alter it in any way and please e-mail me for permission. Thank you in advance for your cooperation. Secondly.... To easily jump to any part of this FAQ, press CTL + F and type the Quick Word that will follow in the Contents section. Then press "Find Next" and you will be instantly transported to that part of the FAQ like magic! (Take that Gandalf.) ------------Important!-----------To get the most out of this FAQ, it should be used as so. First, read through the entire portion of the FAQ you need for a good overall view. Then refer back to it as needed. This is because I sometimes mention things that may happen sooner or later but they may not fit cronologically in the game. (If that makes sense.) It's not something I did intentionally, but I will try to fix it when the FAQ is completely edited by an outside party. ----------Contents---------Chapter 1.0 Version History 1.1 Intro 2.0 2.1 2.2 2.3 Quick Word RRT_VHist RRT_Intro

Part 1 of 3...the Real Early Years RRT_Pt1 The Iron Seed RRT_Seed Handle on the Breadbasket RRT_Bread Bridging a Nation RRT_Nation 2.3.1 New Orleans to Los Angeles RRT_South 2.3.1.1. The Volitale Stock Market RRT_Stock 2.3.2 St. Louis to Sacremento RRT_Middle 2.3.3 St. Paul to RRT_North 2.4 Silver Booms & Market Busts RRT_Boom

2.5 Whistle Stops & Promises 2.6 Crossing the Great Divide 3.0 3.1 3.2 3.3 3.4 3.5 3.6 4.0 4.1 4.2 4.3 4.4 4.5 4.6 5.0 5.1 5.2 5.3 5.4 5.5 Part 2 of 3...the Early Years Birth of the Iron Horse Excess on the Orient Express Knitting with Iron Next Stop 20th Century The Brenner Pass When Walls Come Down Part 3 of 3...Not so long ago Crossiants or Crumpets Samurai Rides an Iron Horse Which Way to the Coast? The People's Train Dilemma Down Under Cape to Cairo Other Pertinent Information Managers The Iron Horses Industry and Cargo Depots and their Services Basic Catch All Advice

RRT_Stops RRT_Cnda RRT_Pt2 RRT_Brit RRT_Excess RRT_Germ RRT_20 RRT_Pass RRT_Wall RRT_Pt3 RRT_India RRT_Japan RRT_Coast RRT_China RRT_Under RRT_Africa RRT_Other RRT_Manage RRT_Trains RRT_Cargo RRT_Depot RRT_Advice RRT_IMACheater

6.0 Cheats

7.0 Outro RRT_Outro ----------------------------------------------------------------------1.0 -----------------Version History-----------------

RRT_VHist

Version 0.1 December 31, 2002 I started the FAQ today (12-31-02) sort of a New Year's Resolution since I've always wanted to do one. Added the Conents, did the Intro some of Part 1, added some managers and threw in all the trains and industry/cargo info, also some cheat codes. 3...2...1 Happy New Year everyone. ----------------------------------------------------------------------Version 0.2 January 1st, 2003 Added some more managers, corrected some grammatical errors and did two more campaign scenarios in Chapter 2. ----------------------------------------------------------------------Version 0.3 January 3rd, 2003 Added some more managers and did campaigns four and five. Work this week has been throwing me off the important things...like this FAQ. ----------------------------------------------------------------------Version 0.4 January 5th, 2003 Finally, the weekend is over and I get a day off. Tomorrow will be busier. Today, I finished all of chapter 2 and I added some cheats. -----------------------------------------------------------------------

Version 0.5 January 6th, 2003 Started chapter 3 and added some new managers. Not as much was done as I had hoped today. ----------------------------------------------------------------------Version 0.6 January 10th, 2003 Well it's been three days since I sat down, and all I was able to do for now was finish halfway through part 2. Whew. Almost done though. 1.1 -------Intro-------

RRT_Intro

Hello there! As I previously mentioned, this is my first FAQ ever, I anticipate having a good time with this and hopefully this will motivate me to do more FAQ's in the future. This FAQ is unlike others I have seen because I will attempt to write a walkthrough for each scenario whereas others only give advice onto what to do. I'm not going to write about how to use the controls since the game provides a tutorial on how to do so. So, without further ado, I present to you, my RRT2 FAQ! I hope you find it to come in handy. Happy gaming! 2.0 ************************************** * Part 1 of 3...the Real Early Years * **************************************

RRT_Pt1

This section will walkthrough the first six scenarios which are predictably easy. Most occur in the early 1800's so that means slow trains. Not to worry, you will be dealing with diesels and electrics sooner than you think. Not to mention, some steam engines which can haul you know what! 2.1 ***************** * The Iron Seed * *****************

RRT_Seed

-Start Date: Jan. 1830 -Time Limit: 10 years -Condtions for Winning Bronze -- Connect to Washington D.C. and haul at least 4 loads of cargo lifetime. Silver -- Connect to Washington D.C. and Harpers Ferry and haul at least 8 loads of cargo lifetime. Gold -- Connect to Washington D.C., Harpers Ferry and Philadelphia plus, haul 12 loads of cargo lifetime. -Bonus: Pick the John Bull 2-4-0 -Difficulty: Extremely Easy Baltimore to Washington D.C. Okay, your first task is before you. We want the gold of course so this is what to do. Pick the John Bull 2-4-0 as your bonus prize. Although lame, it's speed and power are far better than the Stephson Rocket that you would have to use. Build a length of single track to Relay (which I'm not sure is a real town or not) and then build a medium size station there. You should have about $206K in the coffers now. Time to get

those trains running. Buy a John Bull and start it at Baltimore and run in to Relay with two or three passenger cars. Also, buy a second train and run it from Relay to Baltimore with two passenger cars, any more and your train will be sitting in the station for a while waiting for cargo and depreciating in value. When those trains get to their destination you'll be halfway to a bronze medal already. With the money from those loads, start your track to Washington D.C. You should be able to get about halfway there, be sure to keep enough money in the coffers to finance the fuel and maintenance costs of your engines. Now, you can either wait until your trains make the return trips to their stations of origin, or you can float a bond since you credit should be A or better. This will give you $500K right off the bat. With this, connect the rest of the way to Washington D.C. and build a large station there. You should get a update in the game advising that you have the bronze in the bag. Outfit the station with a water tower, sand tower, roundhouse and a saloon. You should have plenty left over. Buy two more trains and start one in Washington and one in Baltimore and give them priority status. These two trains will, when filled with passengers will produce the bulk of your income. Baltimore to Ferrys Harper and Philadelphia Now that you have your money making route all set and running you can get to the task of connecting to Harpers Ferry and Philadelphia. Start laying your track west to Harpers Ferry. Again, be sure to keep enough money so you can cover fuel/maintenence. Of course, you can always float another bond, in fact, take advantage of it because you are not required to repay them in order to win. So, float two bonds (you should easily have the credit, if not wait for the trains to make a couple of stops and that'll jack your credit up fast.) and with this money make a sensible route to Harpers Ferry and northeast to Philadelphia, build small stations at both, we won't be running trains to them. By now the trains should have delivered your 12 loads of cargo, if not, just wait till they do, or run more trains to make the load requirment not take as long. Once the loads are delivered, you'll get your reward. "Marvelous Job. Your victory will set the stage for all who follow. The Board of Directors has awarded you a Gold Medal in recognition of your feat!" ----------------------------------------------------------------------2.2 ********************************* * The Handle on the Breadbasket * ********************************* -Start Date: Jan. 1847 -Time Limit: 22 years for Bronze and Silver, 11 for Gold -Conditions for Winning -Bronze: Connect New York to Chicago and haul 8 loads between them by 1870. -Silver: Connect NY & Chicago, haul 8 loads, and have a company book value of $4,000,000 or greater. -Gold: Do both by 1858. -Bonus: Take the 15% cheaper track building cost. -Difficulty: Extremely Easy The Start

This campaign is a lot easier than it may seem. The 11 year time limit may not seem like much, but we'll have this complete in about 7 or 8. The game has generously connected Albany and New York for us and built stations. New York has oil, water and sand services and Albany has water and sand towers. So now all we need are income producing trains. Buy two Prussia 4-2-0's and start one in New York and the other in Albany. Have them haul two passenger cars and a mail car each. Both of these trains will each fetch about $350,000 so it doesn't take an accountant to figure out that you'll have the better part of a million when these two trains come in. In 1848, the 4-4-0 American Class C will be available. Upgrade your engines. Go West Young Fellow With this money, build a saloon at Albany and New York, also, expand your track westward and connect to Syracuse. Once there, you can build either a small or medium train station. Personally, I built a small one since I wasn't running trains to the mediocre Syracuse anyway. Outfit this station with water, sand and oil services. You can run trains if you want to, but it's not necessary. Once the station is built, the simulator will tell you that businessmen in Erie will pay you $150,000 if you get there by 1855. Although not a huge incentive, Erie is on our route, plus we'll get to Chicago before 1855 so might as well pick up some loot. Once your trains produce enough money (it shouldn't be long) extend your track southwest to Erie, receive the reward and build a medium station with sand and water. I ran a train to New York from there with three passenger cars and a mail car. This is easily a $700,000 run. Once this train comes in you'll be ready for the homestretch. Ah, the Windy City By now you should have learned that you will earn $2,000,000 if you connect to ChiTown before 1860. You should probably have over a million in the bank so build a track, as straight as you can to Chicago. Build a large station and receive your 2 million bucks. Build a roundhouse, water/sand towers, saloon, small restaurant and a small hotel. The saloon, restaurant and hotel aren't necessary, but they really line the wallet nicely. You can build these in New York as well. Also, build a small train station in between Cleveland and Toledo and give it a water and sand tower. Your trains will limp to Syracuse without it. With the remainder, run a couple of trains between New York and Chicago and before you know it, you'll be in the gold. If you want, you can build double track there once you reach Chicago but it doesn't matter. "Winning with style! Your grasp of railway details has set you apart from you fellow rail barons. No question who rides the rail of success! Fine job." ----------------------------------------------------------------------2.3 ********************* * Bridging a Nation * RRT_Nation ********************* This campaign allows you choose which route you want to take instead of giving you a bonus. In my opinion, the southern route is the easiest and the northern route the hardest. I will, however, walkthrough each route.

Start Date: Jan. 1862 Time Limit: 20 years for bronze and silver, 10 for gold. Conditions for Winning: Bronze: Connect the two cities you chose by 1882 and haul 6 loads of cargo between them. Silver: Do the above and have a company equity of $10,000,000 or more. Gold: Do the above two, do it by 1878 and have a personal net worth of over $8,000,000. Difficulty: Varies, but on average it is easy. 2.3.1. ****************************** * New Orleans to Los Angeles * ****************************** Difficulty: Easiest of the three A Quick Note: Don't worry about getting the 10 Million in company equity, that will come easily while playing this campaign. The Birth of a Company Okay, now that you've chosen the southern route, you're going to need a company. You get to create it from scratch. When you're able, put in $170,000 of your own money into the company, and accept 1.7 million from investors. This gives you more than enough money to get your company going. Next, give your company a clever name, I chose Pacific West, and pick a logo. Now with your 1.87 million, build track between Houston and New Orleans. Equip the Houston station with a roundhouse, sand and water towers plus a saloon. Equip the New Orleans station with the above except a roundhouse, no need for one here. Also, build a small station with a short length of track just a little east of LA. Do this because if you don't, the simulator will sometimes start their company out of LA which causes major problems later on. You should have roughly $550,000 left over now, plenty to buy trains with. Buy two trains and run them between Houston and New Orleans, with two passenger cars and a mail car if you like. These trains will quickly start producing income and that's good, cause it's a long way to LA. The Westward Expansion You should have enough money in no time to build to San Antonio. Once there, build a medium station with sand and water. That should be big enough to cover all the houses and any industry nearby. Start trains between here and New Orleans as well. Okay, a year should have just about gone by by now. Your stock should have split 2 for 1, so I will sidetrack for a moment and talk about the stock market and how it comes into effect in this and future campaigns. 2.3.1.1. The Volitale Stock Market RRT_Stock

RRT_South

Companies cannot be companies without owners. All owners have a share of stock invested in the company and they expect you to make them money. Having a company that creates a lot of income will have a profound effect on the price per share of your company. Every time the shares price goes at or above $100 each at the end of the year, the stock will split. This can mean big bucks for you and if you want the gold then

this is essential. Every time the stock splits, you can double, triple and even quadruple your investment if you're lucky. Be sure to watch the other companies stocks too because you can buy them and they will make money for you. Be sure to check the stock screen every December and buy stock if it is going to split that year. Be careful when buying on margin though, if the market crashes you will find yourself swimming in a pool of debt and you'll never be able to dry off. Kiss that gold goodbye. Always be sure that your purchasing power never dips below $250K to $300K. This is usually enough to keep you afloat unless a depression drags on for years. The stock market is tricky but with patience and practice you can make it make money for you. That's all for now, I'll go into more details later in the game. The Westward Expansion...continued Okay, now where were we? Oh yes, we just connected to San Antonio. You should have at least four trains running now. You'll find that they will make you money quickly. At this point, something exciting should happen. You'll get a text box asking if you'd like to conduct some shady business that would lower your track building cost by 30% by having the government foot the bill. All I can say about this is you will NOT get caught...I know what I picked. So with this money start heading west, remember to check for new managers every now and again, if you can you're gonna want to hire someone who will lower your track building cost. Connect to Alpine and build a small station with a roundhouse, sand and water. No sense in running trains here, not very profitable. If you have enough money, you may want to consider making a double track between Houston and New Orleans and later, San Antonio and New Orleans. Be sure to change over to the stone bridge option, these bridges are $300K apiece but they're worth every penny. Your single rail line between these cities will probably be pretty cluttered and it's only going to get worse. Those four trains sure are workhorses, you can make more routes if you like. Keep earning that money and keep checking that stock market, you have to to get 8 million. Although El Paso looks enticing, forget it, it's in a very awkward area and the terrain is terrible, just keep heading west until you reach Tucson. Phoenix is just slightly to the northwest, continue here and build a large station with all the works. (If you need to, build a small station in the area between Tucson and El Paso, the terrian is mountainous and sand and water will be a precious commodity. Do the same when you get to Yuma.) Phoenix is a nice big city and will produce lots of cash. Have trains run from here to New Orleans and to Houston. If you get the chance, hire Bat Masterton as your manager. He makes train robberies decrease by 50% which is great in the days when the west was wild. If you don't hire him, I'm willing to bet that at least one of your trains gets robbed before this campaign is over. With all these trains running, you should get enough money to make that final push into Los Angeles. California Here I Come Hopefully you've been good and have been watching the stock market. You should be worth at least 2.5 million, hopefully more. Your trains will make money to get you to LA. Once there, upgrade to a large station, when I made it here I had around $2 million in the coffers. Build a roundhouse, sand/water, saloon, restaurant and hotel. Do the same at Houston and New Orleans. Now start running trains. Start out with two going from LA to N.O. and vice versa. This will take care of the 6 load condition. Once these trains start coming in, you'll be raking in huge

dough. I'm talking over a million bucks per train. Upgrade to double track and stone bridges when you can and keep sending trains to and from LA and N.O. Your company will be booming, your stock price will be high and your personal net worth will be climbing. If 1866 hasn't rolled around yet (it shouldn't have otherwise you should start building quicker) when it does you will be offered the Consolidation for $100,000. Refuse this offer, something better is right behind. Also, a farmer in Abilene will ask you to connect for $500,000. Getting there and connecting costs more than the reward so nix this as well. In 1867, land halts will be stopped...track building will go to normal price while an investigation occurs. Apparently, someone has been sending the bill for track building to the government...hmmm, now who could that be? No worries though, like I said you won't get caught and soon enough track building will drop again. (By now there shouldn't be any track left to build anyway.) Whew...lastly, in 1868, the 8-Wheeler becomes available. Upgrade your engines, these trains are much better suited for the Rockies. Now all that's left is your personal worth. Go into the company screen and jack up the dividend of your company to receive quick cash. If your purchasing power is above 2 million dollars and you're already worth at least 5 million then this is what to do. Save the game. Now, go to the stock market screen and go on a shopping spree. Just buy up shares of your company until your worth goes above 8 million. Then, wait for the month to pass and bask in the glory of your gold medal. "Congratulations! You've completed the southern route in record time! A feat of railroading greatness." ----------------------------------------------------------------------2.3.2 *************************** * St. Louis to Sacremento * RRT_Middle *************************** Conditions for winning are the same. Difficulty: Easy/Medium If you haven't read New Orleans to Los Angeles, be sure to because certain events happen that are helpful to winning this campaign and are not mentioned here. The Gateway to the West First thing to do is to pause the game and check your spread. St. Louis to Sacremento is somewhat harder than connecting LA with New Orleans. Start a company. Now, Topeka and Kansas City should be close enough together that one large station will cover most of the houses and industries in the area. Also, one or both of these cities may have a Meat Factory, Cattle Yard or Grain Field or if you're lucky, all three. Also, St. Louis may have a Meat Factory or Textile Mills. You're going to have to make use of these in this scenario because the middle route is long and mountainous and passenger income is scarce. You may want to connect to Chicago if you can, but do it quick because 99% of the time the simulator will start there. Also, build a small station in Sacremento, 99% of the time a company will start in San Francisco and run there. Once you have profitable trains running, just start making your way westward. (Also, look at my little passage about the stock market in the Los Angeles to New Orleans portion of the FAQ. Press CTL + F and RRT_Stock, press it again to get back here.) When you reach the mountains, start heading north to the pass that is up near Casper, make sure to hit Denver if it is large enough to have potential.

The Mean Ole Mountains The mountains are another reason that this scenario is harder than the southern route. Also, the cities are small and there aren't really any engines that are good in the mountains. (Not to mention cash is harder to come by.) Be sure to check the stock market! Okay, don't even bother building stations at Casper or Rawlings, both are small and will just be a waste of money. Keep working your way through the Rockies to Rock Springs and connect to Salt Lake City. Definitely run trains from here to St. Louis or even better, Chicago, now you can finally get some passenger revenue going. Keep plugging away with as many trains as is profitable. Head northwest to Winnemucca and Reno until you can get through the pass to Sacremento. Now start running those trains. Hopefully you'll have enough time to get the required six loads or say bye-bye to gold. Also, watch the market and get your personal net worth up there. For a more comprehensive FAQ, see New Orleans to Los Angeles. "You did it! St. Louis and Sacremento. Together for the first time. The streets are lined with well wishers and admirerers. Your job will go down in the history books. Maybe even your own chapter?" ----------------------------------------------------------------------2.3.3 *********************** * St. Paul to Seattle * RRT_North *********************** Conditions for winning are the same. Difficulty: Hard If you haven't read New Orleans to Los Angeles, be sure to, it has events that occur that will be very helpful in winning this campaign and are not discussed here. So, New Orleans and Los Angeles was childs play? St. Louis and Sacremento, no challenge? Well then this is the route for you. Here's what you're up against: Mountains, taller and steeper than the likes you've ever seen before. A forest, deep and heavily wooded. Long distances between small villages, ever longer distances between worthwhile cities. Cash that is short on hand. Oh yeah, it all has to be done in 10 years to boot. The Twin Cities Pause the game. Look at the distance between Seattle and St. Paul and look how small the cities in between are. Start your company and get to work. Connect St. Paul with Fargo and if you can, Milwaulkee and Chicago, this will be your main source of income for the whole time. Be quick about it and make money as fast as you can and start headin west. Be sure to check out the stock market section for this campaign. (Ctl + F type RRT_Stock) This is where it starts to get rocky. (Get it? Rocky? Rocky Mountains?) Those Pesky Mountains again While going west you should build a large station between Bismarck and Minot like you did for Topeka/Kansas City. Continue your trek west stopping at Helena and Boise once you get through the thick forest. (By the by, going through the woods costs more money to lay track then elsewhere.) Be sure to send trains from each of these cities and be sure to check your stock market screen often and make your buys accordingly. Once you have enough money, head north for the steepest

mountains you've seen so far. Pause the game and find the least steep route you can, try to keep it to 3.5 to 4.0 grade, anything much higher will slow your trains down and it will take what seems like forever to get through here. Build little stations before and after the mountain with sand/water services, you'll defintely need them. Once over the mountain, head to Portland and north to Seattle. Start running trains. Opt for six one car trains instead of two three car trains. If you've got the skills then you should just be able to beat this one in the nick of time. I must admit, even though I've played this game through at least a dozen times (on hard I might add) I still have trouble with this one. Keep at it, and you'll win....maybe. "You've done it! The greatest of northern routes in the USA. The highwaters of the Mississippi River have connected to the Emerald Coast of the Pacific Ocean. It's a wonder you're not president!" ----------------------------------------------------------------------2.4 ********************************* * Silver Booms and Market Busts * RRT_Boom ********************************* Start Date: Jan. 1875 Time Limit: Bronze 30 years, Silver 25 years, Gold 20 years. Conditions for winning: Bronze: Have a personal net worth of $5,000,000+ by 1905. Silver: Have a personal net worth of $10,000,000+ by 1900. Gold: Have a personal net worth of $20,000,000+ by 1895. Bonus: Take 20% higher security + 10% faster steam engines. Difficulty: Easy/Intermediate Head East...for now. The previous campaigns requirement to build your personal net worth was all just practice for this campaign. Here, your personal net worth is all that matters. The stock market is the secret to success. You have a station in Kansas City with a very small length of double track going west. Ignore that for now and build a single rail line east to St. Louis, once there build a large station with water/sand and a roundhouse. Build water/sand in Kansas City as well, since they were not provided. There should be a textile mill and a meat factory in St. Louis by default, and usually a tool and die factory also. Don't worry about those for now, just make sure they're there. Also, check and find out where your steel mills are, usually they can be found in either Burlington, Omaha and/or Denver. Two of these three will usually have a mill there. Also, just west of St. Louis should be a coal mine and a iron ore mine, they're hidden in the trees but they're there. Start some trains with passengers to and from St. Louis and start making your income. The company's stock price should be pretty high to start out with so these trains will push it over the $100 split limit, so stock up. (Another pun!) It is very important to watch your purchasing power doesn't slip below $300K to $350K. If it does, the results could be disatourous. We have to get to $20 million but we have plenty of time. Head West Yet Again Once you are satisfied with the amount of money you have (don't take too long building up a nest egg) start building single track west towards Topeka. Once you are done laying track, a text box will pop up saying that Denver will give you $700,000 and increase security by 30%, but you have to get there in 2 years. This is a great deal and we will need

that 700 grand plus security is a must, the robbers are out and about in this scenario. Topeka should have a cattle farm and a couple of houses. You're going to have to create as much income as possible so that your stock price stays steady, even if the market should recede. In the first few years, the market should be prosperous and then eventually boom. This will not last forever, so act accordingly. Also, watch your competitors stocks. Of the three other companies, only one will be real successful. Buy their stocks when the timing is right I.E. when it's about to split. Kansas City might have a meat factory also, if so, then send the cattle from Topeka to Kansas City and send the food to St. Louis, fill it up with passengers and head back to Topeka. Also have a train with passengers and mail head to and fro as before. Now you have to act quick and get to Denver, every time a train comes in, extend your track out west, use only single track, it's initially cheaper and it's also cheap to upgrade to double track later. Make your way past Great Bend (which should have plenty of sheep farms) and then start going north a bit and you should find grain fields and it will line you up nicely with Denver. If time is cutting close, do not hesitate to float a bond, just get there and build a station before the two years are up. The $700K will boost your coffers and you'll be able to expand. Build a station near the grain fields (if there are any, otherwise build track to one or two) and another in Great Bend. Start trains from St. Louis to Denver, these will make you the big bucks, so build saloons and a restaurant and hotels later. If the stock market starts to slip, just hold off your buying and ride it out, it will turn for the better soon enough. By 1885, you should have 8 to 10 million dollars in personal wealth. When Los Angeles offers you 1.2 million, forget it, it's not worth that ridiculously long haul through the mountains. When "men of dubious character" offer to screw with your competitors tracks, take it, you shan't be caught, and the price is right. Now Branch out North and South Your trains should be raking in dough and your line should be congested. When you have over a million in the coffers, start upgrading to double track. Start sending the coal/iron to Denver if there is a steel mill there. Head south to Tulsa and Oklahoma City, north to Omaha and Burlington and start train after train with people and the various cargoes. Double click on a industry that you service and check how its doing. If it is lucrative and you can afford it, then buy it. Especially the steel mills, although they have a hefty price tag, they are well worth it. Plus, its good to get into this habit, in the next set of campaigns you're going to have to do it. Just keep checking the stock market the whole time. When you have about $3 million worth of purchasing power AND the market is either prosperous or booming AND you already have 9 or 10 million in personal worth, then save your game. Once that is done, go to the market screen and buy up all your stock. If your company is strong then you should have around $22,000,000 in personal wealth when you are through buying. Wait for the next month to go by and enjoy your victory. If you don't reach the 20 million mark, then reload wait a bit longer and try again. "Magnificent! The highest degree of professional railroad stewardship is at your command. Your company is now the dominant carrier in the southwest." ----------------------------------------------------------------------2.5 ****************************** * Whistle Stops and Promises * RRT_Stops ******************************

Start Date: Jan. 1, 12:00 AM Time Limit: 14 days Conditions for winning: Bronze: Visit 13 cities by Jan. 14 Silver: Visit 14 cities Gold: Visit 16 cities Bonus: Take the Mogul 2-6-0 Difficulty: Extremely Easy This campaign is probably the easiest in the entire game. To win gold, bring Teddy Roosevelt to 16 cities by midnight Jan. 14. I recommend trying this on your own before scrolling down further. My advice is, start south then west, north, east and west again. Below is the winning combo. Cheyenne --> Rock Springs --> Pocatello --> Twin Falls --> Boise --> Pasco --> Missoula --> Helena --> Great Falls --> Portland --> Salem --> Eugene --> Tacoma --> Seattle --> Bellingham I'm not sure if this is the only winning combo, if anyone has any other ones that work please email them to me. Also, when Missoula offers to increase your speed, just forget it, it's not necessary. With the above combo, you can break down once and still make it in time. "Teddy is proud of you! He gives you a gold medal and a stuffed bear as a reward. It looks like you're a shoo-in for secretary of transportation. You just did it out of patriotism right? ----------------------------------------------------------------------2.6 ******************************* * Crossing the Great Divide * RRT_Cnda ******************************* Start Date: Jan. 1868 Time Limit: 28 years Conditions for Winning Bronze: Connect Vancouver and Halifax by 1896 and haul six loads between them. Silver: Also, have a company net worth of $20,000,000. Gold: Have a company net worth of $50,000,000. Difficulty: Intermediate Bonus: Take William Vanhorne and 10% lower track costs. In the beginning... Okay, we've made it to the last scenario in the set. We finally leave the USA and head north to Canada. As you see, you have $925,000 to start with but it burns very quickly. Your best bet is to start a route between Montreal (Canadiens suck, go Devils!) and Ottawa (Senators suck, go Devils!) and then head to Quebec. The money will come slowly and you will have to float a bond probably to get to Quebec. Quebec residents will offer to lower your track building costs within the province for two years for a ridiculous price, absolutely ignore this offer. Try to minimize expenses as much as possible. Use Iron Dukes as your engines. They're powerful and they're fast! The real problem in the beginning (title moment) is creating revenue. Just keep at it and head east towards Halifax, don't even bother with...uh...that city on the hill, I think it begins with F...I forget. Anyway, forget it, it's in a bad spot and doesn't have much to offer. Try to get your trains to do the

long hauls for more money. In the beginning, the economy will crash and your cargo will be worth crap. Just wait till the economy stabalizes and your trains will bring in more. Oh yeah, since personal wealth is not a factor in the scenario, lower the dividend until it's zero. That will help company growth. In 1875, your track building costs will be reduced by 20% thanks to the kindly Canadian government. You can build to Toronto (Maple Leafs suck, go Devils!) if you feel like it, but I think its a waste anyway. The Land of the Hidden Bonuses Yeah, we may be starting off slow but things pick up soon enough, and once they get going, there's no stopping them. Start heading west towards Sudbury and if you feel like it, Sault Ste. Marie. When it's practical, you'll want to start doubling up track since they'll be clogged soon enough. In 1878, if you have 150 or more track cells in place, you'll be asked if you want to use substandard sleepers for your tracks. Be sure to try and save before this happens. If you pick no, the price of track building increases 30% for a little more than a year. If you pick yes, you dodge the 30% increase, but you risk being caught and charged with negligence. Your company will be frozen for a year (meaning your trains will sit there, their cargo depreciating) and then you'll be slapped with a $1,000,000 fine. Ouch. So make like Indiana Jones and choose wisely. In 1879, you'll be asked if you want to buy rights for the USA for $300,000. I personally do not like this option but it can work if you got the money and want to build the Canadian railroad in the USA (isn't that a larf?). I keep my track Canadian and start making for Winnipeg (Jets suck, go Devils). Now you can make real decent money for the first time. Run trains from Winnipeg to Halifax and vice versa and money will pour in. Also, don't just concentrate on passenger revenue, be sure to see if it's practical to utilize industry as well. The Run Home Keep making your way west towards Edmonton (Oilers suck, go Devils!). You can hit Calgary (Flames suck, go Devils!) instead if you like. Then head north and go for the mountain pass by Prince George. Running trains all the time, you should be raking in the dough. Head back down south and go towards Vancouver (Canucks suck, go Devils!). Well those crazy Canucks thought it would be bright to build their fine city right at the base of a mountain. You WILL have to build track with a 12.0 incline and that will slow your trains down big time. Look for the train best suited for the job and start making your haul quota. Once all your track is doubled up and you have stone bridges and all that, then concentrate your efforts on making money. Build hotels, restaurants, saloons etc. etc. at all the stations that bring in a lot of passenger revenue. Send tens and tens of trains between here, there and everywhere. If you left yourself enough time, you should have no problem getting the required $50,000,000. Once that is done, relax, because now you're ready for harder, more exciting challenges. Oh yeah, did I mention I'm a Devils fan? "Hail to thee! The binder of nations. The glue of governments. The sultan of sharing! The doubters in the western provinces have committed to preserving Canada, and the east has seen the strength of Canada's diversity. All due to your diligence." ======================================================================= 3.0

The Early Years

RRT_Pt2

Well, it's kinda like the real early years, but in Europe. Then, the last one is in the 1990's. So, get ready, cause the challenges are a bit harder here. ----------------------------------------------------------------------3.1 ***************************** * Birth of the Iron Horse * RRT_Brit ***************************** Start Date: Jan. 1835 Time Limit: 20 years Conditions for Winning: Bronze: Have the highest personal net worth by 1855. Silver: Have the highest PNW and have at least $10 million PNW. Gold: Have the highest PNW and have at least $20 million PNW and be the sole surviving railroad. Difficulty: Easy Bonus: Take John Bull 2-4-0 and 10% cheaper track laying costs. Ruthless Since Birth Ah, this is perhaps my most favorite scenario in the game. It's easy and it prepares you for future missions. You have to use the stock market as your ally here. Ever hear of a hostile takeover? Well we'll be doing some of that my friend. They start you off with plenty of money here, so build a length of track between Oxford and London, also be sure to build a station at Birmingham or another company may start there. It's easy to make money with just passengers here, so build saloons and restaurants and then hotels once you have enough money. Now, to win the gold you have to oust your opponents, once you do, they cannot start a new company...bear in mind, if they oust you, then you cannot start a new company either. We have to hit em hard early. Stay competitive with their stock buying. If they own 3,000 shares of their company, then you buy 4,000. Don't get in over your head though, the market crashes at the beginning of the scenario, so if your purchasing power is low, then you could be in for some trouble. Try to own more than 50% of both companies as soon as you can. Connect to Birmingham as quick as you can, those trains bring in the real money. It is possible to win this scenario with just these three stations but I always like to go south to Glouscer and hit the towns between Birmingham and Liverpool. NOTE: If at any time your company money should drop below $0 you will be offered to smuggle drugs into the country for $350,000. You can take this deal but it is possible for you to get caught. If you do get caught, your stock price will drop 25%. It's Mine! All Mine! Ha Ha Ha! Once your company has a couple million in the coffers and is steadily making money, here's what to do. Look for the company that is doing the worse, their stock price should be the lowest. Now, sell that stock until you own just more than 50% of it. That will drive the price down and then you can attempt a merger. Your company will have to buy out the company you want to merge with. If you play your cards right, you can buy out a company for around 2 to 3 million dollars. The stockholders will have to vote on it, but since you own the majority of the stock, it doesn't matter what the other investors think. A newspaper should announce the merger and now you can congratulate

yourself, you've just done your first hostile takeover. Once you've done that, upgrade the old companies trains to the Prussians and re-do their schedules. It should now be very easy to make bundles of money. Do the hostile takeover to the other company and then work on your personal worth. Once you takeover both companies, your purchasing power will skyrocket and so will your cash on hand. To get over the $20,000,000 limit, save the game and buy up stock, once it's over 20 million then wait a month and win. "Victory! Bold and brave my good man! Should make good reading in the history books? There is rumor of knighthood from the palace." ----------------------------------------------------------------------3.2 ********************************** * Excess on the Orient Express * RRT_Excess ********************************** Start Date: Jan. 1850 Time Limit: Bronze 39 years, silver 37 years, gold 33 years Conditions for Winning: Bronze: Connect Paris and Constantinople (not Istanbul) by 1889 and haul 24 loads between them. Silver: Do it by 1887. Gold: Do it by 1883. Difficulty: Easy/Intermediate The French Connection You start with 900K and a large task ahead of you. You will probably lay more track than you have for any scenario, although Canada comes close. Start off by building a single track from Paris to Lyon, I know Dijon is closer but we're looking to generate revenue. Also, go in the company screen and lower the dividend to 0. PNW is not a factor in this scenario. This route should start making cash fairly quick and when it does get to Marsielle without delay. (Cool, that rhymes.) Somone probably started a company in Nimes and they WILL go to Marsielle if you give them the opportunity. Start running your trains to and from Marsielle and Paris and money will come quickly. Upgrade your Prussians to Iron Dukes in 1855, double up your tracks and just use the double track from now on. Take the High Road or the Low Road? In this scenario, you can either go east through Germany or Italy. I pick Italy because it is cheaper to buy rights to this country. Go northeast towards Milan and build there, Torino isn't that profitable but you can build there too. Italy is great because it's a straight shot right through. Hit Venice along the way and just keep those trains moving. When you can buy rights to Austria-Hungary and make for Belgrade. East of Belgrade is a river between some mountains. You can follow the river around and get over the mountain without having the grade go into the red. From here, buy the rights to Romania and just keep heading west as the money should be pouring in. Now go southward and buy rights to Bulgaria, proceed to the Ottoman Empire (after you bought the rights) and build in Constantinople. Upon building there, you will receive 1.3 million dollars from the Romanian government in appreciation of connecting them to Constantinople. You don't get this perk if you take the high road. Now for the Long Haul

Start running trains with three cars and a caboose from Paris to Constantinople and vice versa. Cabooses decrease the breakdown chance and help prevent robberies. You should have gotten to Constantinople by 1865 which is in no time. In 1866, Austria goes to war with Germany and all rail traffic within the countries stop. This war is short and soon enough your trains will be running again. In 1867, you are offered the opportunity to buy the queen of Bulgaria a clock to improve goodwill. If you've already reached Constantinople as you should have, then tell her to go scratch. Otherwise, take this offer since it will make getting into the country cheaper. Just run trains until you reach the 24 limit. This scenario is long, but not at all hard. "Stellar success! This is one that the historians will not forget. It has certainly made you the toast of Europe and a hit with the aristocracy. Sounds like your trains has come in?" ----------------------------------------------------------------------3.3 This is it, the halfway point. Only nine more scenarios after this one. There is a definite difference in difficulty after this. So be on your toes. Here we go! ************************ * Knitting with Iron * RRT_Germ ************************ Start Date: Jan. 1850 Time Limit: Bronze 26 years, silver 25 years, gold 24 years Conditions for Winning: Bronze: Have stations in 8 states by 1876 Silver: Have stations in 9 or 10 states by 1875 Gold: Have stations in 11+ states in which one MUST be Bavaria by 1874 AND haul at least 70 loads of cargo in one year. Difficulty: Easy (Enjoy it while you can, it gets much harder from here.) Bonus: Take $100,000 and 10% higher goodwill. Welcome to Germany Ah Germany, my birthplace (my old man was in the service). With the bonus we chose, we should have $400+ in the coffers to start with as well as track between Berlin and Stettin. Both cities have sand/water and Berlin also has a roundhouse. Not at all a bad start. Start some trains between the two towns and then take a second to check out the spread. Find which industries will be useful because you're going to need them. Also, take a look at the stock market and notice that your companies stock price is through the roof. Once it gets above $300 a share, go the company screen and choose to issue stock. This should give you about $120,000 extra. With this money and the money that you get from your trains, start building out west towards Manhiem. This train will make more money than the previous trains. Buy the rights to Brunswick (should be around $230,000) as soon as you can. Generally in this scenario, the longer you wait to buy rights to countries, the higher the price will be. Just keep saving money and then buy the rights to Hannover (about $890,000), don't be afraid to issue a bond or two, company net worth is a non-factor. Once in Hannover, build a large station between Celle and Hannover and you should be able to reap all the benefits of both cities. At the end of 1852, you will be offered to be able to buy American 4-4-0, ignore this offer, the Iron Duke is around the corner.

Do I go north or south? Once you've reached Hannover/Celle you should be starting to make some decent money. With your profits, build up double track and improve your stations. Passengers are the bulk of the profit in this scenario. Now, if you take a look southeast, you'll notice that Dortmund and Dusseldorf are close together and both are fair sized cities. Unfortunately, Westphalia is a expensive state to buy the rights to and if you wait too long another company will surely connect there. So you know what you have to do. Keep saving money, if you have a chance to get a manager that improves goodwill then hire him. Hopefully, you should be able to get into Westphalia for around $2.2 million. Once in build a length of track and build a small station. Your funds should be hurting right now. That's okay. Let your trains do their thing and soon enough you'll be in fine shape. Once you are, connect the track between Celle/Hannover to Dortmund/Dusseldorf. Now go North. Okay, another state is to our north. Buy the rights there, it shouldn't be so expensive. Notice again that two fine cities are right next to one another. Be sure to build your station on the Heligoland side of the boundry. Bremen is in Hannover and we already have rights to that. So now you have a Bremen/Heligoland station as well. Keep earning money and connect north to Hamburg. (You'll have to buy more rights.) Now you have your main infrastructure set up. This is a certified money making machine. Now, you have three tasks ahead of you. Task #1 This one is easy. While the money is pouring in, double up all your track and build stone bridges. Also, upgrade all your stations to have at the very least a saloon. Preferably a hotel and a restuarant to boot. And custom houses are a must. Now, pause the game. Unless you've been watching very carefully, there is probably a station or two that is not exporting all it's available goods. So buy trains as neccesary and get them moving. Task #2 You have to haul 70 loads of cargo in a year in order to win. This is not as easy as it seems. Now you know why I had you look around and see that each station was exporting everything it could. Check each year and see how many loads you have been hauling. Make adjustments as neccesary. Task #3 Okay, we need to have stations in 11 or more states and one HAS to be Bavaria. Take a look at Bavaria. Ouch, that's a hefty price to pay. Fear not. First, take a look at the territory screen and see which territories are cheapest. Saxony is a good start and so are the Thurgonian States and Hess-Darmstadt. You can get these for cheap. Build single track and small stations here. All you need is a station, you don't have to transport anything there if you don't feel like it. That should be either 9 or 10 states that we have rights to now. If not, buy until you have at least 10 states. The End is Near

You should definitely have at least 20+ trains running and money pouring in. We're gonna want to just keep saving, saving, saving until we save enough to buy rights to Bavaria. Take the offer to buy the King of Bavaria a model castle as it helps improve goodwill. Once you get the money you need, buy the rights to Bavaria and build a station there. I was able to buy it for a little less than $15,000,000. As long as you have hauled your 70 load quota and have 11+ states (including Bavaria) then you should be good as gold. "No greater glory can be earned! You've set the newly formed German Empire squarely on the path of success. If we didn't already have a Kaiser, you surely would be crowned." -----------------------------------------------------------------------

5.0 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Other Pertinent Information @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ The train information is taken from the manual. 5.1 @@@@@@@@@@@@ @ Managers @ @@@@@@@@@@@@

RRT_Other

RRT_Manage

Managers, for a price, will manage your day to day operations of your company by doing things such as reducing costs of certain things, making stations produce more revenue, increase goodwill, stock prices credit ratings and/or making trains perform better. Here is a list of the 31 managers in the game. (In no particular order.) I will rate them with stars, 1 being a mediocre manager and 5 being a excellent manager. ----------------------------------------------------------------------Allen MacNab ** 10% cheaper Overhead 10% higher goodwill Allen is a alright manager if you have to buy the rights to another country since he makes your goodwill a smidgen better. The overhead cost isn't that enticing. ----------------------------------------------------------------------Frederick Billings * 10% cheaper overhead All I have to say about him is big deal. ----------------------------------------------------------------------Ginery Twitchell * 15% higher goodwill 15% lower stock price Again, a good choice if you need to buy rights but if you need a high stock price then forget, 15% is more than it seems. ----------------------------------------------------------------------William Strong ***

20% higher overhead 10% lower station building 5% higher station revenue Although the increase in overhead is considerable, he is a good manager that makes station building less painful, so you can buy bigger stations with more amenities such as restaurants and hotels for cheaper and make money that way. ----------------------------------------------------------------------John Wootten ** 20% cheaper fuel costs for steam 5% cheaper fuel costs of all types 15% higher engine maintenance If you have steam trains that have high fuel costs then he is not a bad choice as it is really 25% cheaper. For any other train you'll be paying more in maintenance than your saving on fuel. ----------------------------------------------------------------------Ames Oakes ** 10% cheaper station building 12% higher engine purchase Credit Rating 1 grade higher 10% higher goodwill You get a lot of bang for your buck. He is especially good when you are later in the scenario and have bought most of the trains you need and are strapped for cash or need to make friends with stubborn countries. ----------------------------------------------------------------------Rudolph Diesel * 10% lower stock prices 30% cheaper diesel engine purchase He is good at the start of a scenario where you need to purchase diesel engines and your stock price really doesn't mean much. Other than that you can toss him aside like a parking ticket. ----------------------------------------------------------------------Thomas Swann * 20% higher goodwill Again, so what? Possibly if you need that country that refuses to budge. ----------------------------------------------------------------------Dr. Robert Garbe * 15% cheaper steam engine purchase Pfft. ----------------------------------------------------------------------Ernst Siemens * 30% cheaper electric engine purchase There is hardly a scenario that requires electric engines. ----------------------------------------------------------------------Thomas Crampton***

Train Speed - Steam 10% faster Track Maintenance - 10% higher Accleration - 10% faster Thomas Crampton is one of the best managers that you can get for a cheap price. He really makes the trains move. ----------------------------------------------------------------------Roy B. White*** Track Building - 15% more costly Station Building - 20% cheaper Station Turnaround - 20% faster He is also a very good manager. Use him for when you have most of your track laid down already and want to improve the stations. The turnaround is a great help also. ----------------------------------------------------------------------Richard Trevithick** Train Speed - 10% faster Engine Maintenance - 15% more costly Engine Purchase - 10% cheaper Not a great manager, but not a poor one either. His benefits apply to all three types of trains which is handy at times. ----------------------------------------------------------------------Henry Booth* Car Maintenance - 10% cheaper Not all that impressive. ----------------------------------------------------------------------Dr. Wilhelm Schmidt** Traction - Steam - 10% better Fuel costs - 10% cheaper Not too bad, but he only comes in handy really in mountainous terrain with steam engines. ----------------------------------------------------------------------Theodore D. Judah** Track Building - 15% cheaper Company Overhead - 30% cheaper He's good when your strapped for cash and still have places to go. ----------------------------------------------------------------------Daniel Gooch*** Engine Purchase - 20% cheaper Company Overhead - 5% cheaper Iron Revenue - 40% higher Track Building - 5% higher Not bad...there will be times when he's great. When you're making steel he can supplement your iron...instead of your iron supplementing you...hee hee. ----------------------------------------------------------------------Albert Alonzo Robinson*

Track Building - 15% cheaper Stock Price - 10% lower Let's see, I can hire a manager that makes track building cheaper and keep my stock price the same, or I can hire this guy. ----------------------------------------------------------------------George Westinghouse***1/2 Train Safety - 30% safer Car Maintenance - 5% higher Passenger Revenue - 5% higher He's a very good manager but just shy of four stars. By making the trains safer, they are less likely to break down or crash, and passengers like that. ----------------------------------------------------------------------John Work Garrett** Electric Track Building - 40% cheaper Mountainous Track Building - 20% cheaper Track Building - 5% cheaper Eh, not too shabby. Problem is, we really don't use electric track much in this game and if we did what are the odds we'd get him? ----------------------------------------------------------------------Bat Masterson**** Security - 50% fewer robberies Station Revenues - 5% higher Passenger Revenues - 5% higher This guy is awesome, not only does he make your train virtually invincible, he also fought Indians, hunted buffalo and captured criminals for a living! Plus, he generates better income. Wow. ----------------------------------------------------------------------William L. VanHorn*** Track Building - 15% cheaper Mountainous Track Building - 20% cheaper Station Building - 10% higher Fuel - Electric - 10% cheaper Not a bad manager to start with if you're lucky. He makes track building very affordable and 10% isn't much in the way of station building. ----------------------------------------------------------------------Andre Chapleon* Train Speed - 10% faster Ladies, nothing to write home about. ----------------------------------------------------------------------Robert Gerwig**** Bridge Building - 40% cheaper Mountainous Track Building - 50% cheaper Acceleration - 10% faster This guy is the man when you have hilly terrain and rivers to cross. He

literally saves you thousands. ----------------------------------------------------------------------Andrew Carnegie*** Bridge Building - 30% cheaper Steel Revenue - 30% higher Station Building - 15% cheaper Not bad really. He helps with your station and bridge upgrades. ----------------------------------------------------------------------Eugene Debs*** Company Overhead - 25% higher Passenger Revenue - 10% higher Engine Maintenance - 5% higher Safety - 50% higher For the salary he makes he doesn't really do that great. He's good if you have unreliable trains since they will break down and crash half as often. Other than that, you can probably skip him. ----------------------------------------------------------------------Oscar C. Murray*** Station Turnaround - 20% faster Passenger and ALL cargo revenue - 5% higher He's real good when you have a up and running company. Stations will be ready with their cargoes faster and they'll be worth more no matter what you're hauling. ----------------------------------------------------------------------Robert Stevens** Track Building - 25% cheaper Track Maintenance - 10% cheaper Not all that enticing. I guess if you need to build track. ----------------------------------------------------------------------George Nagelmacher*** Passenger Revenue - 15% higher Car maintenance - 10% higher He's good also when you have an established company that heavily relies on passengers. ----------------------------------------------------------------------Charles Melville Hayes*** Track Building - 40% cheaper Company Overhead - 25% cheaper Train Safety - 5% riskier He's not bad at all if you can nab him early. The pros definitely outweigh the cons. ----------------------------------------------------------------------Johns Hopkins** Passenger Revenue - 10% higher Not good, not bad. Help the income somewhat. -----------------------------------------------------------------------

Charles F. Mayer ----------------------------------------------------------------------William J. Palmer ----------------------------------------------------------------------Daniel Willard* Fuel Costs - 25% cheaper For all he does, he's not worth his salary at all. ----------------------------------------------------------------------Philip Randolph ----------------------------------------------------------------------Ben Holladay ----------------------------------------------------------------------Herbert Garratt** Fuel Costs - 40% cheaper Train Speed - 5% slower Yeah, he slows down the trains but not by much, and you save a ton on fuel. ----------------------------------------------------------------------Henri Giffard ----------------------------------------------------------------------George Pullman**** Car Maintenance - 20% higher Passenger Revenue - 25% higher Station Revenue - 5% higher A king among men. He is usually not available until late in the scenario. When you can get him, do get him. He gives your company the boost it made need. -----------------------------------------------------------------------

5.2 @@@@@@@@@@@@@@@@@@@ @ The Iron Horses @ @@@@@@@@@@@@@@@@@@@

RRT_Trains

These are all the trains available in the game. Shown in a table exactly as in the manual. Maintenance and Fuel are monthly. (Speed is in MPH, on a flat 0.0 grade surface with no cars.) Note that there are other conditions to these trains that may effect your decision. For example, the MAG-LEV-TBX-1 can go 280 MPH however, when going up a hill any steeper than 2.0, it goes painfully slow. Also, not all engines will be available once the year that they are available rolls around. I.E. the Iron Duke was made in Germany and cannot be purchased in the USA in 1855. --------------------------------------------------------------------Name Year Type Init. Cost Maint. Cost Fuel Cost Speed --------------------------------------------------------------------Trevithick 0-4-0 1804 Steam $10,000 $6,000 $330 5 --------------------------------------------------------------------Rocket 0-2-2 1829 Steam $16,000 $6,000 $330 26 ---------------------------------------------------------------------

John Bull 2-4-0* 1831 Steam $13,000 $5,000 $340 18 --------------------------------------------------------------------Clinton 0-4-0 1833 Steam $12,000 $5,000 $340 15 --------------------------------------------------------------------Prussia 4-2-0 1837 Steam $14,000 $5,000 $350 27 --------------------------------------------------------------------American 4-4-0 C 1848 Steam $46,000 $5,000 $12,606 42 --------------------------------------------------------------------Iron Duke 4-2-2 1855 Steam $78,000 $9,000 $30,736 54 --------------------------------------------------------------------8 Wheeler 4-4-0 1863 Steam $59,000 $5,000 $17,808 48 --------------------------------------------------------------------Vulcan 2-4-0 1872 Steam $29,000 $4,000 $370 30 --------------------------------------------------------------------Consolidation2-8-0 1877 Steam $51,000 $8,000 $19,512 45 --------------------------------------------------------------------3 Truck Shay 1882 Steam $43,000 $17,000 $18,227 12 --------------------------------------------------------------------Mastodon 4-8-0 1890 Steam $60,000 $13,000 $22,995 45 --------------------------------------------------------------------Ten Wheeler 4-6-0 1892 Steam $66,000 $11,000 $21,727 50 --------------------------------------------------------------------1-3 Bobo 1895 Elec. $85,000 $6,000 $33,116 60 --------------------------------------------------------------------Mogul 2-6-0 1895 Steam $83,000 $12,000 $25,131 50 --------------------------------------------------------------------Atlantic 4-4-2 1902 Steam $93,000 $18,000 $43,556 80 --------------------------------------------------------------------Camelback 2-6-0 1905 Steam $75,000 $9,000 $15,000 30 --------------------------------------------------------------------Pacific 4-6-2 1908 Steam $119,000 $21,000 $62,516 95 --------------------------------------------------------------------Class G10 0-10-0 1910 Steam $98,000 $38,000 $50,521 50 --------------------------------------------------------------------Prairie 2-6-2 1912 Steam $85,000 $9,000 $34,157 60 --------------------------------------------------------------------American 4-4-0 1914 Steam $65,000 $10,000 $21,024 45 --------------------------------------------------------------------Class XIII H 2-10- 1917 Steam $102,000 $36,000 $46,289 40 --------------------------------------------------------------------USRA 0-6-0 1918 Steam $90,000 $13,000 $29,993 40 --------------------------------------------------------------------Mikado 2-8-2 1919 Steam $133,000 $32,000 $51,072 55 --------------------------------------------------------------------Class Be 4/6 II 1920 Elec. $61,000 $11,000 $14,701 32 --------------------------------------------------------------------Class B12 4-6-0 1923 Steam $146,000 $14,000 $32,407 71 --------------------------------------------------------------------Ee 3/3 1923 Elec. $47,000 $7,000 $11,880 31 --------------------------------------------------------------------Class 1045 1927 Elec. $95,000 $6,000 $11,636 40 --------------------------------------------------------------------0-8-0 1930 Steam $98,000 $20,000 $32,236 45 --------------------------------------------------------------------Mallard 4-6-2 A4 1935 Steam $200,000 $19,000 $55,136 126 --------------------------------------------------------------------GC1 1935 Elec. $285,000 $19,000 $42,721 100 --------------------------------------------------------------------Class E18 1936 Elec. $97,000 $16,000 $27,493 93 ---------------------------------------------------------------------

Daylight 4-8-4 1937 Steam $230,000 $30,000 $63,611 80 --------------------------------------------------------------------Hudson 4-6-4 1937 Steam $210,000 $21,000 $54,017 90 --------------------------------------------------------------------Class J3a 4-6-4 1938 Steam $255,000 $23,000 $28,000 103 --------------------------------------------------------------------Class Ae8 1939 Elec. $210,000 $37,000 $47,906 68 --------------------------------------------------------------------Big Boy 4-8-8-4 1941 Steam $375,000 $70,000 $88,040 68 --------------------------------------------------------------------Class 1020 Co-Co 1941 Elec. $119,000 $23,000 $21,545 56 --------------------------------------------------------------------Penn. T1 4-4-4-4 1945 Steam $284,000 $30,000 $78,213 80 --------------------------------------------------------------------F3 1945 Diesel $265,000 $16,000 $52,150 85 --------------------------------------------------------------------PA-1 1946 Diesel $210,000 $16,000 $52,800 100 --------------------------------------------------------------------F7A 1949 Diesel $337,000 $15,000 $63,000 120 --------------------------------------------------------------------GP9 1954 Diesel $165,000 $15,000 $48,028 71 --------------------------------------------------------------------E 69 02 1955 Elec. $86,000 $10,000 $12,837 31 --------------------------------------------------------------------GP18 1958 Diesel $245,000 $15,000 $53,878 83 --------------------------------------------------------------------Class V200 1959 Diesel $160,000 $19,000 $53,878 87 --------------------------------------------------------------------E44 1960 Elec. $370,000 $22,000 $37,971 70 --------------------------------------------------------------------Class 55 Deltic 1961 Diesel $480,000 $15,000 $52,155 100 --------------------------------------------------------------------Shinkansen Bullet 1966 Elec. $650,000 $66,000 $66,680 130 --------------------------------------------------------------------FP45 1968 Diesel $366,000 $22,000 $65,740 103 --------------------------------------------------------------------SD45 1972 Diesel $360,000 $22,000 $36,009 65 --------------------------------------------------------------------E60CP 1973 Elec. $260,000 $19,000 $38,043 85 --------------------------------------------------------------------SDP40 1973 Diesel $292,000 $18,000 $61,966 103 --------------------------------------------------------------------Class E111 1974 Elec. $390,000 $17,000 $38,016 85 --------------------------------------------------------------------E656 Camino-FS 1975 Elec. $226,000 $17,000 $37,734 93 --------------------------------------------------------------------Dash 9 1993 Diesel $478,000 $32,000 $68,410 70 --------------------------------------------------------------------AMD-103 1993 Diesel $425,000 $25,000 $88,068 103 --------------------------------------------------------------------Thalys Bullet 1994 Elec. $1,000,000 $40,000 $111,756 186 --------------------------------------------------------------------Class 232 1997 Diesel $492,000 $35,000 $72,625 75 --------------------------------------------------------------------Mag-Lev TBX-1 2008 Elec. $2,500,000 $200,000 $274,139 280 --------------------------------------------------------------------* I am 99% certain that these are not the correct figures for the John Bull. If anyone knows the correct figures please, email me.

5.3 @@@@@@@@@@@@@@@@@@@@@@ @ Industry and Cargo @ @@@@@@@@@@@@@@@@@@@@@@ This is it. The very things that make the money. There are many types of industry in this game, which in turn creates cargo which in turn brings in the green. ----------------------------------------------------------------------Aluminum Mill $500,000 Demands: Bauxite Produces: Aluminum Aluminum is brought to tool and die factories to create goods. ----------------------------------------------------------------------Auto Plant $600,000 Demands: Steel and Tires Produces: Autos Autos can be brough to any city, they all accept them. The bigger the city, the higher the demand, the more money you make. ----------------------------------------------------------------------Bakery $300,000 Demands: Grain or Sugar Produces: Food Food too can be brought into any town or city. ----------------------------------------------------------------------Bauxite Mine $150,000 Demands: None Produces: Bauxite Use the Bauxite to make aluminum. ----------------------------------------------------------------------Cannery $250,000 Demands: Coffee or Produce Produces: Food Canneries are needed because at some point, cities will stop accepting raw coffee and produce and would like their product canned. So this is where to do it. ----------------------------------------------------------------------Cattle Yard $150,000 Demands: Grain Produces: Cattle Bring the cattle to the Meat Factory where the cows are slaughtered and that hunk of filet migon is on your plate in no time. ----------------------------------------------------------------------Cement Plant $400,000 Demands: Gravel Produces: Cement

Any city accepts cement. ----------------------------------------------------------------------Chemical Plant $300,000 Demands: None Produces: Chemicals Any city accepts chemicals. ----------------------------------------------------------------------Coal Mine $300,000 Demands: None Produces: Coal Coal is one of the ingredients of steel. This can be an extremely lucrative industry. ----------------------------------------------------------------------Coffee Farm $150,000 Demands: None Produces: Coffee Bring the coffee to any city for cash. In a can, it will make more. Although not demanded, if you deliver fertilizer, output will be increased by 50%. ----------------------------------------------------------------------Cotton Farm $200,000 Demands: None Produces: Cotton Bring cotton to cities with Textile mills for maximum profit. Bring fertilizer and increase production 50%. ----------------------------------------------------------------------Dairy Farm $200,000 Demands: None Produces: Milk Although the Dairy Farm doesn't demand it, if you deliver grain to it its output will be increased by 50%. ----------------------------------------------------------------------Dairy Processor $300,000 Demands: Milk Produces: Food Magically convert milk into food and bring it to any city. ----------------------------------------------------------------------Electric Plant $400,000 Demands: Coal or Diesel Produces: Waste This is perhaps tied for the most stupid industry. Bring the waste to the landfill. (Which is equally as useless.) ----------------------------------------------------------------------Fertilizer Plant $300,000

Demands: Chemicals Produces: Fertilizer Fertilizer maximizes the output of grain, sugar, coffee and cotton farms. Other wise its a load of....well you know. ----------------------------------------------------------------------Grain Silo $300,000 Demands: None Produces: Grain Bring the grain to cities with bakeries or cattle yards. This can prove to be a lucrative industry also. Fertilizer increases production by 50%. ----------------------------------------------------------------------Gravel Pit $200,000 Demands: None Produces: Gravel Bring the gravel to cement factories. ----------------------------------------------------------------------Housing Not for Sale Demands: Anything and everything Produces: People and Mail This is what produces passengers. Probably the most valuable cargo in the game. Mail is also produces but not as much as people. Mail too, is very valuable. ----------------------------------------------------------------------Iron Mine $200,000 Demands: None Produces: Iron Iron is the other ingredient to steel. Iron is also very valuable. Tool and die factories accept raw for a while. ----------------------------------------------------------------------Landfill $300,000 Demands: Waste Produces: None A silly industry to say the least, bring you waste here get a small amount of cash. Not exactly what I'd call a cash crop. ----------------------------------------------------------------------Logging Camp $150,000 Demands: None Produces: Logs and Wood Pulp Bring the logs to the lumber yard or they're worthless. Bring the pulp to the paper mill or it is equally as worthless. ----------------------------------------------------------------------Lumber Mill $200,000 Demands: Logs Produces: Lumber

The lumber is what makes the money. Any city will accept it. ----------------------------------------------------------------------Meatpacking Plant $400,000 Demands: Cattle Produces: Food This is where the cows go to die. Bring the food to any city for cash. ----------------------------------------------------------------------Nuclear Plant $1,000,000 Demands: Uranium Produces: Waste This industry is what it produces. It is tied with the electric plant for least useful industry. And with that astronomical price... ----------------------------------------------------------------------Oil Refinery $500,000 Demands: Oil Produces: Diesel Bring the oil here, turn it to diesel, bring the diesel to the electric plant end up with squat. ----------------------------------------------------------------------Oil Well $200,000 Demands: None Produces: Oil Oil is accepted at refineries and at cities with ports. Not a very valuable cargo though. ----------------------------------------------------------------------Paper Mill $300,000 Demands: Wood Pulp Produces: Paper Any city will accept paper. ----------------------------------------------------------------------Port $300,000 Demands: The demands vary greatly and it is all random. Produces: Same as demands. Ports accept and produce just about everything with some exceptions. ----------------------------------------------------------------------Produce Orchard $200,000 Demands: None Produces: Produce Bring the produce to cities or canneries. Fertilizer increases output 50%. ----------------------------------------------------------------------Rubber Farm $150,000 Demands: None Produces: Rubber

These are pretty rare. You're more likely to get rubber from a port than anywhere else. Rubber is needed to make tires. Fertilizer increases output 50%. ----------------------------------------------------------------------Sheep Farm $200,000 Demands: None Produces: Wool These can be a profitable enterprise. Bring the wool to Textile Mills and create goods. Grain increases output, you guessed it, by 50%. ----------------------------------------------------------------------Steel Mill $800,000 Demands: Coal and Iron Produces: Steel This is the mother of the industries. Arguably the most lucrative, genuine industry in the game. Not only will you make loads off the steel itself, the whole mill is a money making machine. Buy these as soon as you can! You must be delivering iron and coal and shipping its product for it to be truly profitable though. ----------------------------------------------------------------------Sugar Farm $200,000 Demands: None Produces: Sugar Sugar can be delivered to bakeries and lots of times to ports. Fertilizer increases production 50%. ----------------------------------------------------------------------Textile Mill $400,000 Demands: Cotton or Wool Produces: Goods This is another excellent industry. Give it cotton or wool or both and get goods. Bring the valuable goods to any city, the bigger the better. ----------------------------------------------------------------------Tire Factory $300,000 Demands: Rubber Produces: Tires These are needed to make cars. Cities without Auto Plants will pay very, very little for this product. ----------------------------------------------------------------------Tool and Die Factory $200,000 Demands: Iron, Steel or Aluminum Produces: Goods Another great industry. You can make loads of money off these, plus they're cheap. ----------------------------------------------------------------------Uranium Mine $600,000 Demands: None Produces: Uranium

Bring this to nuclear plants that create deadly waste. ----------------------------------------------------------------------5.4 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @ Depots and their Services @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@

RRT_Depot

RRT2 has three different sized train stations to choose from. Small, medium and large. Each station has a certain amount of area that it will cover and any industry or house that is in the area will be able to import and export cargo at that station. The stations are also where the trains can be serviced to help them perform better. Here is a list of the services that can be rendered at a train station. Telegraph Poles - Increase turnaround by 25% - $40,000 Telephone Poles - Increase turnaround by 50% - $80,000 These are good for long scenarios, especially when the movement of cargo is required to win. ----------------------------------------------------------------------Saloon - Increase passenger revenue by 5% - $35,000 Small Restaurant - Increase passenger revenue by 10% - $50,000 Large Restaurant - Increase passenger revenue by 15% - $100,000 Small Hotel - Increase passenger revenue by 15% - $65,000 Large Hotel - Increase passenger revenue by 25% - $175,000 Excellent at big stations where passengers are big money. ----------------------------------------------------------------------Post Office - Reduces the wait time for mail by 50% - $35,000 Customs House - Reduces the wait time for customs 50% - $25,000 These are essential. Mail is one of the most valuable cargoes in the game, the quicker you can get it, the better. Customs houses are a must in campaigns with different countries. ----------------------------------------------------------------------Sand Tower - Provides the train with sand - $30,000 Water Tower - Provides the train with water - $25,000 Roundhouse - Provides the train with oil - $120,000 You will definitely have to have water and sand at probably each station and a roundhouse at every other station. Without these your trains will be crippled in no time and they will break down or crash shortly thereafter. ----------------------------------------------------------------------Liquid Storage - Reduces wait time for oil and chemicals by 50% - $50K Cold Storage - Reduces wait time for milk and produce by 50% - $50K Grain Silo - Reduces wait time for grain by 50% - $35K Warehouse - Reduces wait time for goods/cotton/wool by 50% - $25K ----------------------------------------------------------------------5.5 @@@@@@@@@@@@@@@@@@@@@@@@@@ @ Basic Catch all Advice @ @@@@@@@@@@@@@@@@@@@@@@@@@@

RRT_Advice

-When working with cargo, other than passengers and mail, be sure to maximize your trains output. For instance, let's say that Topeka has a grain farm in it's limits, and Kansas City has cattle yards and St. Louis has a Meat Factory, the most profitable route would be...

Topeka w/grain --> Kansas City from KC w/cattle -->St. Louis from St. Louis w/food --> Kansas City from KC w/passenger --> Topeka. This way, your train is making money at every stop. -Be sure to check the managers available from time to time. One may come up that can serve you better than the one you have. -When laying track in mountainous terrain, be sure to pause and look for the path of least resistance. There is usually a path that you can take and be able to keep in under a 4.0 grade. This saves valuable time. 6.0 ========== = Cheats = heater ========== Although with this guide you will not need to put any of these to use, they are fun to toy around with at times. To activate a cheat, press the TAB button any time and type the following codes, then, press ENTER. Code Slush fund Powerball King of the Hill Show me the Trains Casey Jones BigFootGold BigFootSilver BigFootBronze Viagra Overtime Effect Adds 1 Millin to Company Coffers Adds 10 Million to Company Coffers Adds 100 Million to Personal Coffers Access to all trains Trains of Competitors Crash Win Gold Medal Win Silver Medal Win Bronze Medal Cities Grow Faster Stations instantly filled with cargo

RRT_IMAc

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