Matches the last two digits of your player ID to one of 25 overseas items that the guide says will trigger the souvenir honor. It also explains how to handle IDs ending in 25 or higher.
Travel
Flying abroad, what to buy and where.
This guide ranks plushies, flowers, temporaries and Xanax by profit per hour in the air across destinations. It also covers raising travel slots, restock timing, and why short flights can be worth it.
This guide walks you through flying abroad once you reach level 15 to buy flowers or plushies, then selling them back in Torn City. It also covers checking stock before you fly and some ways to carry more items.
This guide explains how to raise your carrying capacity for flying abroad, using private islands, suitcases and jobs. It also covers what to buy in the UK, how energy and nerve affect trips, and the merits you can earn from flying.
This guide sorts countries into short, medium and long haul by flight time, and looks at how plushie and flower restocks behave abroad. It suggests stock levels to check before departing and lists alternative items to buy if the usual ones are sold out.
This guide is an infographic-style starter overview of flying in Torn, with links to price and stock checkers, the Travel wiki page, and the Torn Tools browser extension. It notes that it covers only the basics and is based on the author's own preferences.
This guide compares travel time, energy waste, top profit items and estimated monthly profit for each flying destination, with and without a Private Island. It closes with recommended countries for each setup.
This guide covers which foreign items to import and how to compare their profit per hour using YATA and TornTravel. It also covers special activities at certain destinations and the risks of attacking abroad.
This spreadsheet-based guide lists overseas flowers and plushies with buy and sell prices, flight times, and estimated profit per trip, hour, and day. It also notes that a Xanax run needs about $20,000,000 and is not recommended if you could get mugged.
This is a link to an external travel handbook with sections on how flights work, all 11 destinations, capacity and upgrades, and company and faction perks. It also covers strategy tips, an FAQ with glossary, and sources.
This guide explains flight types and one-way times once you unlock flying at level 15. It also covers ways to raise your carry limit, such as suitcases and job perks.
This guide introduces flying abroad at level 15 to buy flowers and plushies and sell them for profit. It covers raising how many items you can carry, checking stock and prices abroad, and where to sell.
This guide walks you through a first flight abroad, from setting up a property with an airstrip to buying items, selling them to a trader, and flying home. It also lists target items and profits for each destination.
This guide compares profit per trip from buying plushies abroad and selling at value, by country. It assumes a private island airstrip with pilot and 19 carried items, and includes a formula for other item counts.
This guide walks through the main things to weigh when flying abroad, including travel capacity, natural energy and nerve, drug and medical cooldowns, and item prices. It also links a spreadsheet that ranks destinations by net profit after the energy lost while flying.
This guide suggests an order for 50 trips, going from short to middle to long hauls, and lists countries in each group. It also covers tips on getting money sent while abroad, waiting for stock to restock, and the Tourism Day update.
This cheat sheet lists flight times and the foreign buy prices and approximate market values of items in each country you can fly to. All times are one way with a Private Island Airstrip and pilot, without the Mailing Yourself Abroad book, and prices are only estimates.