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<!-- Source: Let's Play Archive - Grawl (2010) -->
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<!-- URL: https://lparchive.org/The-Longest-Journey/ -->
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<!-- This LP has 36 parts documenting the complete game walkthrough with video and screenshots -->
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<!doctype html>
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<html lang="en-gb">
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<head>
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<title>The Longest Journey - Let's Play Walkthrough by Grawl</title>
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</head>
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<body>
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<h1>The Longest Journey - Complete Let's Play Walkthrough</h1>
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<h2>Author: Grawl (2010)</h2>
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<h3>Source: The Let's Play Archive - https://lparchive.org/The-Longest-Journey/</h3>
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<h1>Introduction</h1>
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<img src="Images/tlj_cover.jpg" alt="">
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Welcome to my dual LP of the Longest Journey, and it's sequel Dreamfall: the Longest Journey. Both games were made by Funcom, before they started to make shitty MMORPGs. Back when adventure games were still cool to play. The games have so many differences, but also so many similarities I decided to LP both of them for you. Unlike my previous plan, I'll first play completely through TLJ, and then play Dreamfall straight after.
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So sit back, because this can be a long ride. The games have excellent stories, but to unfold them -like any good adventure game- you will have to talk a lot. In fact there's so much talking in both games, I will try to keep my own commentary to a minimum, so you can enjoy the game without some idiot ruining the experience. However, when I feel the need, I will tell you a thing or two with subtitles.
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<h1>Prologue</h1>
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<div class="map">
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<img src="Images/3-tlj_prologue.jpg" alt="">
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</div>
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<h1>Chapter 1: Penumbra</h1>
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<div class="map">
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<img src="Images/7-tlj_1_1.jpg" alt=""><br>
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<img src="Images/8-tlj_1_2.jpg" alt=""><br>
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<img src="Images/9-tlj_1_3.jpg" alt="">
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</div>
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<h1>Chapter 2: Through the Looking Glass</h1>
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<div class="map">
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<img src="Images/10-tlj_2_1.jpg" alt=""><br>
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<img src="Images/11-tlj_2_2.jpg" alt=""><br>
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<img src="Images/12-tlj_2_3.jpg" alt=""><br>
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<img src="Images/13-tlj_2_4.jpg" alt=""><br>
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<img src="Images/14-tlj_2_5.jpg" alt="">
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</div>
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<h1>Chapter 3: Friends and Enemies</h1>
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<div class="map">
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<img src="Images/15-tlj_3_1.jpg" alt=""><br>
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<img src="Images/16-tlj_3_2.jpg" alt=""><br>
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<img src="Images/17-tlj_3_3.jpg" alt=""><br>
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<img src="Images/18-tlj_3_4.jpg" alt="">
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</div>
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<h1>Chapter 4: Monsters</h1>
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<div class="map">
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<img src="Images/19-tlj_4_1.jpg" alt=""><br>
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<img src="Images/20-tlj_4_2.jpg" alt=""><br>
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<img src="Images/21-tlj_4_3.jpg" alt=""><br>
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<img src="Images/22-tlj_4_4.jpg" alt=""><br>
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<img src="Images/23-tlj_4_5.jpg" alt=""><br>
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<img src="Images/24-tlj_4_6.jpg" alt="">
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</div>
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<h1>Chapter 5: There and Back Again</h1>
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<div class="map">
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<img src="Images/25-tlj_5_1.jpg" alt=""><br>
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<img src="Images/26-tlj_5_2.jpg" alt="">
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</div>
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<h1>Chapter 6: The Chaos Storm</h1>
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<div class="map">
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<img src="Images/27-tlj_6_1.jpg" alt="">
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</div>
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<h1>Chapter 7: A Deep Blue Mirror</h1>
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<div class="map">
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<img src="Images/28-tlj_7_1.jpg" alt="">
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</div>
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<h1>Chapter 8: Reunification</h1>
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<div class="map">
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<img src="Images/29-tlj_8_1.jpg" alt=""><br>
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<img src="Images/30-tlj_8_2.jpg" alt=""><br>
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<img src="Images/31-tlj_8_3.jpg" alt=""><br>
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<img src="Images/32-tlj_8_4.jpg" alt="">
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</div>
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<h1>Chapter 9: Shadows</h1>
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<div class="map">
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<img src="Images/33-tlj_9_1.jpg" alt="">
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</div>
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<h1>Chapter 10: Rebirth</h1>
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<div class="map">
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<img src="Images/34-tlj_10_1.jpg" alt="">
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</div>
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<h1>Chapter 11: Kin</h1>
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<div class="map">
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<img src="Images/35-tlj_11_1.jpg" alt=""><br>
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<img src="Images/36-tlj_11_2.jpg" alt="">
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</div>
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<h1>Chapter 12: Dreamland</h1>
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<div class="map">
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<img src="Images/37-tlj_12_1.jpg" alt="">
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</div>
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<h1>Chapter 13: The Longest Journey</h1>
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<div class="map">
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<img src="Images/38-tlj_13_1.jpg" alt="">
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</div>
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<h1>Epilogue</h1>
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<div class="map">
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<img src="Images/39-tlj_epilogue.jpg" alt="">
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</div>
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<h1>Bonus Content</h1>
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<div class="map">
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<img src="Images/40-tlj_bonus_outtakes.jpg" alt=""><br>
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<img src="Images/41-tlj_bonus_music.jpg" alt="">
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</div>
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<h2>Diary Entries (Available After Completion)</h2>
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- April 14th through August 7th game diary entries
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- Book 1-6 from the Enclave library
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- Complete game documentation collection
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<p><strong>Total LP Parts: 36 main parts + bonus content</strong></p>
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<p><strong>Began: Feb 14, 2010 | Ended: May 11, 2010 | Archived: Mar 11, 2013</strong></p>
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</body>
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</html>
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@@ -0,0 +1,192 @@
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<!-- Source: The Spoiler Centre - Outrider (2001-2003) -->
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<!-- URL: https://the-spoiler.com/ADVENTURE/Funcom/the.longest.journey.3.html -->
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<!-- Complete walkthrough by OutRider - Final Version Copyright 2001-2003 -->
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# THE LONGEST JOURNEY (U.S. Version) Walkthrough
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## Final Version - Copyright (C) 2001-2003 by OutRider
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PROLOGUE - A Lion is in the Streets:
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Welcome to the world of The Longest Journey. Watch the introduction and when you have control
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over the heroine of the game, April Ryan, walk off the screen to the right. There will be a quake,
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which will cause an egg to roll down out of its nest and onto a pair of branches that stick out over
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the cliff.
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Click on the next and then click on the Hand icon to find a large scale. Break the twig off of the tree
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and you'll end up awakening a tree spirit. Talk to the tree and when you're finished, go to the stream
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to the right of the tree and go into your inventory by right clicking or by clicking on the pouch icon at
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the top of the screen. Combine the twig with the scale to get a makeshift funnel and then use the
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funnel on the stream to save the tree. Go back and talk to the tree to end the prologue. Chapter 1
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begins now.
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CHAPTER 1 <20> Penumbra:
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When April wakes up, pick up her diary that sits on the desk at the foot of her bed. Go into your
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inventory and open it up. You'll see a piece of paper sticking out, so take it to find out that it's April<69>s
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timesheet. Go over to the closet and open it up. You should see a toy monkey sitting in a box at
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the bottom of the closet, so take it with you. Open up the window and take a peek outside. Untie the
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clothesline and watch as the end falls down into the water.
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Try heading out the bedroom door and April will say that she needs to get dressed. When she's
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done, go out into the hall and a guy named Zack will start talking to you. Dispense with the
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unpleasantness and when he leaves to go into his bedroom, April will call him an asshole.
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Go downstairs to the first floor and take the matches off of the table. Walk over to the bulletin board
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and have a look at it. You should see a pink note tacked up near the upper right corner of the board.
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It's a FOUND notice for a gold ring, so take it. April comments that she lost her gold ring and
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wonders if the one that was found was hers. Give the note to Fiona, the woman sitting on the couch
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and April will get her ring back.
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Head outside and take a look at the machine to the left. This is the first puzzle of the game. I believe
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it's randomized, but I could be wrong. Anyway, use the gold ring on the disconnected wires near the
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upper right corner and then what you want to accomplish is to get the bars near the lower right to all
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be horizontal. You use the right switch to move the red light so that it locks the bar that you have it
|
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on and then use the left switch to move the bars themselves. The best thing to do is to keep one bar
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horizontal and work it so that the other three are one position away from being horizontal.
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Once you've solved it, the machine will work again. Turn the valve near the upper left and then turn
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the wheel to release the pressure. Take the clamp off the pipe and then take the gold ring back and
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leave the close-up view.
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Talk to Cortez, a strange old man who is sitting on the bench. When you're done talking to him, leave
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and head to the Academy. It can be reached by first going to the bridges, then to the park, and
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heading in the same direction that April is facing. Once at the Academy, go upstairs and take the
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paintbrush and palette that are sitting on a nearby shelf. Use them on the canvas and watch the
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sequence.
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Emma will soon arrive with a message from Cortez. When she leaves, April will also leave, but not
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before the holosculpture come alive for a brief moment. Head downstairs and take the glove that is
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in the trash can. Leave the Academy and go to the Fringe Caf<61> by going to the bridges and taking
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the northern path near the path to the park.
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Go into the caf<61> and take some candy from the jar behind Charlie. Talk to Charlie for a bit and then
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go to the left to enter the main part of the caf<61>. Give the timesheet to the bald guy, Stanley, and talk
|
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to him and he'll put some money onto April's cashcard. Before you leave, Stanley will ask April
|
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whether or not she would like to work tonight. It doesn't really matter what you tell him, but the way
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the chapter ends will change depending on the answer, but you'll still get to continue on with the
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game either way.
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Head over to the jukebox and take a look at the poster that Charlie mentioned. You should see some
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free tickets in the lower right hand corner of the poster. Since April's a fan of free stuff, take one. Go
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over to where Emma is sitting and have a nice chat with her. When you're finished, take some bread
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from the basket on the table and then head back out the window. The seagull will come down and cause
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the metal grating to sink. Pull on the chain and you'll get the clothesline that you untied earlier.
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Go back to the caf<61> and you'll see the blue duck, which is now deflated, sitting in some piping. Go
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over and pick it up and then go to the subway, which can be reached either by taking the path
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branching off to the left near the Border House path, or by going to the park and then taking the left
|
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path. Go down the stairs and look at the gene scanner. Click on the buttons to get a Weekly pass
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and then use the cashcard on the lens to pay for it. Walk through the scanner and before you get on
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the train, go into your inventory and combine the clothesline with the clamp.
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Look at the sparks to find a large iron key resting on the tracks and then inflate the blue duck and
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use it on the clamp to get a makeshift fishing pole. Use it on the iron key to lift it up and then go into
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the inventory and look at the ticket to learn the location of the Roma Gallery. Get on the subway, and
|
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if you look above April, you'll see a map. This is how you get from place to place, so click on it and
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click on the Watertown Bridge icon. April will soon arrive there. The building you need to go to is
|
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right next door, so head to the right and go through the door.
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The curator guy seems to be asleep at the moment, so April will just leave her ticket on the counter.
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Walk over to the right and you'll see Cortez is here. Talk to him for a while and then go back on the
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subway and go to East Venice.
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The ending's almost here, so if you told Stanley that you would work, go into the main part of the
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café to get the chapter's first ending. If you told him that you wouldn't work, go into the Border
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House and talk to Fiona to get the chapter's alternate ending. Either way, the chapter will come to
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the close.
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CHAPTER 2 <20> Through the Looking Glass:
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When you have control of April, head downstairs and notice that Fiona is staring out the window.
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Talk to her and you'll eventually learn that she had a weird experience like the one April had last
|
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night at the café, except that Fiona's experience involved a forest, not a little flute-playing creature.
|
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Be sure to ask Fiona about Cortez though, but it's too bad she doesn't know where he is at the
|
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moment.
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After you're finished, head upstairs and knock on Zack's door. Talk to him about everything and
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you'll learn that Cortez is hiding out in the movie theater downtown. To get there, get on the subway
|
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and go to Metro Circle. Go down the stairs and to the right and you'll find yourself in another part of
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town. Walk down the street a bit and when you reach the intersection, go to April's left. It is here
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that you'll find the movie theater.
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You'll see a sweeper guy and an undercover detective here. Move the trashcan out of the way, only
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to get yelled at by the sweeper guy. You'll notice some green ooze underneath the can and some
|
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fumes coming off of it. Use the candy on the ooze and you'll make a piece of stinky hard candy. Talk
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to the detective until he mentions about what he had for dessert and then offer him the piece of
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stinky candy. Watch as the detective begins to have some "problems" and he'll get chased away by
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the sweeper guy. When he returns, you'll learn that the detective's hat fell off as he ran (hint, hint).
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Use the Hand icon on the nearby fuse box to bring up a close-up view. Use the iron key on the lock
|
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to open it up. Move all of the functional switches to the left and then go into your inventory and use
|
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the Band-Aid on the glove and then use the repaired glove on the live wire. Watch as the lighting for
|
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the marquee goes out and the sweeper guy will disappear into an alley in an attempt to fix it.
|
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Before you follow him in, go back to the previous screen and pick up the detective's fedora, which
|
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can be easily found sitting in the middle of the street. Go back to the theater and head into the alley
|
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where the sweeper guy entered earlier. You'll notice a stack of boxes and some garbage nearby. Use
|
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the hat at the top of the pile and use the toy monkey on the bottom. This will create a shadow that
|
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looks like the detective getting ready to fire a gun.
|
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|
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Walk over to the trashcan, open it up, and use the matches to light a fire. Watch the comedic
|
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sequence that ensues and as the guy's dancing around, enter the theater. You'll see Cortez sitting in
|
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here watching an old movie. Walk over to him and have a nice little chat. Watch the next sequence
|
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and you'll learn that Cortez has some amazing powers. Walk into the shimmering portal and April
|
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will be shifted into another world.
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Welcome to the world of Arcadia. The only thing you'll notice for right now is a wall painting of a
|
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bunch of monks. There's not much to do here, so head all of the way to the right and exit off the
|
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screen. Here, you'll notice a priest. Try talking to him and he'll start talking to you in some weird
|
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language known as Alltongue. First nod your head, but then afterwards, listen to him until you can
|
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finally understand what is saying. You learn that the priest's name is Tobias. He'll lead you
|
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outside to explore the city of Marcuria.
|
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|
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The first thing to do in the city is to walk over to the nearby merchant stalls. You'll notice a cups
|
||||
handler and a map merchant. Talk to the map merchant about everything and when you're finished,
|
||||
head back inside the temple and Vestrum Tobias will put on a spiel on Stark (the world April is from),
|
||||
Arcadia (the world April is in now), and stuff about the Balance. It is pretty long, so just kick back,
|
||||
relax, and listen intently. When he's done, go talk to him again and ask him about Brian Westhouse.
|
||||
Ask him about whom you should talk to about Brian Westhouse and you'll learn that he mainly goes
|
||||
by his nickname, "The Rolling Man" because he likes riding his bicycle into the city.
|
||||
|
||||
Leave the temple and go talk to the map merchant. Bug him about The Rolling Man and eventually a
|
||||
creature known as a Dolmari will show up and the merchant will fire him. Ask him about a job and
|
||||
eventually he'll hire you. The first assignment is to deliver a map to Horatio Nebevay, the captain of
|
||||
the White Dragon. To find him, go into the city and click on the City-Gates icon. Head off to the right
|
||||
to the docks and you can find Nebevay's ship at the far end of the pier and to the right.
|
||||
|
||||
Once you've figured out where to go, you should see a man standing next to a dock holding a pipe.
|
||||
He is the captain. Talk to him and then give him the map and then give him the delivery list. You'll
|
||||
learn that he won't sign it because of his religious beliefs. He'll tell you that in order for him to sign,
|
||||
you'll have to play music as he's doing it because music distracts the "Mo-Jaal". To satisfy both
|
||||
parties, go to the City-Gates and look at the stall to the left of the gate to learn that it's a musical
|
||||
instrument stall. Talk to the merchant and notice that even though he only speaks in musical tones,
|
||||
April seems to understand him. Give the aren to the merchant to get the flute and then go back to
|
||||
Nebevay.
|
||||
|
||||
Give him the list again and April will play for him. Now that you have his signature, go back to the
|
||||
map merchant and give him the delivery list and you'll get your second assignment. This time, you'll
|
||||
get to deliver a map to the Rolling Man himself. You'll be provided with some complicated directions
|
||||
to his place (don't worry, an icon will be automatically placed on the map so you won't have to
|
||||
remember all of those directions). Go to the map and go to Westhouse's bungalow.
|
||||
|
||||
When you arrive, talk to Brian. Mention that you have a delivery and April will give him his map. Talk
|
||||
to him for a while and you'll learn some valuable information such as that Brian left Stark in 1934
|
||||
(over 300 years from the time the game takes place) and that he was trapped in a limbo for a while
|
||||
until he managed to get to Arcadia. You'll also learn that Cortez's real name is Manny Chavez. When
|
||||
you're done talking, give Brian the delivery list and then attempt to leave. Brian will remember
|
||||
something and he'll give you a pocket watch.
|
||||
|
||||
Go into your inventory and use the pushpin on the pocket watch. April will have successfully
|
||||
created a shift. She'll automatically enter and you'll soon find yourself back in Stark. A long
|
||||
conversation will take place between April and Cortez, so be sure to ask Cortez about everything.
|
||||
When he leaves, April will automatically leave with him and you'll wind up in East Venice. Go to the
|
||||
café and talk to Charlie. Go over to the main part of the café and April will take a seat, and Emma
|
||||
will enter shortly after. Like with Chapter 1, your choice will affect the ending for the chapter, so if
|
||||
you want to go on the date with Zack, tell Emma that you made a promise. If you don't, just tell
|
||||
Emma you'll stay at the café. Either way, here comes Chapter 3.
|
||||
|
||||
[Content continues through all 13 chapters with complete puzzle solutions...]
|
||||
|
||||
Full walkthrough available at: https://the-spoiler.com/ADVENTURE/Funcom/the.longest.journey.3.html
|
||||
@@ -0,0 +1,68 @@
|
||||
<!-- Source: The Walkthrough King - Ashley Bennett -->
|
||||
<!-- URL: https://www.walkthroughking.com/text/longestjourney.aspx -->
|
||||
<!-- Updated: 1/15/2003 -->
|
||||
|
||||
|
||||
# The Longest Journey - Complete Walkthrough
|
||||
## By Ashley Bennett (The Walkthrough King)
|
||||
|
||||
**Game Details:** Fantasy, 1999
|
||||
**Walkthrough Updated:** 1/15/2003
|
||||
|
||||
---
|
||||
|
||||
The Longest Journey is the first in a series of games by Funcom, partly set in a futuristic scientific world (Stark) and partly in a fantasy parallel dimension (Arcadia). In this game, you take the role of April Ryan, who is visited in her dreams by a mysterious white dragon, and is then confronted by Cortez, an old man living in Stark. You discover you have the ability to travel between the two worlds, and must restore their imbalance. The series continues with Dreamfall: The Longest Journey.
|
||||
|
||||
---
|
||||
|
||||
## Prologue
|
||||
|
||||
Look around, including inspecting the egg. Take the scale from the nest and the twig from the tree. After your conversation with the tree spirit, walk to the right to see the stream. Combine the scale with the scale and use this to redirect the stream. Talk to the tree spirit again and the egg will be saved.
|
||||
|
||||
## Chapter 1: Penumbra
|
||||
|
||||
Go and get the diary and picture from the table. Look at the diary and take the timesheet from within. Next go over and open the window. Look outside and untie the clothesline. Back inside, open the closet and take Guybrush (the toy monkey). Head out of your apartment. You will now meet Zack and have a brief conversation. When it is over, take a look at the plant in the foreground and take a leaf. Now try to use the FACT terminal - it is of no use. Head downstairs.
|
||||
|
||||
Talk to Fiona, your landlady about everything. Grab the matches from the table, and have a look at the plasma screen. There is a hidden button behind the screen that you can press to view the trailer for the game! Go and look at the cork board on the wall, and take the pink note. Read it, then give it to Fiona and you will get a gold ring. Note you kept the pin from the note. Go outside.
|
||||
|
||||
Talk to Cortez, then investigate the machine to the left. Try taking the clamp, but water flows everywhere. Note the frayed wires - connect them with your gold ring. Now use the two knobs to modify the orientation of the switches until they are all horizontal. You can now turn the valve in the top left to lower the pressure, then the wheel to lower the flow, and remove the clamp. Take your ring back before leaving. Head to the bridges, then go straight through to the park, and on to the academy.
|
||||
|
||||
Read the VAVA noticeboard, then head inside. Take the rubber glove from the bin, and head upstairs. Pick up your easle and brush, and use it on the canvas. After a while, Emma will walk in. Talk to her, then clean up and head back through the park and bridges, to the Cafe.
|
||||
|
||||
Go inside and take a candy from the jar before speaking to Charlie. Go further inside and talk to Emma. Grab some bread from the table, then look at the poster near the jukebox. Take a ticket to the exhibition - look at the ticket to find the address. Now talk to Stanley, your boss. Give him your timesheet, then threaten to quit, and he will give you your money. He will ask if you will work an extra shift - you will get a different ending to the chapter based on your decision, but it will not affect the rest of the game.
|
||||
|
||||
Go back to your apartment. Look out the window again, and throw the bread down to the rubber ducky. Now pull up the chain and you will get the clothesline. Next, head back to the cafe, and collect the rubber ducky. Now head to the subway. Use the gene scanner, and press a button (you will always select weekly). Wave your cash card in front of the camera to get access, then go through the gate. While you are here, notice the sparks from the other track. Combine the clamp with the clothesline. Inflate the rubber ducky, then look at it and remove the bandaid. Combine the ducky with the clamp/clothesline and use this fishing instrument to get the key. Board the subway train. Look at the map, and select Waterway Bridge.
|
||||
|
||||
Go inside and talk to Cortez. After he leaves, return to East Venice via the subway. If you agreed to work late, return to the Cafe. If you did not, return to the Border House.
|
||||
|
||||
## Chapter 2: Through the Mirror
|
||||
|
||||
Go downstairs and talk to Fiona - she suggests Zack might know where to find Cortez. Go up and knock on Zack's door and you will get some info. Now go to the subway and head to Metro Circle. Go left here and try to enter the elevator - you will be stopped by the cop because you are not of the correct status. Return to the circle and head right, then right down the street to find the Mercury Theater. Talk to Freddie and keep talking to the cop until he tells you he would like a sweet. Move the trash can and dip the candies in the green ooze, then give one to the cop.
|
||||
|
||||
Go left and pick up the cop's hat from the street, then return to the theater. Look closely at the fusebox, and open it with the key you got from the subway. Now flip all the switches off, except the melted one. Use the bandaid to repair the glove, then use this on the sparks to turn off the marquee. Freddie will open the door and head into the alley. Go left and pick up the cop's hat from the middle of the street, then return and go into the alley.
|
||||
|
||||
Look at the shadow project up on to the wall, then place the hat on the garbage heap and put the monkey near the base of it. Open the trash can near the door and use the matches on it to light a fire. Freddie will come outside and be distracted, so sneak behind him into the theater. Talk to Cortez, and you will end up in another world.
|
||||
|
||||
Note the painting of the monks on the wall, then walk far to the right. Talk to the Priest, and you will eventually work out his name is Tobias. Outside, go to the stalls and talk to the map maker about everything, then go back to the temple and talk to Tobias about Stark, Arcadia and The Balance. Talk to Tobias again, specifically to find out how to contact Brian Westhouse, the "Rolling Man".
|
||||
|
||||
Go back to the map maker and ask him about the Rolling Man until the Dolmari shows up and is fired. Accept the job as the delivery person, and you will receive a list and a map. Head into the city, north from the stalls, then head out through the city gates and go right to the docks. Go to the ship on the right of the pier and give the map and the list to the captain - he won't sign the map without some music! Go back into the city and find a musical instrument merchant to the left. Buy a flute from him, and return to the captain. Give him the list again and he will sign it while you play the flute.
|
||||
|
||||
Return to the map maker again and talk to him, then show him the list and you will get another assignment. Go back towards the city gates and head to the Brian's bungalow. Talk to him and give him the map, then keep talking and give him the list. When you try to leave, he will give you a pocket watch. Use the pushpin on the pocket watch in your inventory and you will end up back in Stark. Talk to Cortez about everything, then go to the Fringe Cafe and talk to Charlie. Walk further into the Cafe and you will sit down. After Emma enters, you can decide to go on a date with Zack, or brush him off.
|
||||
|
||||
## Chapter 3: Friends and Enemies
|
||||
|
||||
Leave your bedroom and talk to Zack in the corridor, then head to the subway and take it to Hope Street. Go north from the stairs to reach the cathedral, then go inside and talk to Father Raul. He will direct you to Building 87, where you should now go to find Warren Hughes (it is just outside on the street). Talk to him, and he requests that you break into the police department, destroy his criminal record, and locate his sister.
|
||||
|
||||
Go back to the subway and head to Metro West. Look at both the street signs, then use the roadblock and it will change positions. Climb into the container and you will end up in the police station. Talk to the desk sergeant, then try to open the door in the background - it is broken. Talk to the skinny fella and the portly fella, and you find out they will need a signed form to return to work. Look in the toolbox and take the old form, then talk to the desk sergeant to get a new one. Go and give that to the portly fella, who then requests an addendum. Talk to the sergeant to get this, then give it to the portly fella. Now look at the left vidphone and note the number on the screen. Use the right vidphone and dial the number from the left one so it starts ringing. Talk to the portly fella and tell him he has a phone call, then talk to the skinny fella and say the same thing. Fuse the 2 wires together on the panel to open the door, then try to go through - the desk sergeant will see you. Go and look at the shelves behind her, then talk to her and ask for a form. Now fuse the wires again and go through. Come back outside and pick up the screwdriver, then repeat the process to get through the doors again.
|
||||
|
||||
Use your cash card on the machine to get a can of Bingo! Classic. Next head into the locker room at the end of the hall, and go left to discover Minelli on the toilet. Talk to him, then look at each of the lockers, and say you are Maria Hernandez. Use Minelli's key to open his locker, then look at the mirror and the broken shard, so you can look at the note to find out about his computer login. Take the medicine while you are here, then give it to him. Note that he loses his synthetic eye when he sneezes. Leave the police station and you will see a news report. Go to the alley next to the movie theater (use the subway to go to the Radio Power Station) and pick up the monkey. Look at it, and take the eye. Return to the police station and turn the light off in the toilets using the switch just outside Minelli's stall. When he next drops his eye, switch it with the monkey's eye. Leave the locker room and use Minelli's eye on the retinal scanner to enter the Archives.
|
||||
|
||||
Use the computer and log in with Minelli's details. Search for Warren Hughes, then delete his record and print a hard copy. Look at the name Erika Hughes and the colonization number next to it. Now search for the name and the number, and print out her record as well. Search for the Church of Voltec, and note the name Jacob McAllen - search for him next, and write down the 4 symbols you see on the screen as you will need them shortly. Leave the computer and access the control panel opposite. Press the 4 buttons corresponding to the symbols from the computer, and you will receive a file. Look at this in your inventory to find a tiny datacube. Pick up the papers from the printer and leave the police station. Go and visit Warren again at Hope Street and he will tell you about Burns Flipper. Get back on the subway and go to Newport Docks.
|
||||
|
||||
Go up the stairs and walk far to the right, then approach the garage. Knock on the large doors 3 times and you will get inside. Go down into the pit and talk to the Flipper. Give him the datacube and watch the videos, then ask him for a fake ID, and he will ask for an anti-grav unit. Go back outside and use the can of soda in the paint shaker, then head back to the subway and go to Metro West. Return to the crash site outside the police station and talk to the police officer until he starts coughing. Offer him the can of soda (only works if you have shaken it up) and he will leave. Now use your glass shard to destroy the laser beams, then use the screwdriver to get the anti-grav unit. Return to the Flipper and give it to him, and he says you can get your ID tomorrow.
|
||||
|
||||
Go back to the cathedral on Hope Street. Go to the confessionals and you will overhear Cortez and Raul. Talk to Cortez, then return to the Border House and go upstairs. Zack will enter his apartment before you can talk to him properly. Enter your apartment and you will meet up with Emma and Charlie, then end up back in Arcadia again.
|
||||
|
||||
[Content continues through all 13 chapters...]
|
||||
|
||||
Complete walkthrough available at: https://www.walkthroughking.com/text/longestjourney.aspx
|
||||
349
src/walkthroughs/the-longest-journey/04_gameboomers_k_daleng.txt
Normal file
349
src/walkthroughs/the-longest-journey/04_gameboomers_k_daleng.txt
Normal file
@@ -0,0 +1,349 @@
|
||||
# THE LONGEST JOURNEY Walkthrough
|
||||
## © 2000 by K. Daleng
|
||||
### Source: Game Boomer's - http://www.gameboomers.com/wtcheats/pcTt/thelongestjourney.html
|
||||
|
||||
Reproduction in any form without express permission from the author is prohibited.
|
||||
|
||||
This is the complete walkthrough for the very good game The Longest Journey. This is a game I really liked to play and it was really entertaining. The game has many little things you have to solve and it was these tiny things I used most of the time to solve. The rest of the puzzles were not of the hardest I've tried and most of them can be solved by just using logic. The same goes for the dialogue between the characters. Think logically before giving your answer and you will not answer the wrong way.
|
||||
|
||||
Also, only use this walkthrough if you're really stuck. Try to solve the puzzles yourself first, and you will get so much more out of the game since I've only written the solve for things you HAVE to do, and not all the characters to talk to or things to explore that makes the game more fun to play. And remember that no matter what you get into, April can never die (pretty cool quality if you ask me) and because of that, the game will never end in a dangerous situation.
|
||||
|
||||
The walkthrough can be freely distributed as long as my name is not removed or the walkthrough changed without my approval.
|
||||
|
||||
---
|
||||
|
||||
## Prologue
|
||||
|
||||
The prologue is simple, not much to do here.
|
||||
- Go to the right, break the branch off the tree and talk to its "voice" before you grab an eggshell from the nest.
|
||||
- Go further to the right and use the branch and eggshell with the little stream.
|
||||
- Talk to the "voice" again.
|
||||
|
||||
## Chapter One – Penumbra
|
||||
|
||||
- Take the diary and the photograph from the nightstand.
|
||||
- Take a closer look at the diary and find a list.
|
||||
- Open the closet and take the monkey from the box.
|
||||
- Look closer at the monkey and pick its eye out.
|
||||
- Open the window and look out.
|
||||
- Loosen the string, so that it falls in the water.
|
||||
- Walk out the door.
|
||||
- In the dark corner to the right, pick a leaf from the plant.
|
||||
- Go down the stairs to the first floor and take the pink note from the bulletin board.
|
||||
- Read the note.
|
||||
- Give the note to Fiona.
|
||||
- Take the matches on the table.
|
||||
- Go out and find your way to the academy.
|
||||
- Take the glove from the trash can and go upstairs.
|
||||
- Take the palette and start painting.
|
||||
- Go to the coffee shop and talk to Charlie (behind the counter) and take some candy from the jar.
|
||||
- Go further in and talk to Stan. (This is a REALLY nice guy. He's fat too.)
|
||||
- Nag about getting your salary and threaten to quit. (Now that's better.)
|
||||
- Take a look at the poster next to the jukebox and take a ticket from it.
|
||||
- Look closer at the ticket and look at the address on the side.
|
||||
- Take some bread from the table.
|
||||
- Go back to the boardinghouse and look at the machine outside.
|
||||
- Use the ring with the two wires without a connection.
|
||||
- Now you have to get the switches to get on a straight line. The big round switch to the left holds one of the switches still, while the other turns the three others around.
|
||||
- When you get it right, turn the cap on the ventilator and turn the wheel. Then take the pincers from the hose.
|
||||
- Go to April's room and look out the window.
|
||||
- Use the bread on the blue duck and see "Donald" fly away.
|
||||
- Pull the chain to get up the string.
|
||||
- Go back to the coffee shop and pick up the duck.
|
||||
- Look at the duck in closeup and remove the plaster.
|
||||
- Go to the subway, buy a pass for a week and then catch the train to Cafe Roma.
|
||||
- Talk to Cortez and head back to the boardinghouse to talk to Mickey and Fiona.
|
||||
- If you answered yes about working, go to the coffee shop. If not, head back to your room.
|
||||
|
||||
## Chapter Two – Through the mirror
|
||||
|
||||
- Talk to Fiona and ask her where Cortez could be before you go back upstairs and ask Zack the same thing.
|
||||
- At the subway, look at the sparks by the railway. April finds out that it's a key.
|
||||
- Blow up the duck and place it on the pincers and then the string.
|
||||
- Get the key with your "fishing pole."
|
||||
- Take the subway and find the cinema (to the right from the subway and to the right.)
|
||||
- Push the trash can to reveal some green goo. Put some candy in it.
|
||||
- Talk to the Bogart-style detective and give him the candy you "treated."
|
||||
- Take the hat in the middle of the street in the last screen (to the left).
|
||||
- Go back and use the key with the electricity box to open it.
|
||||
- Use the plaster on the rubber glove and use it with the broken wire in the box.
|
||||
- Follow the janitor to the back alley and go towards the door.
|
||||
- Put the monkey on the trash pile and the hat further up on the same pile.
|
||||
- Open the trashcan and use the matches on it afterwards.
|
||||
- Go inside and talk to Cortez.
|
||||
- Talk to the priest.
|
||||
- Look around the city before you go back and talk to the priest until he tells you that Westhouse is called the "Rolling Man" here.
|
||||
- Talk to the man selling maps and become his errand-boy (sorry, errand-girl).
|
||||
- Deliver the map to Captain Nebeve at the boat by the docks and try to get him to sign.
|
||||
- Go back to the city gate and buy a flute from the stand.
|
||||
- Go back to Nebeve and give him your list again.
|
||||
- Talk to the old man at the small dock.
|
||||
- Go back to the map dealer and give him your delivery list and go to Westhouse.
|
||||
- Give Westhouse the map (and get him to sign), then talk to him.
|
||||
- When you try to leave, he just remembers to give you a old clock.
|
||||
- Use the drawing pin on the clock.
|
||||
|
||||
## Chapter Three – Friends and foes
|
||||
|
||||
- Talk to the minister in the cathedral.
|
||||
- Find Warren Hughes and ask him for help.
|
||||
- Take the subway to the police station and look at the road block (the control panel).
|
||||
- Look at the street sign.
|
||||
- Go back to the road block and enter the number on the sign, then climb in the dumpster.
|
||||
- Look at the toolbox and take the paper inside it.
|
||||
- Look at the paper and talk to the workers in the chairs to the left (yep, the one with the way too small T-shirt and the doofus next to him).
|
||||
- Give the form to the workers.
|
||||
- Ask the receptionist for Form 09042. Give the form to the workers.
|
||||
- Ask the receptionist for Form 09042-A and give the form to the workers.
|
||||
- Look at the nearest telephone screen and call to it from the other one.
|
||||
- Go to the workers and tell them both that there is someone on the phone for them.
|
||||
- Take the screwdriver and fix the cables (How long would those two take to find out that?).
|
||||
- Try to get inside.
|
||||
- Look at the shelves behind the receptionist and talk to her about getting the form.
|
||||
- Hurry to fix the cables and run inside.
|
||||
- Buy a Coke from the vending machine with your cash card.
|
||||
- Go inside the locker room (to the left of the screen).
|
||||
- Look at the lockers until you see the name "Maria Hernandez."
|
||||
- Talk with the cop behind the door to the toilet. (Haven't we met him before?)
|
||||
- Open Minelli's locker and take his medicine, look at the mirror, take the broken part and read the note behind it. Also notice the box in the middle of the shelf.
|
||||
- Give Minelli his medicine and talk to him about his wife. (Hmm...what's this all about?)
|
||||
- Push the light switch and replace the glass eye with the eye from the monkey when it falls out.
|
||||
- Go out and use the glass eye with the scanner on the door to the right of the vending machine.
|
||||
- Go inside the archives and search for Warren Hughes in the computer.
|
||||
- Look at his sister's colonization number before you delete the info about Warren and print it out.
|
||||
- Search for the colonization number and print out the info.
|
||||
- Search for Altec's church and look at the name "Jacob McAllen."
|
||||
- Search for him.
|
||||
- Go to the next page and look at (and write down for yourself) the code in the lower corner.
|
||||
- Turn off the computer and look at the control panel on the document finder across the room.
|
||||
- Enter the code you saw when you searched for Jacob McAllen.
|
||||
- Take the papers in the printer before you leave the station and head back to building 87 (Warren).
|
||||
- Give Warren the documents and go to meet his friend at the docks.
|
||||
- Knock on the door three times and after much nagging you finally get inside.
|
||||
- This is a weird one, but talk to him anyway and give him the cube inside the police file.
|
||||
- Once outside, put the Coke inside the paint mixer and head back to the police station.
|
||||
- Give the cop the fully loaded Coke by the crash scene.
|
||||
- Use the piece of mirror with the laser beam and get the AG-unit (the blinking thing) loose with the screwdriver.
|
||||
- Get back to Burns and give him the AG-unit.
|
||||
- Go to the cathedral and talk to Cortez.
|
||||
|
||||
## Chapter Four – Monsters
|
||||
|
||||
- Go inside the house and talk to the woman. Go inside the kitchen and after a little while a pretty weird-looking fellow enters. Talk to him. Then go back to the kitchen and when April says that she's tired, go sit in the chair.
|
||||
- Talk to the map dealer and give him the delivery list.
|
||||
- Go to the other stand and play the cup game.
|
||||
- Use the screwdriver on the cups until one of them moves. There's the coin.
|
||||
- The bozo gets pissed and says you used magic to trick him. Offer him your screwdriver in exchange for one of his prizes.
|
||||
- April says she needs some time to think about what to pick. At this part it's important to get April to understand exactly what to pick. (Pretty clear to me, but what the heck.) So go talk to Tobias about books and where you can read them.
|
||||
- Then talk to the weird creature in the tree house and Westhouse who tells you about a people called "the flying people."
|
||||
- Go to the library and ask Yerin for a book you don't know the name of, but which is about flying people.
|
||||
- Read the book and you will see that these people live on the island "Alais."
|
||||
- Go to the old man at the small dock and ask if he knows some stories about Alais and the flying people.
|
||||
- Talk to the captain and ask him if he knows the island Alais.
|
||||
- Go back to the old man and talk to him again.
|
||||
- April agrees with the old man that if she gets his bird back, she will be taken to Alais.
|
||||
- Go to the cup game stand and exchange the screwdriver for the bird (pretty cool one too).
|
||||
- Talk to Captain Nebeve and ask what he needs to get sailing.
|
||||
- You get to know that some guy named Roper Klakks has captured the wind (okay...). So we get into the woods to get the wind back (how hard could that be?)
|
||||
- Go inside the forest and you'll be accompanied by a raven.
|
||||
- Go further into the woods and you'll meet a banda looking for his missing brother.
|
||||
- Call for Raven.
|
||||
- Look at the other side and the broken bridge.
|
||||
- Go back to the last screen and help the old lady home.
|
||||
- Use the broom on the closet.
|
||||
- Take the skull on the table and throw it through the window.
|
||||
- Push banda-uta out the window and use the broken plank with the gribbel.
|
||||
|
||||
## Chapter Five – There and back again
|
||||
|
||||
- Pick some flowers in the screen after crossing the bridge.
|
||||
- Talk to the stoned man by the tower.
|
||||
- Use the flowers with the man.
|
||||
- Try to pick some berries from the mud.
|
||||
- Call Raven and get him to pick some instead.
|
||||
- Mix the flowers with the berries and use it on the stoned man and go inside.
|
||||
- Give a coin to the statue that looks like a beggar. (Repeat as many times as possible).
|
||||
- Take the salt and pepper.
|
||||
- Give more money to the beggar.
|
||||
- Blow out the candles.
|
||||
- Turn the hourglass around so that the stairs turn upwards and run up before it changes back.
|
||||
- Open the door next to the mirror.
|
||||
- Turn the hourglass and run to the door before the bridge goes back down.
|
||||
- Use the pepper on the statue shaped as a face and go inside.
|
||||
- When you try to go up the stairs you meet Roper Klakks. Give him the calculator.
|
||||
- Take the white, yellow, green and blue bottles (you will have to move the skull to get one of them off the table).
|
||||
- Read the formula book.
|
||||
- Mix the white, green and blue bottles to get a invisibility mixture (it's really important that you get the mix in that exact order).
|
||||
- Go back to the mirror in the labyrinth and use the mixture on April so she can get the rest of the page for the formula book in front of it.
|
||||
- Use the page with the book.
|
||||
- Mix yellow, white and blue essence (light-as-a-feather mixture).
|
||||
- Mix green, yellow and blue essence (magic-binding mixture).
|
||||
- Drink the light-as-a-feather mixture and get the red bottle by the roof over the window.
|
||||
- Mix red, red and blue essence (explosion mixture).
|
||||
- Mix white, red and blue essence (wind mixture).
|
||||
- Use the magic-binding mixture and explosion mixture with the round crystal.
|
||||
- Open the window, call the raven and get him to spread the wind mixture in the clouds.
|
||||
- Give the wind mixture to Captain Nebeve to convince him that the wind will hold.
|
||||
- Give Tun Luiec at "The Wanderer" the job as navigator on the ship.
|
||||
- Talk to Tobias in the temple.
|
||||
|
||||
## Chapter Six – The storm of chaos
|
||||
|
||||
- Take an apple from the barrel.
|
||||
- Go downstairs and take the axe (just next to the bag of flour).
|
||||
- Eat some of the candy and use it on the bag of flour to trap the worm.
|
||||
- Pick up the worm and put it inside the apple.
|
||||
- Give the apple with the worm inside to Captain Nebeve on the bridge.
|
||||
- Ask Tun Luiec to take the wheel for a while.
|
||||
- Use the talisman of the balance on the compass.
|
||||
- Talk to Tun Luiec and tell her that you went a little off course.
|
||||
- Take the talisman away from the compass. (Oops, the captain was pretty mad).
|
||||
- Go back downstairs and use the axe on the chest.
|
||||
|
||||
## Chapter Seven – A deep blue mirror
|
||||
|
||||
- Call for Raven and talk to him.
|
||||
- Look at and touch the creature in the water.
|
||||
- Look at the paintings on the wall.
|
||||
- Take one of the strange animals from the wall and use it on April.
|
||||
- Take the black pearl inside the clam right outside the bobble.
|
||||
- Go to the city and get some of the green stuff on the wall.
|
||||
- Go back to the airbobble and use the drawing pin on April and use the blood with the green stuff. Then dip the pearl in the green stuff and eat it. (Think of it as a giant pill.)
|
||||
- Go back to the city and take the crystal.
|
||||
- Remove the seagrass to the left in the screen outside the airbobble and take the crystal.
|
||||
- Remove more seagrass and go inside the cave and take the two last crystals.
|
||||
- Look at the altar of stone in the middle of the cave.
|
||||
- Put the brown crystal in the hole marked with a wave (the symbols can be difficult to see, but just look at the holes and April will tell you the symbol) with the wave symbol turned out.
|
||||
- Put the yellow crystal in the hole marked with a fish with the harpoon symbol turned out (against the center).
|
||||
- Put the grey crystal in the hole marked with a one-eyed temple with the one-eyed temple turned out.
|
||||
- Put the green crystal in the hole marked with a harpoon with the fish symbol turned out.
|
||||
- Turn the rings around so that each crystal has a symbol next to it.
|
||||
- Go back to the city and talk to the sea creature.
|
||||
- Take the harpoon.
|
||||
- Go to the shipwreck to the right for the airbobble.
|
||||
- When you try to go inside the giant hole, Sharptooth will appear, so kill him with the harpoon and take a tooth to prove that you have killed him.
|
||||
- Go inside the hole and get your talisman back.
|
||||
- Head back to the city and show the sea creature the tooth and the talisman.
|
||||
- Go back to the cave and use the talisman on the symbol on the wall.
|
||||
- Take the piece of stone inside the open hole in the wall and show it to the sea creature.
|
||||
|
||||
## Chapter Eight – Reunion
|
||||
|
||||
- Take the rope on the beach.
|
||||
- Call for Raven and get him to get an overview of the island by using him on the jungle.
|
||||
- Go talk to the branchmen (go to the big statues and look at the tree, and it will be available).
|
||||
- Go to the ruins (left of the beach) and use the rope on the little tree and climb down.
|
||||
- Go further down the cave and take the key in the pile of rocks.
|
||||
- Take the rope with you when you leave.
|
||||
- Go inside the cave (the mouth) in the big statue to see the symbol that belongs to each phone.
|
||||
- Now you're going to set up the phones so that they will wake up the giant Q'man and can be done like this: the trick here is to set up the phones in a special way so that the mouth on the phone by the tree hits the ear of the phone on the cliff (right for the beach, and through the village--take a look at the suffering crab while you're there), and from the mouth on the phone on the cliff to the ear of the one at the ruins. From there turn the mouth so that it hits the mouth of the statue so that your voice goes all over the island and wakes up Q'man.
|
||||
- Use the key to turn the ears and mouths. If you turn it one way, you will move the mouth and the other way turns the ears. Now talk into the phone at the tree. This may take a while, but just try in different angels and you will get it right in the end.
|
||||
- Wake up Q'man and get him to tell you where he is.
|
||||
- Get Q'man to help the crab in the village.
|
||||
- Talk to Q'man and give him the empty candy wrapper.
|
||||
- Go back to the tree and ask the branchmen why they haven't started working yet.
|
||||
- Follow them up the tree and talk to them again.
|
||||
- Go back to the cliff and take the rest of the fish (some bones) and the fishing string.
|
||||
- Give the fishing string to the branchmen.
|
||||
- Use the fish bones with the fishing string and ask the branchmen to test the lunacannon.
|
||||
- Use the string with the lunacannon and climb over to the mountain path.
|
||||
- Use the wind mixture with the upwind by the cliffside.
|
||||
- Use the light-as-a-feather mixture with April and jump over the gap.
|
||||
- Go inside the city and talk to the guard by the castle (or something like that). He wants you to answer some questions about some fables, so we're gonna have to collect some. The first one you hear from Seana (the kid), the other from Neema (by the pots), the third from the old alterer right outside the city and the last one from the guard by the gap you jumped over (Isam).
|
||||
- Go back to the guard outside the castle and answer the incredibly easy questions (if you get these wrong, I just have to congratulate you).
|
||||
- Dig in the sand right in front of you and touch the big rock.
|
||||
- Talk to the organ that opens and swim inside the new organ that appears.
|
||||
- Touch the outgrowth and take the jewel with you.
|
||||
|
||||
## Chapter Nine – Shadows
|
||||
|
||||
- Talk to the minister and go back to the boardinghouse.
|
||||
- You'll get surprised by some people from the banner and they shoot down Emma.
|
||||
- Run up to the second floor and talk to Zack (the traitor) and watch him getting killed (he deserved that) before you run into your room.
|
||||
- Look out the window and jump in the river.
|
||||
- Drink the invisible mixture to get past the guard in front of the door.
|
||||
- Run to the coffee shop. You'll get surrounded (of course).
|
||||
- Run through the door that opens (luckily).
|
||||
|
||||
## Chapter Ten – Rebirth
|
||||
|
||||
- You're back in Arkadia and the place is pretty deserted.
|
||||
- Go talk to Abnaxus (the creature in the tree house) and you'll get the last stone piece.
|
||||
- Go talk to Westhouse for the last time, and then go to the library to talk to Yerin.
|
||||
- Go back up the stairs and use the magic binding mixture on the talisman.
|
||||
- Place each of the stones in the holes (Each stone only fits in one hole).
|
||||
- Call for Raven and get him to remove the bird droppings on the dragon head.
|
||||
- Try to open turn the wheel in the library and to grab the stone in the water.
|
||||
- Ask Yerin to let out the water.
|
||||
- Turn the wheel again and take the stone.
|
||||
- Leave the library.
|
||||
|
||||
## Chapter Eleven – The stock
|
||||
|
||||
- Grab the palette and paint with it.
|
||||
- Go to Burns to pick up the ID card.
|
||||
- Show the star map to Burns.
|
||||
- Go to Metro circle and use the elevator to the left in the screen.
|
||||
- Pick up the pizza box from the trash can.
|
||||
- Go shopping for some "newer" clothes in the clothing store.
|
||||
- Go to the shuttle.
|
||||
- Talk to the cop who tells you where the MTI building is.
|
||||
- Give the pizza box to the receptionist.
|
||||
- Look at the papers on the desk, and McAllen enters the room.
|
||||
- Use the computer to open the gate and run outside.
|
||||
- Run to the left, on a little platform, and you'll see the truth about McAllen and Cortez.
|
||||
- Use the computer to get your hands on the stone and jewels.
|
||||
- Go back to talk to Burns for the last time.
|
||||
- Go back to Metro Circle and take the elevator.
|
||||
- Go in the tunnel and tell the receptionist that you'd like to become a colonist.
|
||||
|
||||
## Chapter Twelve – The dreamland
|
||||
|
||||
- Try to go into the ladies room. That doesn't work, so you'll have to use the men's room.
|
||||
- Use your card on the machine on the wall.
|
||||
- Push the trashcan to the left.
|
||||
- Use the coin on the grid, take it away and crawl inside.
|
||||
- Look at the screen and go to exit 1.
|
||||
- Touch the cable above the video camera and crawl back in the tunnel.
|
||||
- Look at the screen again and go to exit 2.
|
||||
- Put the manhood pills in the coffee cup (I feel good, hee hee) and go back through the hole.
|
||||
- Go back to exit 2 to see the guard enjoying his coffee (for a little while).
|
||||
- Go through the pockets on the jacket hanging on the chair.
|
||||
- Look at the computer in the corner next to the control board.
|
||||
- Look at the control board and send the guards at the cell department off duty (in some cases you'll have to send other guards off duty before you can send off the ones you want or else they'll tell you that someone already has a break).
|
||||
- Go to the cell department and use the key at the lock by cell 5 and open the cell.
|
||||
- Talk to Adrian the guardian and go to exit 2 (the control room).
|
||||
- Order the guard at the shuttle bay off guard and take Adrian there.
|
||||
- Look at the capsule and its control panel that shows that the oxygen filters missing.
|
||||
- Go back to the control room (exit 2) and have the guard at the storeroom to take a brake.
|
||||
- Go to the storage room and search for the oxygen filters in the computer terminal.
|
||||
- The filters can be located right behind the first pile of boxes.
|
||||
- Go back to the control room and send the guard at the shuttle bay off duty (what cool duty times these guys have).
|
||||
- Go to the shuttle bay and use the oxygen filters on the capsule.
|
||||
- Press the yellow button that suddenly lights up and get "lost in space..." but why are there three capsules?
|
||||
|
||||
## Chapter Thirteen – The longest journey
|
||||
|
||||
- Look at the capsule and go into the desert.
|
||||
- Look at Adrian's capsule and go further towards the tower.
|
||||
- Use the talisman and the magic binding mixture with the chaosphere.
|
||||
- Go to the other side.
|
||||
- Suddenly we're home as a little girl with that jerk of a father right in front of us. Give Dad the ring.
|
||||
- When you're by the tower, call for Raven and use him on the gap between you and the tower. Then use him on the construction in the middle.
|
||||
- Continue to use Raven, this time of the source of creation. At last you use him on the gap again.
|
||||
- Go over the bridge.
|
||||
- Look at the water (the hole in the center).
|
||||
- Use the stone with the water and touch the hand that appears.
|
||||
- You go with Adrian up in the tower on a stone plate. (But who the hell is hanging under it?)
|
||||
- You'll get a little surprise up in the tower and Gordon Halloway suddenly appears.
|
||||
- Use the talisman on Gordon.
|
||||
- Congratulations. You have completed The Longest Journey and a very disappointing epilogue follows. (At least I think so). They could have made that much better. What happened to Emma and Charlie, and did April and Charlie become "closer" to each other? Well, at least we see why the old lady knew so much about us in chapter nine. Just think about it, you'll figure it out.
|
||||
|
||||
---
|
||||
|
||||
**This walkthrough was written from the Norwegian version of the game.** This should not affect the game other than some names and some other tiny stuff. If you should find any errors anyway or you have some questions about the game, feel free to contact me at cyberia@x-stream.no
|
||||
|
||||
I hope you had as much fun with the game as I did.
|
||||
|
||||
**Kenneth Daleng**
|
||||
Game Boomer's Hints, Cheats, and Walkthroughs
|
||||
Reference in New Issue
Block a user