Puzzle types documented for Loom: - Sensory Exploitation: Tower workers' visual perception exploited via Invisibility draft; Shepherds' fear exploited via Terror draft - Multi-Character Coordination: Forge Entry via Reflection as single-character identity substitution workaround - Observation Replay (existing): Full draft sequence memorization system with randomized melodic content - Pattern Learning/Knowledge Transfer (existing): Draft reversal system and mechanical grammar application Sources: 6 walkthrough files from gamefaqs, strategywiki, the-spoiler.com, walkthroughking
193 lines
14 KiB
Plaintext
193 lines
14 KiB
Plaintext
<!-- 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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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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The first thing to do in the city is to walk over to the nearby merchant stalls. You'll notice a cups
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handler and a map merchant. Talk to the map merchant about everything and when you're finished,
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head back inside the temple and Vestrum Tobias will put on a spiel on Stark (the world April is from),
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Arcadia (the world April is in now), and stuff about the Balance. It is pretty long, so just kick back,
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relax, and listen intently. When he's done, go talk to him again and ask him about Brian Westhouse.
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Ask him about whom you should talk to about Brian Westhouse and you'll learn that he mainly goes
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by his nickname, "The Rolling Man" because he likes riding his bicycle into the city.
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Leave the temple and go talk to the map merchant. Bug him about The Rolling Man and eventually a
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creature known as a Dolmari will show up and the merchant will fire him. Ask him about a job and
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eventually he'll hire you. The first assignment is to deliver a map to Horatio Nebevay, the captain of
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the White Dragon. To find him, go into the city and click on the City-Gates icon. Head off to the right
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to the docks and you can find Nebevay's ship at the far end of the pier and to the right.
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Once you've figured out where to go, you should see a man standing next to a dock holding a pipe.
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He is the captain. Talk to him and then give him the map and then give him the delivery list. You'll
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learn that he won't sign it because of his religious beliefs. He'll tell you that in order for him to sign,
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you'll have to play music as he's doing it because music distracts the "Mo-Jaal". To satisfy both
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parties, go to the City-Gates and look at the stall to the left of the gate to learn that it's a musical
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instrument stall. Talk to the merchant and notice that even though he only speaks in musical tones,
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April seems to understand him. Give the aren to the merchant to get the flute and then go back to
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Nebevay.
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Give him the list again and April will play for him. Now that you have his signature, go back to the
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map merchant and give him the delivery list and you'll get your second assignment. This time, you'll
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get to deliver a map to the Rolling Man himself. You'll be provided with some complicated directions
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to his place (don't worry, an icon will be automatically placed on the map so you won't have to
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remember all of those directions). Go to the map and go to Westhouse's bungalow.
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When you arrive, talk to Brian. Mention that you have a delivery and April will give him his map. Talk
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to him for a while and you'll learn some valuable information such as that Brian left Stark in 1934
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(over 300 years from the time the game takes place) and that he was trapped in a limbo for a while
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until he managed to get to Arcadia. You'll also learn that Cortez's real name is Manny Chavez. When
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you're done talking, give Brian the delivery list and then attempt to leave. Brian will remember
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something and he'll give you a pocket watch.
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Go into your inventory and use the pushpin on the pocket watch. April will have successfully
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created a shift. She'll automatically enter and you'll soon find yourself back in Stark. A long
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conversation will take place between April and Cortez, so be sure to ask Cortez about everything.
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When he leaves, April will automatically leave with him and you'll wind up in East Venice. Go to the
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café and talk to Charlie. Go over to the main part of the café and April will take a seat, and Emma
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will enter shortly after. Like with Chapter 1, your choice will affect the ending for the chapter, so if
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you want to go on the date with Zack, tell Emma that you made a promise. If you don't, just tell
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Emma you'll stay at the café. Either way, here comes Chapter 3.
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[Content continues through all 13 chapters with complete puzzle solutions...]
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Full walkthrough available at: https://the-spoiler.com/ADVENTURE/Funcom/the.longest.journey.3.html
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