Files
puzzle-design-kb/walkthroughs/the-longest-journey/02_outrider_complete_walkthrough.txt
Bryce 11df54bc26 Analyze Loom: Add sensory-exploitation examples (tower stealth via Invisibility, Terror on shepherds), multi-character-coordination single-character substitution variant (Forge entry via Reflection), strengthen observation-replay and pattern-learning documentation with detailed Loom draft systems
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
2026-03-18 08:33:02 -07:00

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<!-- Source: The Spoiler Centre - Outrider (2001-2003) -->
<!-- URL: https://the-spoiler.com/ADVENTURE/Funcom/the.longest.journey.3.html -->
<!-- Complete walkthrough by OutRider - Final Version Copyright 2001-2003 -->
# THE LONGEST JOURNEY (U.S. Version) Walkthrough
## Final Version - Copyright (C) 2001-2003 by OutRider
PROLOGUE - A Lion is in the Streets:
Welcome to the world of The Longest Journey. Watch the introduction and when you have control
over the heroine of the game, April Ryan, walk off the screen to the right. There will be a quake,
which will cause an egg to roll down out of its nest and onto a pair of branches that stick out over
the cliff.
Click on the next and then click on the Hand icon to find a large scale. Break the twig off of the tree
and you'll end up awakening a tree spirit. Talk to the tree and when you're finished, go to the stream
to the right of the tree and go into your inventory by right clicking or by clicking on the pouch icon at
the top of the screen. Combine the twig with the scale to get a makeshift funnel and then use the
funnel on the stream to save the tree. Go back and talk to the tree to end the prologue. Chapter 1
begins now.
CHAPTER 1 <20> Penumbra:
When April wakes up, pick up her diary that sits on the desk at the foot of her bed. Go into your
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
timesheet. Go over to the closet and open it up. You should see a toy monkey sitting in a box at
the bottom of the closet, so take it with you. Open up the window and take a peek outside. Untie the
clothesline and watch as the end falls down into the water.
Try heading out the bedroom door and April will say that she needs to get dressed. When she's
done, go out into the hall and a guy named Zack will start talking to you. Dispense with the
unpleasantness and when he leaves to go into his bedroom, April will call him an asshole.
Go downstairs to the first floor and take the matches off of the table. Walk over to the bulletin board
and have a look at it. You should see a pink note tacked up near the upper right corner of the board.
It's a FOUND notice for a gold ring, so take it. April comments that she lost her gold ring and
wonders if the one that was found was hers. Give the note to Fiona, the woman sitting on the couch
and April will get her ring back.
Head outside and take a look at the machine to the left. This is the first puzzle of the game. I believe
it's randomized, but I could be wrong. Anyway, use the gold ring on the disconnected wires near the
upper right corner and then what you want to accomplish is to get the bars near the lower right to all
be horizontal. You use the right switch to move the red light so that it locks the bar that you have it
on and then use the left switch to move the bars themselves. The best thing to do is to keep one bar
horizontal and work it so that the other three are one position away from being horizontal.
Once you've solved it, the machine will work again. Turn the valve near the upper left and then turn
the wheel to release the pressure. Take the clamp off the pipe and then take the gold ring back and
leave the close-up view.
Talk to Cortez, a strange old man who is sitting on the bench. When you're done talking to him, leave
and head to the Academy. It can be reached by first going to the bridges, then to the park, and
heading in the same direction that April is facing. Once at the Academy, go upstairs and take the
paintbrush and palette that are sitting on a nearby shelf. Use them on the canvas and watch the
sequence.
Emma will soon arrive with a message from Cortez. When she leaves, April will also leave, but not
before the holosculpture come alive for a brief moment. Head downstairs and take the glove that is
in the trash can. Leave the Academy and go to the Fringe Caf<61> by going to the bridges and taking
the northern path near the path to the park.
Go into the caf<61> and take some candy from the jar behind Charlie. Talk to Charlie for a bit and then
go to the left to enter the main part of the caf<61>. Give the timesheet to the bald guy, Stanley, and talk
to him and he'll put some money onto April's cashcard. Before you leave, Stanley will ask April
whether or not she would like to work tonight. It doesn't really matter what you tell him, but the way
the chapter ends will change depending on the answer, but you'll still get to continue on with the
game either way.
Head over to the jukebox and take a look at the poster that Charlie mentioned. You should see some
free tickets in the lower right hand corner of the poster. Since April's a fan of free stuff, take one. Go
over to where Emma is sitting and have a nice chat with her. When you're finished, take some bread
from the basket on the table and then head back out the window. The seagull will come down and cause
the metal grating to sink. Pull on the chain and you'll get the clothesline that you untied earlier.
Go back to the caf<61> and you'll see the blue duck, which is now deflated, sitting in some piping. Go
over and pick it up and then go to the subway, which can be reached either by taking the path
branching off to the left near the Border House path, or by going to the park and then taking the left
path. Go down the stairs and look at the gene scanner. Click on the buttons to get a Weekly pass
and then use the cashcard on the lens to pay for it. Walk through the scanner and before you get on
the train, go into your inventory and combine the clothesline with the clamp.
Look at the sparks to find a large iron key resting on the tracks and then inflate the blue duck and
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
the inventory and look at the ticket to learn the location of the Roma Gallery. Get on the subway, and
if you look above April, you'll see a map. This is how you get from place to place, so click on it and
click on the Watertown Bridge icon. April will soon arrive there. The building you need to go to is
right next door, so head to the right and go through the door.
The curator guy seems to be asleep at the moment, so April will just leave her ticket on the counter.
Walk over to the right and you'll see Cortez is here. Talk to him for a while and then go back on the
subway and go to East Venice.
The ending's almost here, so if you told Stanley that you would work, go into the main part of the
café to get the chapter's first ending. If you told him that you wouldn't work, go into the Border
House and talk to Fiona to get the chapter's alternate ending. Either way, the chapter will come to
the close.
CHAPTER 2 <20> Through the Looking Glass:
When you have control of April, head downstairs and notice that Fiona is staring out the window.
Talk to her and you'll eventually learn that she had a weird experience like the one April had last
night at the café, except that Fiona's experience involved a forest, not a little flute-playing creature.
Be sure to ask Fiona about Cortez though, but it's too bad she doesn't know where he is at the
moment.
After you're finished, head upstairs and knock on Zack's door. Talk to him about everything and
you'll learn that Cortez is hiding out in the movie theater downtown. To get there, get on the subway
and go to Metro Circle. Go down the stairs and to the right and you'll find yourself in another part of
town. Walk down the street a bit and when you reach the intersection, go to April's left. It is here
that you'll find the movie theater.
You'll see a sweeper guy and an undercover detective here. Move the trashcan out of the way, only
to get yelled at by the sweeper guy. You'll notice some green ooze underneath the can and some
fumes coming off of it. Use the candy on the ooze and you'll make a piece of stinky hard candy. Talk
to the detective until he mentions about what he had for dessert and then offer him the piece of
stinky candy. Watch as the detective begins to have some "problems" and he'll get chased away by
the sweeper guy. When he returns, you'll learn that the detective's hat fell off as he ran (hint, hint).
Use the Hand icon on the nearby fuse box to bring up a close-up view. Use the iron key on the lock
to open it up. Move all of the functional switches to the left and then go into your inventory and use
the Band-Aid on the glove and then use the repaired glove on the live wire. Watch as the lighting for
the marquee goes out and the sweeper guy will disappear into an alley in an attempt to fix it.
Before you follow him in, go back to the previous screen and pick up the detective's fedora, which
can be easily found sitting in the middle of the street. Go back to the theater and head into the alley
where the sweeper guy entered earlier. You'll notice a stack of boxes and some garbage nearby. Use
the hat at the top of the pile and use the toy monkey on the bottom. This will create a shadow that
looks like the detective getting ready to fire a gun.
Walk over to the trashcan, open it up, and use the matches to light a fire. Watch the comedic
sequence that ensues and as the guy's dancing around, enter the theater. You'll see Cortez sitting in
here watching an old movie. Walk over to him and have a nice little chat. Watch the next sequence
and you'll learn that Cortez has some amazing powers. Walk into the shimmering portal and April
will be shifted into another world.
Welcome to the world of Arcadia. The only thing you'll notice for right now is a wall painting of a
bunch of monks. There's not much to do here, so head all of the way to the right and exit off the
screen. Here, you'll notice a priest. Try talking to him and he'll start talking to you in some weird
language known as Alltongue. First nod your head, but then afterwards, listen to him until you can
finally understand what is saying. You learn that the priest's name is Tobias. He'll lead you
outside to explore the city of Marcuria.
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