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    FAQ/Walkthrough by OutRider

    Version: Final | Updated: 05/31/06 | Printable Version | Search This Guide

    The Longest Journey (U.S. Version) Walkthrough Final Version
    Copyright (C) 2001-2003 by OutRider
    
    This is the final version of this guide. Please don’t email me about any minor
    mistakes or omissions I may have made, because I’m not going to fix them.
    
    To see the other guides that I have written, please check out this link:
    http://www.gamefaqs.com/features/recognition/4538.html
    
    WARNING: This walkthrough does contain spoilers that will ruin the game for
    anyone who may be playing this game for the first time. Do not read ahead
    unless you fully understand the risks involved.
    
    Copyright notice:
    
    Don't plagiarize this guide or add this guide to your site without my
    permission, as legal action will be taken against you. Please don't reproduce
    this guide for profit. Please do not distribute this guide, and please don't
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    already have them on their pages.  Please do not make an HTML version of any of
    my guides. Other than that, have fun and I hope this guide helps you out.
    
    People have constantly emailed me because they were having technical
    difficulties with a game I have written a walkthrough for. I am not tech
    support, nor am I affiliated with any of the different companies that made the
    games I've done walkthroughs for. If you do email me with a technical problem,
    the only answer I can and will give you is to check the developer's website and
    read the FAQs. The reason for this is because I do not want to be held liable
    for any damages done to your system.
    
    With all that being said, here’s the walkthrough:
    
    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 – 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’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 Café by going to the
    bridges and taking
    the northern path near the path to the park.
    
    Go into the café 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 café. 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 to April’s apartment in the
    Border House. Once
    there, look out the window and use the bread that you got from the café and use
    it on the blue
    inflatable duck. 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 café 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 that 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 a
    close. (I chose to have April work, so this walkthrough will reflect that
    choice).
    
    CHAPTER 2 – 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 he is saying. You’ll 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.
    
    CHAPTER 3 – Friends and Enemies:
    
    You’ll find yourself once again in April’s bedroom. Leave the room and you’ll
    get to have a nice little
    talk with Zack. It really doesn’t matter which ending you got in the last
    chapter because he’ll be
    cursing his mouth off either way.
    
    When he goes into his apartment, leave the Border House and take the subway to
    Hope Street. Walk
    from the stairs north to the cathedral. Go over to the confessionals and you’ll
    get to meet Father
    Raul. Ask him about Warren Hughes and you’ll learn that he hangs out in
    Building 87 and that he
    belongs to a gang called the Razorblades. Leave the cathedral and go to
    Building 87, which is on the
    opposite side of the street from the subway.
    
    Talk to the kid on the stairs to learn that he is Warren Hughes. In order for
    him to help you out, you
    have to break into the police department, destroy his criminal record, and find
    out where his sister is
    being held. Go to the subway and go to Metro West.
    
    Once there, look at your surroundings and be sure to look at both of the street
    signs. Use the Hand
    icon on the roadblock and it’ll change positions. Get into the container and
    you’ll be whisked away
    to the police station. Click on the toolbox and April will find a piece of
    paper for a requisition form.
    Click on the toolbox again to have April pick it up and then go into your
    inventory and look at it. Talk
    to the desk sergeant about all topics and then head over to the right and talk
    to the fat guy. You can
    try talking to the skinny guy, but you’ll find out that his head isn’t on quite
    right because he is a
    Rapture addict. Talk to the fat guy about all topics and then talk to the
    sergeant again and ask her for
    the requisition form.
    
    Use the form on the service men to learn that you’ll need an addendum to go
    along with it. Ask the
    sergeant for it and then give the new form to the service men and they’ll get
    back to work. Look at
    the screen of the left videophone and use the right videophone to dial the
    number of the left one.
    While the phone icon is on the left phone, go over and tell the fat guy that he
    has a call waiting. Talk
    to George, the skinny guy until he goes and uses the other phone. Look at the
    panel and use the
    Hand icon on the wires and April will cross them, which causes the doors to
    open. Try entering them
    and you’ll get yelled at by the desk sergeant.
    
    Look at the shelves behind the sergeant and then ask her to get the form. While
    she’s distracted,
    head on through the doors. Head back out and you should see a screwdriver lying
    on the floor near
    the toolbox. Pick it up and then distract the sergeant again and head back
    through the doors. Use
    the cashcard on the pop machine and you’ll get a can of Bingo! Classic.
    
    Head into the locker room at the end of the hall and you’ll hear someone
    straining on the toilet. Walk
    to the left and talk to the man inside the stall to learn that it’s Minnelli,
    the detective you saw on the
    street earlier. Talk to him a bit and then look at each of the lockers. Talk to
    Minnelli again and tell him
    that you’re Sergeant Maria Hernandez. He’ll have you get into his locker and
    get his medicine. Open
    Minnelli’s locker (the first one) and take a look inside. Look at the mirror
    and then look at the shard.
    Take the shard and then look at the note behind it to get Minnelli’s login info
    for the archives. Take
    the pink bottle that contains Minnelli’s medicine and give it to him. Talk to
    him some more and note
    that every time he sneezes, his synthetic eye pops out.
    
    Leave the station through the exit near the videophones and you’ll get to be a
    part of a news report.
    After it’s finished, leave the area and go to the subway. Go to the Radio Power
    Building and go back
    to the movie theater. Go into the alley and take the toy monkey off of the
    pile. Examine the monkey
    in inventory and take his eye off (you’ll have to use the Hand icon on it
    twice). Note that the
    monkey’s name is Guybrush, which should spark some memories for those who’ve
    played the
    Monkey Island games. Just as a side note, there are quite a few references to
    older games and
    movies in The Longest Journey, so I’ll be sure to mention them if I happen to
    come across any. Feel
    free to email me any references that I might have missed.
    
    Go back to the police station. Distract the sergeant and go through the doors.
    Go into the locker
    room and use the switch near the stall to turn off the lights. When Minnelli
    loses his eye, use the
    monkey eye on the synthetic eye to pull the old switcheroo. Leave the locker
    room and near the pop
    machine is a door with a retinal scanner next to it. Use Minnelli’s eye on the
    scanner and you’ll gain
    access to the archives. In this room, you’ll see a printer, a computer, a lot
    of drawers, and a control
    panel.
    
    Use the computer at the top of the screen and log in. When it asks for a search
    query, do a search on
    Warren Hughes. The computer will bring up his record, so press Delete and then
    Print. Look at the
    colonization number next to his sister’s name and it’ll be added to the list of
    search options. Go
    back to the Main screen and do a search on the colonization number. You’ll find
    another record.
    Print that out and then do a search on the Church of Voltec. You’ll see that
    Jacob McAllen’s name is
    mentioned in the record. Click on it to have it added to your search options
    and go back and search
    for Jacob McAllen.
    
    You’ll be denied access to the file, but notice that some strange symbols
    appear on the bottom right
    of the screen, so either write them down or memorize them, as you’ll need them
    to use the control
    panel on the other side of the room. Log off the computer and enter the symbols
    into the control
    panel. The machine will bring down the Vanguard file, so open it to find a
    datacube. Take the
    printouts from the printer and leave the station. Go to Hope Street and go talk
    to Warren in Building
    87. Warren will tell you about Burns Flipper, my favorite guy in the whole
    game, and how to find him.
    Afterwards, get on the subway and go to the Newport Docks.
    
    Once you’ve arrived, head upstairs and exit off to the right of the screen,
    which will take you to a
    construction yard. Click on the garage and April will go over there. Knock on
    the garage door three
    times and Burns Flipper will start talking to you. After a somewhat funny
    conversation, he’ll open up
    and you can go in. Notice that you’re being recorded, but don’t worry about it.
    Go down into the pit
    and talk to Burns Flipper. When you’re ready, give him the datacube and watch
    the sequence. You’ll
    learn quite a bit on the Vanguard. After it’s done, ask the Flipper about a
    fake ID. (Is it just me or
    does the Flipper sound like Bruce Campbell? Anyway, he will make a comment
    that’s reminiscent of
    the movie, Army of Darkness; it’s when he says ‘Shop smart, shop S-Mart’. That
    was the slogan of
    the store Ash worked for in the movie).
    
    Leave the garage and use the pop can on the paint shaker that’s just near the
    garage door. You’ll
    now have a highly volatile pop can. Leave the Docks and go to the crash site
    near the police station.
    Talk to the cop until he starts coughing and mentions that the dust is choking
    him up. Give him the
    pop only to have it explode all over the cop’s suit. He’ll leave to go get it
    repaired, so after he’s gone,
    use the shard on the laser fence to deactivate it and check out the dangling
    device on the shuttle to
    learn that it is a fully intact anti-grav unit. Try to take it and April will
    comment that it’s being held in
    place by a couple of screws. Use the screwdriver to take it off and then go
    back to the Docks and
    give it to the Flipper. He’ll get your fake ID by tomorrow night at the
    earliest. Leave here and go to
    the cathedral on Hope Street.
    
    Go to the confessionals and you’ll overhear part of a conversation between
    Cortez and Father Raul.
    Once Raul leaves, talk to Cortez and you’ll learn that the Vanguard is after
    him. Once he leaves, go
    to the Border House and go upstairs to April’s apartment. You’ll see Zack
    hanging outside the door,
    and as soon as April arrives, he’ll turn around and go into his apartment
    without saying a word. Go
    into the apartment to find that Emma and Charlie are inside waiting. Tell them
    about what’s going on
    and you’ll soon get to see a movie sequence (I think the Vanguard has found
    Cortez…) and you’ll
    wind up in Arcadia again, but this time you won’t have much clothing on. What
    lies in store for April
    this time?
    
    CHAPTER 4 – Monsters:
    
    When you’ve finally arrived in Arcadia, enter the Journey Man Inn. Talk to the
    woman standing near
    the fireplace, whom you’ll learn is the proprietor of the place. Talk to her
    about everything and when
    you’re finished, a strange creature called a Venar will come out from where the
    people were dancing.
    Talk to him to learn that his name is Abnaxus. Talk to him about everything and
    when he leaves, wait
    until April starts saying that she’s tired and when she does, click on the
    comfy chair near the
    fireplace and April will go to sleep.
    
    After the sequence is over, it’ll be morning and no one’s inside except for the
    owner and April. Try
    leaving the place and the woman will give April some new clothes. She’ll ask
    you to work to help
    work off sleeping there and for the clothes. I would recommend telling her that
    you will work, so that
    April can get some money. Leave the inn and go to the marketplace in the city
    (the exit’s to the
    north). Pay a visit to the mapmaker, who’s been wondering where you’ve been
    lately. Give him the
    list and you’ll get another delivery. Go to the temple and talk to Tobias for a
    bit and then leave the
    city and go to the Enclave.
    
    When you’ve reached the Enclave, click on it and you’ll be underneath a
    pillar-like structure. Head
    down the stairs in he lower right corner and you’ll find yourself in the
    library. Talk to Minstrum Yerin
    about all that you can and when you’re finished, leave and go to the
    marketplace. Talk to the cups
    handler and then use the coins you got from the woman in the inn to play. To
    figure out which cup to
    choose, use the screwdriver on each one of them and choose the one that moves.
    The cups dealer
    will be outraged that you won and he’ll accuse you of using magic.
    
    Your prize will be a calculator. Give him the screwdriver and you’ll get to
    choose a prize. Since we
    don’t know what to get yet, it’s best to leave it alone for now. Leave the city
    and go to the City Green.
    Knock on the door and you’ll get to enter Abnaxus’s home. Look around a bit and
    eventually
    Abnaxus will come downstairs. Speak to him about all topics and be sure that he
    mentioned
    something about ‘a god falling from the sky into the sea’. Go to the pier and
    head over to the small
    pier where you can see an old sailor sitting around. Talk to him and ask him if
    he knows any stories
    about ‘a god falling from the sky into the sea’. You’ll learn something about
    some mermen
    underneath the Sea of Songs.
    
    Head back to the Enclave library and ask Yerin about a book on mermen. Read the
    book and then go
    to Brian Westhouse’s bungalow. Talk to him about everything and he’ll mention
    something about
    winged storytellers. Go back to the library and have Yerin look for a book on
    winged storytellers.
    Reading this will allow access to the island of Alais later on in the game.
    
    Go to the pier and ask Captain Nebevay about the island of Alais. He’ll tell
    you that there are a few
    problems with going there. 1) No wind, 2) no navigator, and 3) April’s a woman,
    and Nebevay doesn’t
    allow women aboard the White Dragon. Go talk to the old man on the small pier
    and ask him about
    getting on the White Dragon. You’ll learn that Nebevay owes him a favor and
    he’ll help you if you can
    get his bird, “Bird” back. Go to the cups dealer and give him the screwdriver.
    Tell him you want the
    talking bird, so with the bird in tow, go back to the old man and give it to
    him.
    
    Head to the White Dragon and tell Nebevay you’re cashing in on the old man’s
    favor. Leave the city
    and take the Road North. You’ll enter a farm area, so head towards the forest
    and watch as Crow
    catches up to you, well, almost. You’ll soon enter another region of Arcadia.
    Go into the forest and
    follow the path up to a bridge. You’ll encounter a Banda here, so tell him that
    you won’t hurt and
    skin him and you’ll eventually learn that you can call him Ben-Bandu instead of
    some long name that
    I’m not going to put in here.
    
    Take a look at the bridge and go back to the previous screen. You’ll see an old
    woman sitting on the
    ground. Talk to her and help her up. Talk to her again and have her lead the
    way to her house. Follow
    her inside and when she leaves, go to the right and pick up the broom sitting
    next to the cabinet.
    Use the broom on the cabinet and you’ll find Ben-Bandu’s brother! Talk to him
    and when you’re
    finished, pick up the small skull sitting on the table near the front of your
    screen and use it on the
    small window. Pick up Ben’s brother and help him out the window. Soon, the old
    woman will return.
    Watch the movie sequence to see a hideous transformation. The old woman is
    actually a creature
    called the Gribbler, who tricks Bandas and humans, and then cooks and eats them.
    
    When the Gribbler starts chasing April, use the Hand icon on the plank nearby
    and watch as the
    Gribbler is knocked into the fire and killed. Leave the hut and Ben will come
    to meet you. You’ll find
    out that April’s now a hero. Go to the Banda village and talk to the Elder
    sitting in the hammock near
    the mound. When you’re done, talk to Ben and then head into the Spirit Dig, the
    mound behind the
    gathering at the fire (it can be a bit hard to see, but you should be able to
    find it). Go to sleep on the
    bed April’s standing next to. Watch the sequence as April has some weird dreams
    that involves a
    meeting with the spirits of April’s evil twin and Charlie. The fourth chapter
    will come to a close.
    
    CHAPTER 5 – There and Back Again:
    
    When April awakes, head outside the Dig and listen to what Ben-Bandu has to
    say. When he’s
    finished, talk to the Elder and you’ll receive the first part of the disc. Wake
    up Crow and follow him to
    start your journey to the alchemist’s tower. When you get to the screen where
    you see a hill leading
    north and some flowers, first pick some flowers and then head up the hill. The
    next screen takes you
    to an edge of the cliff, follow it down and you’ll find yourself at the
    entrance to the tower.
    
    Off to the right, you’ll notice a berry bush. You can try walking there if you
    want, but the marshy land
    won’t help you get there. Blow the flute to summon Crow and have him grab some
    berries off the
    bush. In order to have Crow do something for you, click on him, use the Hand
    icon, and then use the
    Crow icon on the object.
    
    Use the Hand icon on the stoned man and you’ll find out that he is still alive!
    In order to soften him
    up, mix the berries with the flowers to make a moisturizer-type mixture and
    then use the mixture on
    the stoned man. His name is Lorhan, and softening him up will allow him to open
    up the stairway up
    into the castle. Head inside and April will find herself in a labyrinth. Next
    to April is a gargoyle that
    appears to be begging for something. Put a coin in his hands and he’ll rotate
    to reveal two glowing
    candles. Blow out both of them and a nearby door will activate. The gargoyle
    will then rotate back.
    Put another coin in the gargoyle’s hands and it’ll rotate again to reveal a
    salt and pepper shaker.
    Take them both.
    
    Do you see the hourglass near the left side of the screen? Have April turn it
    and as soon as the
    cursor changes back to normal, hurry up and head up the stairs that moved. If
    you fail to get to the
    steps in time, you can always go back and try again until you do make it. On
    this level, you’ll see a
    mirror door and a stone wall with an outline of a doorway. Knock twice on the
    stone door and an
    hourglass will pop out. Turn the hourglass and hurry up and head across the
    platform on the other
    side of the room and go through the door.
    
    Follow the path up to a door with a face on it. Use the pepper shaker on it and
    it’ll sneeze and fall
    over. Go on through and get ready to face Roper Klacks, the evil alchemist. Try
    heading up the stairs
    and he’ll come out. Challenge him to a duel, and when you can, use the
    calculator on him. Watch the
    sequences and Klacks will soon become trapped inside the calculator. Head
    through the doorway he
    came out of and you’ll be in his laboratory. There are foul vials that you need
    to pick up before we
    can start creating some spells. One can be found in the bookcase, another
    behind the curtain, one
    under the skull, and the last one that you’ll need for now is to the right of
    the cauldron (You’ll have
    to get a close-up view of the cauldron to see it).
    
    Next to the bookshelf is a spell book. Look at it to see one complete spell and
    that the rest is torn
    out. Look at the spell and April will note that it is an invisibility spell. Go
    over to the cauldron, bring
    up the close-up view, and toss in these essences into the cauldron, in the
    order that I give them.
    
    Invisibility Potion = White essence, green essence, blue essence
    
    Go to where the mirror is in the labyrinth. You can look at the mirror if you
    wish, but you’ll only see
    an evil version of April. Use the invisibility potion on April and she’ll
    become invisible. Walk up and
    pick up the piece of paper on the floor in front of the mirror. This is the
    missing part of the spell
    book. Go back into the lab and look at the spell book. Use the torn page on the
    book to see the rest
    of the spells. To complete some of the other spells, you will need a red
    essence, which is something
    you don’t have at the moment. Time to make the next spell.
    
    Light as a Leaf = Yellow essence, white essence, blue essence
    
    You’ll see the red essence at the very top of the shelves. Drink the potion and
    then use the Hand
    icon on it and April will jump up and grab the essence. Go back to the cauldron
    and make the rest of
    the spells.
    
    Wind Potion = White essence, red essence, blue essence
    Big Bang Potion = Red essence x 2, blue essence
    Bind Magic Potion = Green essence, yellow essence, blue essence
    
    After you’re done making your potions, walk over to the swirling purple
    crystal. Try using the big
    bang potion on the crystal, only find out that it fizzled due to the crystal’s
    constant fluctuation. Try
    using the bind magic potion on the crystal and watch it freeze. Use the big
    bang potion on it again
    and it’ll shatter, freeing all of the stoned people.
    
    When you regain control, open the window and summon Crow. Talk to him for a
    moment and then
    use the Wind potion on him. Pick Crow up and send him out the window and he’ll
    take the potion
    and spread some into the clouds. Watch the sequence and when you’ve touched
    down on terra
    firma, head back to Marcuria. Go to the piers and talk to Nebevay. He doesn’t
    believe you defeated
    the alchemist, so prove it by showing him the Wind potion (Watch as Crow is
    blown off his post,
    hehe). All you need to do now is to get a navigator.
    
    Go to the Journey Man Inn and talk to the woman standing near the bar. She is
    Tun Luiec, so give
    her the map she ordered and tell her about the job opening on the White Dragon.
    After she leaves,
    go to the Temple and go to the back of the temple to find Vestrum Tobias. Talk
    to him and you’ll
    learn that April is to be the thirteenth Guardian. He’ll give you a talisman at
    the end of his little
    speech. Head back to the White Dragon and you’ll get ready to set sail to the
    isle of Alais.
    
    CHAPTER 6 – The Chaos Storm:
    
    This is one of the game’s shorter chapters. Go below deck and eat some of your
    candy. In the lower
    left corner of the screen is a sack with a worm crawling through it. Use the
    candy wrapper on the
    sack and when the worm becomes stuck, pick it up. Go above deck and up to the
    bridge and talk to
    Nebevay, who doesn’t have much to say due to an approaching Chaos storm. Go
    back down to the
    main deck and pick an apple out of the barrel. Use the worm on the apple and go
    up to the bridge
    and show the worm-infested apple to Nebevay. Look at the compass and talk to
    Tun Luiec for a
    while and ask her if you can relieve her of the wheel. Use the talisman on the
    spirit compass and
    then tell Tun Luiec to check the compass and she’ll change course.
    
    When the storm finally sets in, go to the bridge and attempt to take the
    talisman back. Nebevay will
    take it from you and start yelling. Go below deck and near the sack is an axe.
    Take the axe and use it
    on the chest. April will miss the first time, but she’ll end up hitting the
    floor and causing a leak the
    second time. Uh-oh, it looks like we’re in deep!
    
    CHAPTER 7 – A Deep Blue Mirror:
    
    At the beginning of this chapter, you’ll have a brief conversation with Crow.
    When he leaves, check
    the water to the right. You’ll notice a head that sticks out every now and
    again. Look at it, then try
    talking to it, and then finally try taking it and you’ll end up in an
    underwater city. When you arrive in
    the cave, look at all of the drawings and then take a polyp thing out of the
    wall. Use the polyp on
    April and she’ll put it in her mouth. Use the pushpin on April and she will get
    some of her blood.
    
    Leave the cave and then swim to the left. You’ll notice a closed shell in the
    seabed. Open it up and
    take the black pearl you see. Swim to the city and take some of the glowing
    green stuff that you see
    on the walls. Go back to the cave and mix the green stuff with April’s blood
    and then use the black
    pearl on the mixture to get a golden pearl. Use the pearl on April and she’ll
    swallow it. Go back to the
    city and talk to the merperson about everything and you’ll eventually learn
    that the true name for the
    merpeople is Maerum.
    
    When you’re finished, try to take the spear. Talk to the Queen again and ask
    her about the
    Waterstiller. Take the crystal sitting in the niche next to the spear and then
    show it to the Queen and
    she’ll allow you to keep it as a gift. Leave the city and if you look to the
    left, you’ll see some huge
    strands of seaweed. Move the seaweed out of the way and you’ll find a second
    crystal. Move it again
    and April will uncover a cave entrance. Go inside and take the two crystals
    that you can see in the
    seabed by the altar.
    
    Look at the stone altar and you’ll end up having to solve another puzzle. To
    solve it, line the rings up
    with the opposite signs. For example, move the fire ring so that it is in front
    of the water tag. Move
    the bird ring so it’s in front of the fish and the Maerum ring in front of the
    one-eyed pyramid. This will
    solve the first half of the puzzle.
    
    The second half of the puzzle can be solved by putting the first crystal on the
    lower right arm of the
    altar and making it so that the harpoon side of the crystal faces the harpoon
    tag and the fish side
    faces the fish tag. Put the fourth crystal in the lower left spot and have the
    pictures match up with
    the tags on the left and right. Do the same thing with the other two crystals,
    and when done
    correctly, the stone in the middle will open up. If not, you may have to rotate
    or move some crystals
    around until it does.
    
    Leave the view and look at the drawings on the wall and then look at the symbol
    on the left side of
    the room. Go back to the city and tell the Queen about your discovery. You’ll
    end up showing it to
    her. When you’re done talking, take the spear and go to the shipwreck, which is
    located past the
    bubble cave.
    
    Once there, try to enter and a snapjaw will appear. Use the spear on it and
    April will kill it. Take a
    tooth out of its mouth and then go into the wreck. Take the talisman that’s in
    plain sight and then go
    show the tooth and talisman to the Queen. Go to the shrine and use the talisman
    on the symbol on
    the wall to open up a hidden niche. Look in the niche to find a piece of the
    disc. Take it to find out
    that it has been split in half. Show it to the Queen and you’ll learn that you
    still have one more thing
    to do before she’ll call you the Waterstiller. Explain the relationship between
    the Maerum and the
    Alatien to the Queen and she’ll have you taken to the nearest island so that
    April can try talking to
    the Alatien. This ends Chapter 7.
    
    CHAPTER 8 – Reunification:
    
    Upon arriving at the beach, pick up the rope from the ground near April and
    then follow the path to
    the left to discover some ruins of an old city. Tie the rope to the sapling and
    head on down the hole.
    You’ll end up finding an underground cavern. Climb down to the bottom and sort
    through the rubble
    to find a key. Take it and climb back up to the surface. Take the rope back and
    then go down to the
    beach. Summon Crow and talk to him, and then pick him up and use him on the
    jungle.
    
    Head to the jungle and go to the volcano. Look in the face’s mouth to find a
    keyhole, a symbol, and a
    lens of some sort. Change the symbols with the key and look at the lens each
    time you turn it until
    you get back to the tilde symbol. Take the key and leave the view and look at
    the large tree in the
    background to enable a new area on the map. Leave here and go to the new area.
    
    Try walking through the area and you’ll end up waking some Stickmen. Talk to
    Stickman Wick for a
    while and when you’re finished, walk up the tree path and you’ll wind up out on
    a limb. Look at the
    crossbow and then head down and ask Wick about it. Look at the base of the
    nearby statue. When it
    comes to this statue and the others like it, you really have to pay attention
    and use a little bit of
    imagination to figure out what I’m talking about.
    
    Anyway, put the key into the triangular keyhole and set the top ring by turning
    the key to the left
    until a symbol that looks like an apple is lined up above the keyhole. Set the
    bottom ring by turning
    the key to the right until a symbol that looks like the number five is lined up
    underneath the keyhole.
    Take the key back and go to the beach.
    
    Go through the arch on the right side and head up the path to the cliff. Look
    at the statue base and
    do what you did the last time, except set the top ring to the arrow-like shape
    and the bottom ring to
    the number five shape. Take the key and go to the ruins.
    
    Look at the statue base and set the top ring to the volcano shape and the
    bottom ring to the apple
    shape. Leave here and go back to the Stickmen. Use the talk icon on the ear of
    the statue and if you
    set the rings on the statues properly, the voice should reach Q’aman. Talk to
    him for a bit and then
    go to the Quiet Giant’s Glade to meet him face to face. Talk to him about
    everything and go back to
    the beach. Go through the arch and try helping the crab creature out. First use
    the hand icon and
    then use the talk icon on it. You’ll find out that it’s in pain. Go back to
    Q’aman and see if he’ll help
    the poor Orlowol. He follow April and help the little guy out, who seems to
    have gotten stuck in his
    old shell since he didn’t shed it when he was supposed to.
    
    Go up the cliff path and talk to Q’aman again. You’ll find out that the fish
    aren’t biting because he
    doesn’t have a lure. Give him the wrapper and then go back to the Stickmen.
    Tell the Stickmen that
    it’s safe to go back to work. They’ll leave, so follow them up the tree. Talk
    to them and then go back
    to Q’aman. Take the fishing line and the fish bone and then go to where the
    Stickmen are working.
    Combine the rope and the fish bone and then show the fishing line to Wick.
    They’ll finish making the
    cannon, and when they do, ask them if you can test it. Use the grappling hook
    on the cannon and
    then pull the nearby lever and watch her fly!
    
    Talk to the Alatien on the other side of the cliff about everything and then
    look at the updraft. Drink
    the light as a leaf potion and then use the wind potion on the updraft. Talk to
    the Alatien some more
    and head into the tunnel. Go to the castle and talk to the watch. You’ll need
    to answer four questions
    about four fables, the tales of Seas, Stars, Winds, and Homecoming. Talk to the
    Alatien child for her
    story, the female Alatien off to the right for hers, the Alatien near the exit
    for his and the Alatien near
    the cliff for his. When you’re finished, talk to the watch again and answer his
    questions.
    
    The answers are the third choices, so when you’ve answered the questions
    correctly, go into the
    tower and talk to the Teller about everything. Watch the sequences and when you
    find April
    swimming around, move the sand out of the way near the bottom of the structure
    and then look at
    the small orifice. Try talking to it and the large orifice near the top will
    open. Go inside and then try
    taking a circular protrusion to wake up the sleeping god. Talk to him about
    everything and you’ll get
    a jewel from him. Watch the sequences and you’ll get to meet some Dark People.
    Talk to the Dark
    Person about everything and afterwards, April will be allowed to sleep. Wake up
    and exit to find a
    deserted Marcuria…
    
    CHAPTER 9 – Shadows:
    
    Try heading to the city and you’ll be interrupted by a movie sequence in which
    a strange creature
    emerges from the water. A Shift will open just in time for April to escape.
    You’ll wind up in the
    Cathedral in Stark. Talk to Father Raul for a while and then head back to the
    Border House. I wonder
    what’s going on? Emma’s standing around and Fiona’s on the couch crying. Emma
    will try to tell
    April to run, but it’s too late. A man comes down from the stairs and Gordon
    Halloway himself will
    enter shortly afterwards. You can say what you want, but Gordon will have the
    servant shoot Emma.
    
    A boy will come in, and a gap will open between the servant and Gordon,
    allowing April to run
    upstairs. Talk to Zack, and you’ll learn that he sold April out. The servant
    will come upstairs and
    shoot Zack.
    
    April will go into her apartment, so when you have control, look out the window
    and click on the
    river to have April jump out. When she’s out, drink the invisibility potion and
    sneak past the guard
    and go to the Fringe Café. The servants will corner April…almost. The mystery
    door will open and a
    Shift will appear. April will go through it and you’ll find yourself in an old
    woman’s home. The old
    woman is Lady Alvane. You’ll learn that what you walked through wasn’t a Shift
    because April didn’t
    go into her dreams. You’re not in Stark or Arcadia either, but the limbo in
    between.
    
    Talk to Lady Alvane for a while and you’ll learn that Emma wasn’t killed, but
    she was hurt and that
    everyone is angry with April for not telling them the truth. After the
    conversation, April will go back
    through the vortex and the chapter will end.
    
    CHAPTER 10 – Rebirth:
    
    You’ll find yourself back in Arcadia, just outside the Journey Man Inn. Go to
    the City Green and talk
    to Abnaxus and you’ll gain the last piece of the disc. Go to the Enclave and in
    the area just before
    the library, you need to place the four stones in your possession into the
    circular hollows. The Venar
    stone goes into the left hollow, the Dark People stone goes into the bottom
    hollow, the Banda stone
    goes in the right hollow and the Alatien stone goes into the top hollow. You’ll
    hear some grinding
    sounds and April will comment that something is wrong.
    
    Summon Crow and use him on the dragon above the left hollow to have him peck
    the pigeon sh… I
    mean, crap off of it. Watch the sequence and the dragon will melt the four
    stones and they’ll
    combine to make the disc. Go into the library and talk to Minstrum Yerin and
    you’ll learn that Tobias
    was murdered by Vanguard agents. Go downstairs and try turning the wheel only
    to find out that it’s
    stuck. Ask Yerin about it and he’ll tell you that the wheel is stuck because
    the sluices are locked.
    He’ll go unlock them for you, so turn the wheel and drain the pool. Go down the
    stairs and take the
    disc.
    
    Leave the library and try heading back to the city, only to find out that the
    Tyren army has blocked
    off the road. When things start to look grim, a Shift appears and we’re on our
    way to Chapter 11.
    
    CHAPTER 11 – Kin:
    
    April will find herself in the studio. Pick up the paintbrush and palette and
    use it on the canvas. April
    will paint the scene from the beginning of the game and watch as a Shift
    appears. You’ll wind up
    there and Mother is still here, but she is dying. Watch the sequences and
    Mother will die, but the egg
    will hatch and a new Mother is born. When all of this is over, another Shift
    will appear and April will
    find herself back in Stark.
    
    Go to the docks and talk to Burns Flipper. You’ll get your fake ID and after
    that, give the Flipper the
    star map and he’ll have a friend decipher it. Leave here and go to the Metro
    Circle. Go to the
    elevators on the left side and ride it up. Once you’re off, there’s a trashcan
    near the front of your
    computer screen with a pizza box in it that a boy just put in there. Take it
    and then look at the sign
    for the clothing store to your left. Go inside and April will get some new
    clothes (I think she actually
    looks her best with her new clothes). Next to the store is a shuttle, hop on
    and you’ll head to another
    part of Newport.
    
    Once you’re off, talk to the nearby cop and you’ll learn the location of the
    MTI Building. Go to the
    right and go down to the street. Give Gerald the receptionist the pizza box
    (you may have to talk to
    him first) and April will act like a pizza girl, which will allow you to get to
    McAllen’s office. Once up,
    try opening up one of his desk drawers and an alarm will sound. McAllen will
    come in, and you can
    choose what you want for conversation choices, because you’ll eventually be led
    to his laboratory.
    Watch the sequence and choose whatever choices you want. When McAllen leaves, a
    mutant freak
    will crash through the chamber and chase April.
    
    Hurry up and look at the computer and then open up the door. Go through it and
    then walk out onto
    the ledge to the lower right. Just as it appears the mutant freak has April,
    Cortez shows up out of
    nowhere and dispatches of it. Talk to Cortez and afterwards, McAllen will
    appear. Watch the
    sequences, and you’ll learn that both McAllen and Cortez are a part of the
    Draic Kin. Cortez will die,
    and you’ll know this because as they transform into dragons, the watch Brian
    gave you will stop
    ticking, and that watch was supposed to have been Cortez’s heart. When you have
    control of April,
    head back into the laboratory and look at the computer again. Unlock the
    containment chamber and
    you’ll be able to get the disc back.
    
    Get the disc and leave Metro Circle and go back to the docks. It appears that
    the Vanguard was here
    too, because they took the map and left the Flipper in bad shape. He made a
    copy of the map, and
    you’ll learn something about the Morning Star. He’ll then die, so head back to
    the elevators at Metro
    Circle.
    
    Next to the shuttle, you’ll see some lift tubes. Ride them up and talk to the
    receptionist. Register as a
    colonist and soon, you’ll be taken to the Morning Star and to the end of this
    chapter.
    
    CHAPTER 12 – Dreamland:
    
    Once you find yourself in the main hall, try entering the women’s bathroom to
    find it locked. Go into
    the men’s bathroom, look at the dispenser on the left wall and then use the
    cashcard on it to get
    something called Instant Heat. Move the trashcan to uncover a vent. Use the
    coin to loosen the grill
    and then remove it. Go inside and look at the small screen to the left of
    April’s legs. Exit out to Exit
    #1. Look at the camera and then pull the cable out of it. Go back into the
    shaft and this time, look at
    the screen and go to Exit #2. This is the security room. Put some Instant Heat
    into the guard’s coffee
    and then the guard will return and take April back to the main hall.
    
    Go back to the security room. Wait until the guard drinks his coffee and then
    leaves due to some
    “excitement” and April will come out of the vent. Look at the map on the wall.
    In order to work this,
    whenever you tell a guard to go off-duty, he’ll go to the Rest Area. Whenever
    you want someone to
    go back on duty, click on the Rest Area and tell them to go off-duty. Order the
    cell block guard to go
    off duty and look at the computer next to the map to find out where Adrian is
    being held. Search the
    guard’s coat and you’ll find a key. Leave the security room via the door and go
    into the far corridor
    into the cell blocks.
    
    Go down to Block 5 and open the lock. Use the key on it and Adrian will emerge.
    He’ll follow you
    around the halls for the time being. Go back to the security room, order the
    guard at the rest area to
    go on duty, and then order the guard at the airlock to go off duty. Leave and
    go into the far corridor
    and exit to the right to get to the airlock.
    
    Look at the control panel and then push the lit button to open a capsule
    containing a machine called
    a pod. Look at the panel on the pod and then try pressing the button to learn
    that it needs a new
    oxygen filter. Go to the security room, have the guard go back to the airlock,
    and order the guard at
    the cargo bay to go off duty. Leave and go into the left corridor to get to the
    cargo bay.
    
    Look at the computer terminal and then use it to learn the number for the
    filters. Move the cursor
    over to where it says Even More Boxes and look. You’ll find the oxygen filters,
    so use the Hand icon
    to get one. Go back to the security room and put the cargo guard on duty and
    order the airlock
    guard off duty. Go to the airlock and use the filter on the pod and push the
    lit button on the control
    panel. Watch the sequences and the last chapter awaits you!
    
    CHAPTER 13 – The Longest Journey:
    
    Walk into the desert. Look at the tower if you want and then start your journey
    to the tower. Soon,
    you’ll get to start your first trial. When Chaos itself appears, combine the
    Bind Magic potion with the
    talisman and use the talisman on Chaos to complete the first trial.
    
    Look at the far chasm and April will automatically work over to the other side.
    Head to the tower to
    get to your second trial. April will be transformed into her younger self, and
    when you can, use the
    gold ring on April’s father. He’ll come to his senses and all will be forgiven.
    Head to the tower again
    until you come to the canyon.
    
    Summon Crow (who will come through a vortex to meet you), talk to him for a
    bit, and use him on
    the tower (the small round thing at the top of the screen). He won’t find any
    way in, so use him on
    the structures below it. He’ll find the Well of Making. Use him on the foggy
    canyon and he won’t find
    anything below the fog. Use him on the Well of Making and he’ll bring back some
    water. Use him on
    the canyon and soon a bridge will form.
    
    Cross the bridge and at the top of the well, use the Hand icon on the well to
    look inside. Use the disc
    on the well and watch the sequence. When you can, use the Hand icon on the hand
    that appears in
    the well and Adrian will join up with you here. Watch the sequences, and Gordon
    Halloway will arrive
    very shortly. When Adrian and Gordon start fighting, use the talisman on Gordon
    and his two halves
    will be joined and you’ll learn that Gordon is to be the new Guardian, not
    April. Watch the sequences
    and the chapter will end here.
    
    EPILOGUE – Threads:
    
    Lady Alvane will close the story, and you’ll get to see an old friend, who just
    so happens to be Crow.
    My guess is that Lady Alvane is actually April Ryan. Watch the ending and if
    you want, watch the
    credits. After the game, the Book of Secrets will be unlocked and you can
    access stuff like outtakes,
    art, etc.
    
    Stay tuned for The Longest Journey 2! If Funcom follows through with their
    announcement on the
    sequel, you can expect me to write a walkthrough for it. Thanks to Hibb for
    showing me Funcom’s
    announcement, otherwise I would have never known about the sequel in the first
    place!
    
    This concludes my walkthrough for The Longest Journey. I would like to thank
    you, the reader, for
    using this and if you have any problems or questions, don’t hesitate to ask!
    Now, for the credits:
    
    Credits:
    
    Alex Boutilier - This guy was gracious enough to allow me to use his guide to
    create the one you
    see before you. He's even helped me out when I needed it. Thanks buddy!
    
    Mr. Hibb – he was the one who told me about the announced sequel to The Longest
    Journey.
    Thanks!
    
    Funcom – For making such a great adventure game that I actually didn’t mind
    playing through a
    second time. I hope the sequel is the next game of the year!
    
    The FAQ sites – there’s not too much more that I can say about you guys because
    I’ve pretty much
    used up my compliments for you in the credits of my other guides. Thanks for
    hosting all of the
    walkthroughs I’ve done!