The longest journey Walkthrough By K.Daleng This is the complete walkthrough for the very good game "The longest journey". This is a game I really liked to play and it were really entertaining. The game have many little things you have to solve and it were these tiny things I used most time to solve. The rest of the puzzles were not of the hardest I' ve tried and most of them can be solved by just using logic way of thinking. The same goes in the dialogues between the characters. Think logical before giving your answer and you will not answer the wrong way. Also. Only use this walkthrough if you're really stuck. Try to solve the puzzles yourself first, and you will get so much more out of the game since I've only written the solve for things you HAVE to do, and not all the characters to talk to or things to explore that all makes the game a little more fun to play. And remember that no matter what you get into, April can never die(Pretty cool quality if you ask me) and becouse of that, the game will never end in a dangerous situation. The walkthrough can be freely distrubuted as long as my name or the walkthrough itself are removed or changed without approval from me. Well, that' s enough talk, let' s get on with the game. Have fun. Prologue The prologue is simple, not much to do here. Go to th right, brake off the branch om the tree and talk to it' s "voice" before you grab an eggshell from the nest. Go further to the right and use the branch and eggshell with the little stream. Talk to the "voice" again. Chapter one - Prenumbra - Take the diary and the photograph from the night stand. - Take a closer look at the diary and find a list. - Open the closet and take the monkey from the box. - Look closer at the monkey and pick it' s eye out. - Open the window an look out. - Loosen up the string, so that it falls in the water. - Walk out the door. - In the dark corner at the right, pick a leaf from the plant. - Go down the stairs to the first floor and take the pink note from the bulletin board. - Read the note. - Give the note to Fiona. - Take the matches on the table. - Go out and find your way to the academy. - Take the glove from the trashcan and go upstairs. - Take the palette and start painting. - Go to the coffe shop and talk to Charlie (Behind the counter) and take some candy from the jar. - Go further in and talk to Stan. (This is a REALLY nice guy. He' s fat to.) - Nag about getting your salary and threaten him to quit. (Now, that' s better) - Take a look at the poster next to the jukebox and take a ticket from it. - Look closer at the ticket and look at the adress on the side. - Take a bread from the table. - Go back to the boarderhouse and look at the machine outside. - Use the ring with the two wires without connection. - Now you have to get the switches to get on a straight line. The big round switch to the left holds one of the switches still, while the other turns the three others around. - When you get it right, turn the cap on the ventilator and turn the wheel. Then take the pincers from the hose. - Go to April' s room and look out the window. - Use the bread on the blue duck and see "Donald" fly away. - Pull the chain to get up the string. - Go back to the coffea shop and pick up the duck. - Look at the duck in closeup and remove the plaster. - Go to the subway and buy a pass for a week and then catch the train to Café Roma. - Talk to Cortéz and head back to the Boarderhouse to talk to Mickey and Fiona. - If you answered yes about working, go to the Coffea shop. If not, head back to your room. Chapter two - Through the mirror - Talk to Fiona and ask her where Cortéz could be before you go back upstairs and ask Zack the same thing. - At the subway, look at the sparks by the railway. April finds out that it's a key. - Blow up the duck and place it on the pincers and then the string. (In some versions of the game, there 's a bug that screws this up if you do yhis in closeup. The smartest thing is to do this right in the inventory screen, or else will the game show the pincers without the string. A patch fixes this, and I don't know if this is the case with the english version, but you better save before you do this anyway.) - Get the key with your "Fishing pole". - Take the subway and find the cinema(To the right from the subway and to the right. - Push the trashcan to reveal some green goo. Put some candy in it. - Talk to the detective with the Bogart style and give him the candy you "treated". - Take the hat in the middle of the street in the last screen.(to the left) - Go back and use the key with the electricity box to open it. - Use the plaster on the rubber glove and use it with the broken wire in the box. - Follow the janitor to the back alley and go towards the door. - Put the monkey on the trash pile and the hat further up at the same pile. - Open the trashcan and use the matches on it afterwards. - Go inside and talk to Cortéz. - Talk to the priest. - Look around in the city before you go back and talk to the priest until he tell you that Westhouse is called the "Rolling man" here. - Talk to the man selling maps and become his errand-boy(Sorry, errand-girl) - Deliver the map to captain Nebevé at the boat by the docks and try to get him sign. - Go back to the city gate and buy a flute from the stand. - Go back to Nebevé and give him your list again. - Talk to the old man at the small dock. - Go back to the mapdealer and give him your delivery list and go to Westhouse. - Give Westhouse the map (and get him to sign) and then talk to him. - When you try to leave, he just remembers to give you a old clock. - Use the drawing-pin on the clock. Chapter three - Friends and foes -Talk to the minister in the cathedral. - Find Warren Hughes and ask him for help. - Take the subway to the policestation an look at the road block( the control panel) - look at the streetsign. - Go back to the road block and enter the number on the sign and climb in the dumbster. - Look at the toolbox and take the paper inside it. - Look at the paper and talk to the workers in the chairs to the left (yep, him with the way too small t-shirt and the dufus next to him. - Give the form to the workers. - Ask the reseptionist for form 09042. - Give the form to the workers. - Ask the reseptionist for form 09042-A and give it to the workers. - Look at the nearest telephone screen and call to it from the other one. - Got to the workers and tell them both that there is someone one the phone for them. - Take the screwdriver and fix the cables( How long would those two use to find out that? - Try to get inside. - Look at the shelfes behind the reseptionist and talk to her about getting the form. - Hurry to fix the cables and run inside. - Buy a coke from the vending machine with your cashcard. - Go inside the locker room. (To the left of the screen) - Look at the lockers until you see the name "Maria Hernandèz". - Talk with the cop behind the door to the toilet.(Haven't we met him before ?) - Open Minelli's locker and take his medicine, look at the mirror, take the broken part and read the note behind it. Also notice the box at the middle of the shelf. - Give Minelli his medicine and talk to him about his wife.(Hmm…what' s this all about ?) - Push the lightswitch and replace the glaseye with the eye from the monkey eye when it falls out. - Go out and use the glaseye with the scanner on the door right to the vending machine. - Go inside the archives and search for Warren Hughes in the computer. - Look at his sister' s colonisation number before you delete the info about Warren and printing it out. - Search for the colonisation number and print out the info. - Search for Altec' s church an look at the name "Jacob McAllen" and search for him. - Go to the next page and look at (And write down for yourself) the code in the lower corner. - Turn off the computer and look at the control panel on the document finder across the room. - Enter the code you saw when you searched for Jacob McAllen. - Take the papers in the printer before you leave the station and head back to building 87 (Warren) - Give Warren the documents and go to meet his friend at the docks. - Knock on the door three times and after mutch naging you finally get inside. - This is a weird one, but talk to him anyway and give him the cube inside the police file. - Once outside put the coke inside the paint- mixer and head back to the police station. - Give the cop the fully loaded coke by the crash scene. - Use the piece of mirror with the laser beam and get the AG- unit(The blinking thing) loose with the screwdriver. - Get back to Burns and give him the AG- unit. - Go to the cathedral and talk to Cortéz. Chapter four - Monsters - Go inside the house and talk to the woman. Go inside the kitchen and after a little while a pretty weird looking fellow enters.Talk to him. Go then back to the kitchen and when April says that shes tired, go sit in the chair. - Talk to the map dealer and give him the delivery list. - Go to the other stand and play the cup game. - Use the screwdriver on the cups until one of them moves. There' s the coin. - The bozo get' s pissed and says you used magic to trick him. - Offer him your screwdriver in exchange for one of his prizes. - April says she need some time to think about what to pick. - At this part it' s important to get April to understand exactly what to pick.(Pretty clear to me, but what the heck.) - So go talk to Tobias about books and where you can read them. - Then talk to the weird creature in the treehouse and Westhouse who tells yoa about a people called "the flying people". - Go to the library and ask minstrum yerin about a book you don' t know the name of, but is about a flying people. - Read the book and you will see that this people lives on the island "Alais". - Go to the old man at the small dock and ask if he knows some stories about Alais and the flying people. - Talk to the captain and ask him if he knows the island Alais. - Go back to the old man and talk to him again. - April agree with the old man that if she get' s his bird back, she will be taken to Alais. - Go to the cup- game stand and exchange the screwdriver for the bird(Pretty cool one too) - Talk to Captain Nebevé and ask what he needs to get sailing. - You get to know that some guy named Roper Klakks have captured the wind (okay). - So we get into the woods to get the wind back(how hard could that be ?) - Go inside the forest and you get some company by raven. - Go further into the woods and you' ll meet a banda looking for his missing brother. - Call for raven. - Look at the other side and the broken bridge. - Go back to the last screen and help the old lady home. - Use the broom on the closet. - Take the skull on the table and throw it through the window. - Push banda- uta out the window and use the broken plank with the gribbel. Chapter five - There and back again - Pick some flowers in the screen after crossing the bridge. - Talk to the stoned man by the tower. - Use the flowers with the man. - Try to pick some berries from the mud. - Call raven and get him to pick some instead. - Mix the flowers with the berries and use it on the stoned man and go inside. - Give a coin to the statue looking like a beggar. (Repeat as many times as pssible) - Take the salt and pepper. - Give more money to the beggar. - Blow out the candles. - Turn the hourglass around so that the stairs turns upwards and run up before it returns. - Open the door next to the mirror. - Turn the hourglass and run to the door before the bridge goes back down. - Use the pepper on the statue shaped as a face and go inside. - When you try to go up the stairs you meet Roper Klakks. - Give him the calculator. - Take the white, yellow, green and blue bottles ( You will have to move the skull to get one of them off the table.) - Read the formula book. - Mix the white, green and blue bottles to get a invisibility mixture (it' s really important that they get mix in that exact order.) - Go back to the mirror in the labirynth and use the mixture on April so she can get the rest of the page for the formula book in front of it. - Use the page with the book. - Mix yellow, white and blue essence (light- as- a- feather mixture) - Mix green, yellow and blue essence (Magic- binding mixture) - Drink the light- as- a- feather mixture and get the red bottle by the roof over the window. - Mix red, red and blue essence. (explosion mixture) - Mix white, red and blue essence (Wind mixture) - Use the magic binding mixture and explosion mixture with the round crystal. - Open the window, call raven and get him to spread the wind mixture in the clouds. - Give the wind mixture to captain Nebevé to convince him that the wind will hold. - Give Tun Luiec at "the wanderer" the job as navigator on the ship. - Talk to Tobias in the temple. Chapter six - The storm of chaos - Take an apple from the barrel. - Go downstairs and take the axe. (Just next to the bag of flour) - Eat some of the candy and use it on the bag of flour to trap the worm. - Pick up the worm and put it inside the apple. - Give the apple with the worm inside to captain Nebevé on the bridge. - Ask Tun Luiec to take the wheel for a while. - Use the talisman of the balancy on the compass. - Talk to Tun Luiec and tell her that you went a little off course. - Take the talisman away from the compass. (Oops, the captain were pretty mad) - Gå back downstairs and use the axe on the chest. Chapter seven - A deep blue mirror. - Call for raven and talk to him. - Look at and touch the creature in the water. - Look at the paintings on the wall. - Take one of the strange animals from the wall and use it on April. - Take the black pearl inside the clam right outside the bobble. - Go to the city and get some of the green stuff on the wall. - Go back to the airbobble and use the drawing- pin on April and use the blood with the green stuff. Then dip the pearl in the green stuff and eat it. (Think of it like a giant pill) - Go back to the city and take the crystal. - Remove the seagrass to the left in the screen outside the airbobble and take the crystal. - Remove more seagrass and go inside the cave and take the two last crystals. - Look at the alter of stone in the middle of the cave. - Put the brown crystal in the hole marked with a wave (The symbols can be difficult to see, but just look at the holes and April will tell you the symbol) with the wave symbol turned out. - Put the yellow crystal in the hole marked with a fish with the harpoon symbol turned out (against the center) - Put the grey crystal in the hole marked with a one- eyed temple with the one eyed temple turned out. - Put the green crystal in the hole marked with a harpoon with the fish symbol turned out. - Turn the rings around so that each crystal have a symbol next to them. - Go back to the city and talk to the sea creature. - Take the harpoon. - Go to the shipwreckto the right for the airbobble. - When you try to go inside the giant hole, sharptooth will appear, so kill it with the harpoon and take a tooth to prove that you have killed him. - Go inside the hole and get your talisman back. - Head back to the city and show the sea creature the tooth and the talisman. - Go back to the cave and use the talisman on the symbol on the wall. - Take the piece of stone inside the open hole in the wall and show it to the sea creature. Chapter eight - Reunion - Take the rope on the beach. - Call for raven and get him to get an overwiev of the island by using him on the jungle. - Go talk to the branchmen.(go to the big statues and look at the tree, and it will be available - Go to the ruins. (Left for the beach) and use the rope on the little tree and climb down. - Go further down the cave and take the key in the pile of rocks. - Take the rope with you when you leave. - Go inside the cave (The mouth) in the big statue to see what symbol that belongs to each phone. - Now your' e going to set up the phones so that they will wake up the giant Q' aman and can be done like this: The trick here is to set up the phones in a special way so that the mouth on the phone by the tree hits the ear of the phone on the cliff (Right for the beach, and through the village--Take a look at the suffering crab while you' re there), and from the mouth on the phone on the cliff to the ear of the one at the ruins. From there turn the mouth so that it hit' s the mouth of the staue so that your voice goes all over the island and wakes up Q' aman. Use the key to turn the ears and mouths. If you turn it one way, you will move the mouth and the other way turns the ears. Now talk into the phone at the tree. This may take a while, but just try in different angels and you will get it right in the end. - Wake up Q' aman and get him to tell you where he is. - Get Q' aman to help the crab in the village. - Talk to Q' aman and give him the emty candywrap. - Go back to the tree and ask the branchmen why they haven' t start working yet. -Follow them up the tree and talk to them again. - Go back to the cliff and take the rest of the fish(Some bones) and the fishing string. - Give the fishing string to the branchmen. - Use the fishbones with the fishing string and ask the branchmen to test the lunacannon. - Use the string with the lunacannon and climb over to the mountain path. - Use the wind mixture with the upwind by the cliffside. - Use the light- as- a- feather mixture with April and jump over the gap. - Go inside the city and talk to the guard by the castle (or something like that.) - He wants you to answers some questions about some fables, so we' re gonna have to collect some. The first one you hear from Seana (the kid), the other from Neema (by the pots), the third from the old alaterer right outside the city and the last one from the guard by the gap you jumped over. (Isam) - Go back to the guard outside the castle and answer the encredible easy questions (If you get these wrong, I just have to congratulate.) - Dig in the sand right before you and touch the big rock. - Talk to the organ that opens and swim inside the new organ that appears. - Touch the outgrowth and take the jewel with you. Chapter nine - Shadows - Talk to the minister and go back to the borderhouse. - You' ll get surprised by some people from the banner and they shoot down Emma. - Run up to the second floor and talk to Zack (The traitor) and watch him getting killed (He deserved that) before you run in to your room. - Look out the window and jump in the river. - Drink the invisible mixture to get past the guard in front of the door. - Run to the coffea shop. - You' ll get surrounded (of course..). - Run through the door that opens (Luckily..) Chapter ten - Rebirth - You' re back in Arkadia and the place are pretty deserted. - Go talk to Abnaxus (the creature in the treehouse) and you' ll get the last stonepiece. - Go talk to Westhouse for the last time, and then go to the library to talk to minstrum Yerin. - Go back up the stairs and use the magic binding mixture on the talisman. - Place each of the stones in the holes (Each stone only fits in one hole). - Call for Raven and get him to remove the birddroppings on the dragonhead. - Try to open turn the wheel in the library and to grab the stone in the water. - Ask Yerin to let out the water. - Turn the wheel again and take the stone. - Leave the library. Chapter eleven - The stock - Grab the palett and paint with it. - Go to Burns to pick up the ID- card. - Show the starmap to Burns. - Go to Metro circle and use the elevator to the left in the screen. - Pick up the pizzabox from the trashcan. - Go shopping for some "newer" clothes in the clothes- store. - Go to the shuttle. - Talk to the cop, that tells you where the MTI- building is. - Give the pizzabox to the reseptionist. - Look at the papers on the desk, and McAllen enters the room. - Use the computer to open the gate and run outside. - Run to the left, on a little platform, and you see the truth about McAllen and Cortéz. - Use the computer to get your hands on the stone and jewels. - Go back to talk to Burns for the last time. - Go back to Metro Circle and take the elevator. - Go in the tunell and say to the reseptionist that you' ll like to become a colonist. Chapter twelve - The dreamland - Try to go in to the ladies room. That doesn' t work, so you' ll have to use the men' s room. - Use your card on the machine on the wall. - Push the trashcan to the left. - Use the coin on the grid, take it away and crawl inside. - Look at the screen and go to exit 1. - Touch the cable obove the videocamera and crawl back in the tunell. - Look at the screen again and go to exit 2. - Put the manhoodpills in the coffeacup (I feel good, he, he) and go back thrugh the hole. - Go back to exit 2 to see the guard enjoying his coffea. (for a little while) - Go through the pockets on the jacket hanging on the chair. - Look at the computer in the corner next to the controlboard. - Look at the controlboard and send the guards at the cell department off duty (In some cases you' ll have to send other guards off duty before you can send off the ones you want or else they tell you that someone already has a brake.) - Go to the cell department and use the key at the lock by cell 5 and open the cell. - Talk to Adrian- the guardian and go to exit 2( the control room) - Order the guard at the shuttle bay off guard and take Adrian there. - Look at the capsule and it' s control panel that shows that the oxygen filters missing. - Go back to the control room (exit 2) and have the guard at the storeroom to take a brake. - Go to the storage room and search for the oxygen filters in the computer terminal. - The filters can be located right behind the first pile of boxes. - Go back to the control room and send the guard at the shuttle bay off guard ( What cool duty times these guys have) - Go to the shuttle bay and use the oxegen filters on the capsule. - Press the yellow butten that suddenly brights up and get "lost in space" But why are there three capsules ? Chapter thirteen - The longest journey - Look at the capsule and go into the desert. - Look at Adrian's capsule and go further towards the tower. - Use the talisman with the magic binding mixture with the chaosphere. - Go to the other side. - Suddenly were home as a little girl with that jurk of a father right in front of us. - Give dad the ring. - When you' re by the tower, call for Raven and use him on the gap betveen you and the tower. - Then use him on the construction in the middle. - Continue to use Raven, this time of the sourche of creation. - At last you use him on the gap again. - Go over the bridge. - Look at the water (The hole in the center) - Use the stone with the water and touch the hand that appears. - You go with Adrian up in the tower on a stoneplate. (But who the hell is hanging under it ? - You' ll get a little surprise up in the tower and Gordon Halloway suddenly appears. - Use the talisman on Gordon. Congratulations. You have completed The longest journey and a very disappointing epilogue follows. (At least I think so). They could have made that much better. What happened to Emma and Charlie, and did April and Charlie become "closer" to eachother ? Well, at least we see why the old lady knew so much about us in chapter nine. Just think about it, you' ll figure it out. This walkthrough are written from the Norwegian version of the game. This should not affect the game other than some names and some other tiny stuff. If you should find any errors anyway or do you have some questions about it, feel free to contact me at this e- mail address: cyberia@x-stream.no I hope you had as fun with the game as I did. Kenneth Daleng