Dreamfall: The Longest Journey (PC) Walkthrough v3.0
Copyright © 2006 by OutRider

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 may 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
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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 for which they are using one of my walkthroughs.
I am not tech support, nor am I affiliated with any of the different companies
that made the games for which my walkthroughs are based upon. 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.



Update History:

May 29, 2006 (v1.0) - A partial walkthrough was completed that covered the
beginning of the game up to Chapter 5.

May 30, 2006 (v2.0) - Walkthrough was completed.

May 31, 2006 (v3.0) - Pointed out the scene that plays after credits;
added Credits section; new v1.57 patch that fixes crashes in Chapter 7
mentioned.



Prologue - Tainted:

When you watch the opening movie,  you’ll see Brian Westhouse writing his
journal inside of a monastery. For those who don’t remember, Brian’s a fellow
human that April met on one of her first trips to Arcadia. A knock at the door
will disturb him, and it appears that a monk has stopped by to retrieve him.
He’ll ask you to follow him, but if you want, you can look around and get
acclimated to the new controls before continuing on.

When you’re ready, follow the monk out to the hallway and into a room where
there are other monks meditating. The monk that got you will go to meditate as
well. Go bother the two monks that are standing around and then you’ll be told
to go up onto the platform and step onto the dais.
The monks will perform a ritual and Brian will be transported to another world.

When Brian materializes, there will be a stranger here. The stranger becomes
upset and he wants Brian to come back wherever it is he came from, but Brian
doesn’t quite fully grasp what is going on. Just then, a black blob appears in
the sky and the stranger will run off. The blob stretches out its tendrils and
takes a hold of Brian, not knowing what is going to happen to him.

Chapter 1 - One (Casablanca):

You’ll be introduced to Zoë Castillo, who appears to be in a coma with her
father sitting near the foot of her bed. After she explains what’s going on,
she’ll have something important to tell you. We’ll then go to two weeks earlier
to better understand why Zoë ended up in the state she is in now.

Zoë is in her bedroom watching the news on her television when what she thinks
of as a viral ad interrupts the regularly scheduled broadcast. The ad seems
eerily reminiscent of The Ring, and  whoever made the video knows Zoë’s name
and wants her to save a girl. Zoë doesn’t think too much of it when this purple
gorilla comes to life and tells Zoë she has a message. She realizes that her
phone is ringing and gets up off of her bed.

You can talk to the purple gorilla if you want to learn that his name is
Wonkers. He’s a robot and he can give Zoë the latest news or remind her of what
is currently on the schedule. While he is programmed to be perpetually happy,
you can’t help but feel sorry for the little guy because he wants to play a
game with Zoë, but she doesn’t have the time anymore.

The new control scheme in Dreamfall will take some time to get used to since
it’s not one of those simple point and clicks that most of us adventure gamers
might be used to. Anyway, pick up Zoë’s mobile phone up off the chair to
realize that she’s going to be late getting to the gym.

Open the closet near the door and Zoë will get dressed. Head downstairs to find
her dad awake and drinking some coffee.  You can talk to him if you’d like to
learn that her dad will be leaving later today to go to Bombay for work and
that Zoë isn’t quite sure what to do with her life at this point in time with
everything that has happened to her recently.

You can now leave the house if you want and you’ll get to explore the city of
Casablanca. Walk through the arch to Zoë’s right and follow the path to her
right and go through the arch to watch a scene where you’ll see a large airship
fly over Zoë’s head and you’ll get to see just how large the city truly is.
Follow the path down a couple flights of stairs and you’ll see some people
walking around here. You can talk to them if you would like, but we’re more
interested in Olivia, the woman standing in front of the shop. She’ll ask Zoë
if she’d like to come inside to see something cool. You can spare the time if
you wish because if you do, Zoë will experience another video like the one she
saw in her bedroom with the girl imploring that she find and save April.

Afterwards, Olivia will come out and start talking to Zoë about a new device
that will prevent The Syndicate from tracing her mobile phone. She’ll be
virtually invisible with it and Olivia can install it for you later. The
conversation will end when Olivia gets a phone call, so feel free to leave the
shop.
Follow the road down into the central plaza where you’ll see a fountain and a
sushi stand across from it. A friend of Zoë’s will come running up as you enter
and remind her that she needs to get to the gym soon or Jama’s not going to be
happy. Follow her into the next screen and you’ll see a taxi parked nearby and
a set of stairs leading up to a door.

Go up to the door and go inside to enter the gym and go over to the woman
dressed in green to be introduced to Jama, Zoë’s martial arts instructor.  You
can answer her however you want, but I chose to be apologetic. Soon after
you’ll get into a sparring match with your instructor.

Fighting Controls:

L (or left mouse button) – Light Attacks – They are quick moves designed to
inflict minimal damage on your opponent, but also ensure you do not open
yourself to a counter-attack.

K (or right mouse button) – Heavy Attacks – They are moves that are designed to
inflict as much damage as possible. Despite doing a lot of damage, they are
slow and will open Zoë up to a counter-attack.  Only use these when your
opponent is completely vulnerable.

Space – Block – In order to guard yourself from your opponent’s attacks and
counter-attacks,  use the spacebar to block. In addition, you can also dodge
attacks by holding the spacebar and pressing the directional arrow in the
direction you wish to dodge.

Jama may seem tough at first if you’re not sure what to do,  but she’s actually
more of a pushover. Whether you beat her or not, you can continue fighting
against her as many times as you’d like or quit and continue on with the game.

As you leave the gym, Zoë will see the all too familiar video play on a screen
near the stairs. When you get outside, Zoë will then receive a call on her
phone from her ex-boyfriend, Reza. He wants her to meet him at the Moca Loco,
so let’s go there. The Moca Loco is to the left when you re-enter the fountain
plaza. You’ll see Reza sitting by himself, so go over to him and talk to him.

A dialogue choice will pop up where you can either invite Reza to the party
later on or not. If you do, he says he’s a bit too busy, but if he gets his
work done early he’ll stop by. He’ll then ask Zoë to do a favor for him which
involves picking up a package from the Jiva Corporation located in the Seshadri
building. The person who has the package is named Helena Chang and while she
only wants Reza to pick it up, Reza says he’ll send a message to her to let her
know Zoë is coming.

After Reza leaves, go to the taxi stand and hop in to take a ride to the
downtown area. Go up the stairs and push the button to call the elevator.
You’ll see a dirty blonde-haired woman using the computer behind the desk. When
you talk to her, you’ll see that she looks like someone from the Matrix. She’ll
act a little rude to Zoë, but try telling her that you have an appointment.

She’ll continue to become mad when a woman appears on the screen behind her.
You can ask her about it if you want or choose one of the other options, but
you’ll soon be getting into a fight. This woman is pretty easy as well. She
might attack a couple times, but heavy attacks will knock her out in no time.
Go over to the computer and use it to set off an alarm and open the door
nearby. Go through the door and you’ll see a man dressed similarly to the woman
doing something with a door, that has a female scientist trapped behind it.
He’ll push by Zoë and run off, but don’t worry about him right now.

Try to open the door to find that it won’t budge. The woman behind it will
point upwards, suggesting that there’s something above the door that Zoë can
use to open the door. Look at the box to the left of the door and Zoë will
comment that she can climb onto it. Do so and then climb up onto the top of the
door. Crawl over to the panel near Zoë and open it. Pull the lever to activate
the manual release and then climb back down.

Open the door and the woman will thank you for your help before running off.
Go back to the elevator to have the woman say that it’s jammed. She’ll go over
and do something to fix it, so press the call button when it turns green and
then get into the elevator.
At the bottom, the woman will introduce herself as Helena Chang. She wonders
what you were doing in her laboratory and Zoë will explain everything to her,
but Helena never got Reza’s message. She’ll give you the package and she’ll
tell you that it needs to get to Jericho (Reza) as soon as possible.

You’ll be given an option to either ask about the package (which results in her
telling Zoë that it’s none of her business) or you can ask her about why she
reacted the way she did when she heard the name “Castillo”. She’ll comment that
she once knew a Castillo, but it wasn’t Zoë’s father. She’ll leave, and Zoë
will be alone once again.

Go back down the stairs and call a taxi to go back to the marketplace area. If
you open the package in your inventory, you’ll find a datacube, which Zoë
guesses is encrypted. It’s time to go to Reza’s apartment to see if he’s okay.
To reach his apartment, go through the blue arch between the sushi and fruit
stands and go up both flights of stairs to a red door and go through it.

If you look at the mailboxes, Zoë will say that Reza is in apartment 8. Go up
the stairs and follow the hallway to the right. Zoë will see a cat standing
outside his door, which proceeds to jump out the window. She’ll also notice
that his door is partially open, something that’s uncharacteristic of Reza.
Enter his apartment and Zoë will find a dead woman lying on the floor with a
flower sticking out of her mouth. Zoë will see the video appear on a screen
again, which reveals that commandos are currently storming the apartment
building. You can either leave the room or stick around, but the commandos are
going to catch Zoë and stun her.

Zoë will wake up in an interrogation room  and you’ll have to answer several
questions being asked by an unseen interrogator. The first option will allow
you to either be cooperative or become counteractive.  If you don’t mind
angering the interrogator, choose to counteract. If you want to get this all
over and done with, be cooperative.

Your next choice is to either tell the truth or lie about what you know. Seeing
as how they already know the truth, it wouldn’t be too incredibly helpful to
lie, so you might as well tell the truth. Your last choice will be to either
plead and insist that Zoë had nothing to do with the current situation, or you
can try to reason with them.

Chapter 2 – Lost:

When the cutscene opens, we’ll see Zoë back at her apartment on her cellphone
trying to reach Reza. She’ll leave a message for him and then try calling her
dad, only to learn that he’s not available either. Go into her room and Wonkers
will come over with a message. You’ll learn that Reza re-programmed Wonkers to
play the message after 24 hours if Reza hasn’t checked in. The message says
that there’s a notebook in Reza’s apartment that’ll have all sorts of
information so Zoë can better understand just what is going on.

Leave the apartment and go to Olivia’s shop. Zoë will tell her what has
happened and she’ll upgrade Zoë’s mobile phone so that she can remove the seal
that’s on Reza’s door and she’ll also give you the software cloak she told you
about the other day.

Head over to Reza’s apartment and you’ll see the seal on his door. Use the
mobile phone on it and you’ll have a puzzle to solve. It looks confusing at
first, but all you need to do is look at the symbols shown along the bottom and
click on the matching symbol  above them. You’ll have a set amount of time to
do this, otherwise the codebreaker will disconnect and you’ll have to wait a
few seconds before trying it again.

Once you’ve successfully broken the seal, go into the apartment and Lucia (the
red monkey) will come running up to Zoë while calling out her name. This
triggers a spider robot that’s sitting on the floor to go off, frying Lucia.

There are two ways  to destroy the Spider, the first being the method that I
used:

Sneak through the room (by holding CTRL as you walk), being careful not to step
on any broken glass. Go between the toppled chairs and go into the bathroom
next to the bed. There is a panel next to the sink that you should turn on,
which begins playing music. Stay where you are and when the spider enters the
shower, close the door and the water will turn on, frying the spider.

The second method is to carefully sneak over to the Spider and make a note of
its logo. Sneak back out and run to Olivia’s and ask her for the software
needed to hack into it. Once back at the apartment, carefully sneak back to the
Spider and use the mobile to hack into it and fry it.

Now that the Spider is no longer a problem,  go over to Lucia and take out the
Watilla parts (A Watilla being the name of the toy) and go back to Olivia’s.
Give her the parts to learn that they are completely destroyed. She’ll give you
a new power source, but you’ll have to find a working Watilla brain. This means
taking the one out of Wonkers.

Go back to Zoë’s apartment and take the brain out of Wonkers. Back in Reza’s
apartment, put both the power supply and the brain back into Lucia and she’ll
come back to life. Talk to her a second time and Zoë will say the password.
Lucia will recognize it and will run over to open the safe.  Pick up the
notebook and Zoë will be attacked by a couple of twins. One of them will pick
up Zoë by the throat and knock her up against the wall before running off. I
wonder what that was all about?

When Zoë comes to, pick up the notebook off of the floor and go back to
Olivia’s.  Zoë will tell her what has happened and give her the notebook.
Olivia will attempt to decrypt it, but only the final entry can be cracked
right now.  She says it mentions something about “Venice”, “Newport”, “The
Fringe” and “Charlie”. Zoë decides that she must go to Newport but before we
do, you can choose to put Wonkers back together by taking the brain back out of
Lucia and going to your apartment.

Inside Zoë’s apartment, put the brain back into Wonkers if you have it and then
go over to the closet and pick up the backpack. We’ll see a cutscene in which
Zoë boards a train to begin her journey to Newport.

Meanwhile, in another world, we see a group of rebels hiding from a group of
soldiers. One of these rebels just so happens to be our Shifter friend, April
Ryan, whom you should recognize as the heroine from the first game. One of the
rebels will cast a spell, causing a toxic cloud to form within the group of
soldiers. Prepare yourself for a fight!

As April, you want to dodge the soldier’s attacks and counter-attack using
heavy strikes because they’ll easily block the light ones. You’ll end up having
to fight one other soldier after killing the first one and then the group will
continue on to Marcuria.

Chapter 3 – 201 (Venice, Newport):

We see that Zoë has arrived to a dark, rainy scene, which is unlike the Venice
you may remember from the first game. Proceed down the alley to find a somewhat
familiar scene. This is the crossroads that April used to get from the Border
House to whereever she needed to go.

Our first stop is The Fringe. Follow the path to the right and then turn right
again. The Fringe is located at the end of the path and when you’re there, use
the intercom to hear Charlie’s voice. Zoë will tell him who she is and why
she’s there and Charlie will eventually let her in.

How the times have changed. The Fringe used to be a hangout for the art
students, but it appears that it has since changed into a nightclub. The
hostess will point you in Charlie’s direction, who’s sitting at a table at the
far end of the room. Go over and talk to him and you’ll eventually be given a
choice on whether to plead, bargain, or threaten Charlie for the info you need.
Choose what you will and then talk to him about all conversation topics. You’ll
learn that Charlie used to be a bartender back when it was  a popular hangout,
but he now manages it after the new owners hired him back after his failed
attempt to run it.

He’ll also tell you about the Victory Hotel, which used to be the Border House.
After the Collapse, no one wants to live in Venice anymore if they have a
choice. The Border House used to be an apartment complex, but now it’s a seedy
hotel.

Leave the Fringe and go back out to the crossroads. When you reach the clock,
turn right and follow the path as it forks diagonally. Here you’ll see a
staircase and a stand with a Chinaman nearby. The Chinaman will call you over
to his stand and you can talk to him if you’d like.

Go up the stairs near the stand and cross the bridge. Follow the far path to
the right and then turn left when you can. Turn right down the alley and follow
the path. The Victory Hotel is on the opposite end of the canal, but instead of
going inside, climb down the scaffolding to the left of it to enter the canal.
Enter the broken gate and follow the path until you reach a ladder. Climb up
and you’ll see a gate here that is locked with a padlock. Look at it and then
call Olivia using the mobile phone and she’ll tell you that you need a lockpick
to unlock it.

Climb back down the ladder and go back to the Chinaman’s stand. He has a
lockpick available, but he won’t give it to you unless you have a cloak for the
mobile to give him. Call Olivia and she’ll transfer a cloak over, and you can
talk to the Chinaman again to get the lockpick.
Go back to the locked gate and use the lockpick to encounter your next puzzle.

This puzzle can be a bit difficult if you don’t know what you’re doing, so I
will explain it as best as I can.
You will see four chambers, each with different shapes. You will also see a
shape above and below each chamber. The goal here is to match the shapes in the
chamber to the ones above and below it. A shape can be transferred from one
chamber to another by placing it in between two chambers and then clicking the
second chamber to move it over.

Once you start getting shapes lined up, it becomes much easier to complete. The
trick is to get the shapes you need to match in the 3 o’clock and 9 o’clock
positions before turning the chamber to the 12 o’clock and 6 o’clock positions,
thus creating the match you need to get one step closer to unlocking the
padlock. Even if you have to turn a chamber that you just completed to move a
shape to another one, it won’t make the puzzle any more difficult as you can
turn the chamber again to recreate your match.
I know my explanation isn’t too incredibly clear, but it’s the best I can do
for now. All I’m saying is that it doesn’t take a genius to figure the puzzle
out.

Once the padlock is unlocked, Zoë will realize that there is a guard dog. She
comments that it must be used to the trains because it’s able to sleep through
all the noise. You’ll have to sneak past the guard dog as walking or running
will wake him up. If you wake him up, run back to the ladder and climb down,
otherwise only sneak when the train is going down the track. When the train is
gone, stop and stay where you are until you hear another train.

Sneak over to the shed and open the door. Take the axe hanging on the wall and
then sneak back to the ladder. Climb down the ladder and go down the alley to
the right of it. Zoë will notice a boarded-up window that has some light coming
through. Pull the bar out of the dumpster’s wheel and then push the dumpster
several times until it is underneath the window.

Climb onto the dumpster and then use the axe to chop up the boards covering the
window. Go inside and pick up the axe handle on the floor near Zoë. Go over to
the work bench and take a rag and then smell each of the cans until Zoë finds
one that smells like gasoline.

Combine the rag with the handle to make a torch and then dip the torch into the
gasoline. Go over to the heater and turn the flame on and use it to light the
torch. Follow the hallway until Zoë  notices a blood trail on the floor. You’ll
find even more when you follow the trail and you’ll also come across Reza’s
lighter.

Walk up to the security monitors and use your mobile to hack into it. You’ve
done this before, so I won’t bother explaining it again. You’ll unlock the door
at the top of the stairwell in the previous room, so go back there and go
upstairs.

Head over to the man in the orange shirt and he’ll wonder who you are and just
what you’re doing there. If you’re not careful, you will have to fight the guy,
so talk to him about vacancies and then lie to him. Stay calm and ask him about
the manager and you’re free to look around, but you only have a short time
before the guy catches on to your little game.

What I did was run upstairs  and follow the hallway to a room where Zoë finds a
woman with the flower thing on her face. I continued on until I found a
bathroom where I took a window handle. Outside of the bathroom, there is a room
just below the stairs that you need to enter.  It’ll have a large solitary
window, which you should open by using the window handle.

Climb through the window and then go up the ladder. By this time, the guy is
already on his way to see what’s going on, but it won’t matter since you’re
climbing up the ladder and on the next screen. The ladder will break off once
you’re at the top, so you’re stuck where you’re at now.

Go through the nearby window and you’ll want to be careful here as well. There
is a drug addict wandering the halls and if he sees you, you’ll have to fight
him so he doesn’t draw too much attention when he tries to call for help. If
you want to be sneaky, start sneaking as you enter the hallway and after the
addict walks further down the corridor, sneak into the room he came out of and
swipe his towel.

Proceed to the end of the hallway to find a window and an old radiator. If you
look out the window, you’ll find April’s room just below you, but it’s a long
drop. The towel’s too short, so you’ll have to find something longer to add to
it. Carefully traverse down the hallway (which by this point the addict found
me and I had to rough him up a bit) and on your right you’ll find the druggie’s
room. Swipe his sheet and then go back to the window. Tie the sheet to the
towel and then tie the makeshift rope to the radiator. Climb out the window to
the ledge below and follow it around to the window of April’s room.

Go inside and open the closet. You’ll find a picture here featuring Charlie,
April, and Emma, so take it with you and then a man will enter. You’ll
eventually learn that this is Marcus, someone who was also in the first game,
and apparently he runs the “hotel”.  Be courteous towards him and when he asks
you a question, tell him no and that you’re here looking for a reporter friend.

Zoë and Marcus will cut a deal with each other and then Marcus will let you out
the front door. From the hotel, go back to the Fringe.

Go over to Charlie and show him the picture you found. Push him to get as much
information as you can and then a long cutscene will begin. Charlie will
explain to you everything he knows and then he’ll call Emma. Later on, we’ll
see that Emma has joined the pair and all three will get into a long
conversation that will shed some light on what has happened between the events
of The Longest Journey and Dreamfall.

Zoë will tell Charlie about Marcus and he’ll comment about how it’s turning
into “one big family reunion” and then she’ll tell him that she has to go make
a phone call. Charlie gives her access to one of the VIP rooms upstairs. The
stairs are near the entrance, so head upstairs and go into the last VIP room on
the left.

Use the mobile and Zoë will try to call Reza, with no success. After she’s
done, Marcus will show up, but he’s not alone. He’s brought the twins that
attacked Zoë in Reza’s apartment! They’ll go after her and one of them does
something with a knife and then activates one of those flower devices. I sure
hope Zoë’s okay!

Chapter 4 – Winter:

Zoë will find herself in the vision she’s been having, but she’s in her
underwear! (Ooh la la!) All you can do is run towards the house until a
sequence interrupts you where the girl mysteriously appears and continues
rambling on about Zoë needing to save April.

The girl causes the ice around Zoë to break and Zoë will fall into a pit.
She’ll wake up with her clothes on inside an underground cave with cave trolls
patrolling the grounds.

I decided to beat the snot out of the trolls because I’m no good at stealth,
and they’re not very hard anyway. They can take a good chunk of your health if
you’re not careful though. After getting by the trolls (or subduing them,
however you wish to proceed), follow the path and climb up onto the ledge.
Climb down the other side and take the glowing egg off of the stick nearby.

Continue to follow the path until you see a small set of stairs leading down
and head down them and then immediately go up another flight of stairs. You’ll
see a wheel up against the wall here with a platform behind it for something to
sit.

Put the egg on the platform and then turn the wheel, making note of the tune
that plays.  The water wheel will start to move, so take the egg and go down
the stairs. Stand near the water wheel and have Zoë grab a hold of it. She’ll
ride it up to the scaffolding and as you follow it to the end, one of the
planks will break off, leaving a gap for Zoë to jump across.

On the other side, there’s a long ladder for you to climb, so you might as well
have at it to continue on with the game. Luckily for you, you’ll only have to
go up about a quarter or so of the way before reaching the loading screen and
magically appearing closer to the top.

The path at the top leads to a dead end, but notice the notes on the wall and
how you can press them. You’ll have to recreate the tune you heard by pressing
the notes in order. Press the first one followed by the second one, then the
first one again, and finally the last one.

A portal will appear and a doorway will be formed for you to walk through. If
you want to satiate your curiosity, you have no choice other than to go through
it and see where it leads or you won’t be able to continue the rest of the
story.

The doorway will drop you into a basement of a building.  At the top of the
stairway is a locked door, so bust it open and advance. Head outside of the
basement to find a somewhat familiar sight. You’re now in the Journeyman Inn
and of course, Benrime is still running the place.

A patron will alert her to your presence and she’ll wonder where you came from
before realizing that Zoë must be another Shifter that’s found her way to the
other side. At some point Zoë will mention April Ryan, causing a man to look
her way (you may recognize him from the scene with April as Brynn). He’ll
eventually get up and leave and Benrime will tell Zoë that she’ll have to talk
to a Minstrum Magda to learn how to get back home and that you’ll have to talk
to Blind Bob to find out where she is.

When the discussion is over, head out the door and take your first steps out
into the world of Arcadia. Just down the path is a beggar looking for alms.
Talking to him will reveal that he is Blind Bob and that if you want info on
how to find Minstrum Magda, you’ll have to give him mulled wine.

Go back into the inn and ask Benrime about the wine. She says that in order to
make it, you just have to boil some wine and mix in some spices. She’s all out
of the spices she needs because the delivery person never showed up with her
order.  She’ll direct you to the spice merchant’s stand and that will be our
next destination.

In order to get there, leave the inn and run past Blind Bob to the next screen.
You find yourself on a path leading to the main courtyard. Follow it and then
go down the long ramp leading down into the marketplace. The spice merchant’s
stand is dead ahead and to the left.

Talk to the merchant about getting some spices only to have him eventually
reveal that he doesn’t have any since his shipment hasn’t come in due to the
ghetto being closed off while the Azadi go looking for contraband.  You can get
the spices from the guy who’s supposed to be bringing them in, so agree to go
get them for the merchant  and go back to the Journeyman Inn. Along the way
you’ll see a man being arrested by the Azadi for selling medicine to the
“magicals”.

Anyway, rather than going inside the inn this time, go past it and follow the
path to the end to where you see a  bearded man standing near his wagon. I
forgot his name, but he is quite the prick. The douche will hand over the
spices you need and then you can go give them to the merchant if you want so
that you can get Benrime’s order, otherwise just go back into the inn because
either way you’ll have spices that you can use in your possession.

Talk to Benrime and give her the spices. She’ll tell you that the wine is
boiling, and all you need to do is mix in some spices. Go over to the boiling
pot and toss in the spices. Pick up the wine jug behind you and fill it up with
some freshly made mulled wine.

Go outside and give the wine to Blind Bob and talk to him again to find out
that if you want to know where Magda is, you’ll have to talk to Crazy Clara.
You’ll have to go back into the marketplace where you found the spice merchant
and once you’re there, head past him and the woman and go left through the open
gate.

Follow the road to a bridge where you see a woman sitting along the side. This
is Crazy Clara and when you talk to her, you’ll notice she likes to ramble on
about things that people have told her. Talk to her about Blind Bob and Zoë
will realize that she is missing a pet, her baby.  Zoë will decide to go rescue
her “baby” so that Clara will tell her about where to find Magda.

Go back down into the marketplace and if you look down the alley near where the
animal is circling, you’ll see a cage, and I bet that’s where they’re holding
Clara’s pet. Try to enter the alley only to have the guard watching nearby yell
at you. You’ll have to obscure his view long enough so that you can go into the
alley undetected.

The best way to do this is to wait for the animal to circle back around and as
it walks in front of the guard, run down the alley and to the cage before the
guard sees you again. Open the cage to set the animal free and it’ll run off,
scaring the lumbering thing and causing it to run off.

Go back to Clara and her  pet will appear, running straight into her arms. Ask
her about Magda and as she rambles on, Zoë will realize that Magda is the soup
lady standing next to the spice merchant, the one she had run past so many
times before.

Go to Magda now and talk to her. You’ll have to tell her that the innkeeper,
Benrime Salmin, sent you before she’ll actually tell you what she knows. She
doesn’t like being called Minstrum because the Azadi banned the Sentinel from
the city and there are ears everywhere. You can’t talk ill about the Azadi or
they’ll throw you into a place called Friar’s Keep.  She can point you in the
direction of someone who can help you, but she can’t offer any more assistance
than that.

After you’re finished talking to her about everything, Brynn will call you over
and talk to you. He heard you mention the name “April Ryan” the other day in
the inn and he can help you, but Zoë understandably distrusts him. He’ll
promise not to lock Zoë up in any basements and you won’t have any choice but
to follow him.

He’ll take you in between a couple of buildings, where he’ll call another guy
out who restrains Zoë while they take her to an unknown location. You’ll see a
sequence that offers nothing but conversation between Brynn, his accomplice,
and a female voice.

Eventually, Zoë will wake up only to see April Ryan staring at her in the face.
She’ll begin to ask questions and Zoë will explain to her what she knows. April
seems very bitter about how things have turned out for her and she won’t offer
any help to Zoë other than trying to get her back to Stark (her home).  She
brings in Na’ane, who hypnotizes her and after a bit, Zoë suddenly disappears
without her clothes. While Na’ane doesn’t believe Zoë is a Shifter, everyone
will wonder just where she went.

In a distant part of Arcadia, we see a man getting ready to fight. You’ll be
given control of the man, and all you have to do now is fight the others until
there are no more to fight. Talk to the man with the red hair and you’ll learn
that the man you’ve been controlling is Kian and that the Irish-sounding fellow
is Kian’s master, Garmon. After the conversation is over,  a little girl will
come and let Kian know that he has been summoned by the Six.

Follow her until she stops and then enter the door that has the guards posted
on both sides of the door. Watch the sequence and you’ll see that the Six look
like children and they have a mission for Kian: Go to Marcuria and “convert”
the one called Scorpion, who is a leader of a group of rebels fighting against
the Azadi and the things they stand for. You’ll also realize that Kian’s last
name is Alvane (Players of The Longest Journey will understand why I’m pointing
this out) and after you’re done listening to the conversation, go back to
Garmon and Kian will explain to him the situation and Garmon will offer his
true views on the Six and the whole religion in general.

Chapter 5 – Alchera:

You’ll see that Zoë is alive and well, and that she’s back in the Fringe.
Charlie is here sitting next to her and he lets her know that he has been
watching over her all night. The twins that attacked her ended up drugging her
and Charlie will let Zoë know that  a couple of guests had found her passed out
in the booth and that she was there all night. You can pick the dialogue choice
how you want, but I had Zoë insist that everything that she experienced back in
Arcadia was real.

Eventually Zoë will get up and leave, putting her back outside of the Fringe.
Walk forward until you get a phone call from Olivia, and you’ll be on your way
to Japan.

While Zoë is off gallavanting in Japan, we’re going to go see what April is up
to in Marcuria.

April will be having a conversation with Chawan and afterwards, leave the room
to bump into Brynn. You can make your own choices here (I snapped at him to go
along with April’s bitterness and stuff) and then leave the inn.

Go to the tower, and do you see the scaffolding on the far side? Go there and
go along the right side and get behind the cement pillar. Sneak over to the
guard and then dispatch him so that he doesn’t sound an alarm. Climb up onto
the scaffolding and April will take care of the rest.

On the balcony, go over to where you see a partially opened window. Use the
focus field to focus on the two people and eavesdrop on their conversation.
You’ll now be back at the bottom of the scaffolding.  As you go back towards
the courtyard, you’ll see the cloaked figure come out of the tower and walk off
in the direction of the inn.

Follow the figure and you’ll see them go into the inn. Enter the inn and go
into the backroom to run into Benrime. She hasn’t seen anyone, but as you can
see, the cellar door is wide open. Head downstairs and through the door to see
the figure go through a portal similar to the one Zoë used to get into Arcadia
in the first place. April will jump through at the last minute and we’re going
to go see if Zoë’s made it to Japan.

You’ll now be in Wati City. As Zoë steps off, walk over to the vending machine
and use the mobile on it to get a piece of gum. Open the gum to find a sticker
and then walk up the stairs to see a sequence with a man who appears to be
waiting for someone.

Talk to the man, make your choices, and notice he rips the ticket in half and
throws it into the trash as he walks off. Dig the pieces out of the trash
(meaning you’ll have to go picking out of the trash twice) and then combine the
torn ticket with the sticker to recreate a museum ticket.

Go over to the cable car and use the museum ticket on the reader to gain access
to the car. Hop in and you’ll take a ride over to the WATIcorp museum. Get off
the car and go into the museum. Watch the sequence where a boy triggers an
alarm, and the prick of a guard walks over and berates the boy. His grandma
will come over and apologize but the guard gives her the attitude too.

Make your way to the back of the room and push on the red panel to set off an
alarm. The guard will tell Zoë that the room is for staff only. Go over to
where the boy is standing and touch the exhibit to set off another alarm and
the guard will complain some more. Give the gum to the boy, whose name is Hiro
and then talk to him to have him agree to distract the guard.

Hiro will go into the exhibit and activate the BunnyBot, which comes to life
and takes off. Go back to the red panel and use the mobile to hack into it.
Once you’ve successfully hacked into the panel, go into the room and then go
into the locker room across from you. Open up the nearby locker and take the
clothes to change into a worker’s uniform.

Go back into the previous room and wait for the cleaning bot to come out. As
the grate is open, crawl inside and Zoë will follow it to the other end. When
you’re out, go to the other end of the hallway and here’s where a glitch
happened. I ran up to the woman waiting for the elevator, who realized Zoë was
there and I was given a set of conversation options. However, they quickly
disappeared and the woman was still looking at Zoë, but when I looked at her,
Zoë remarks that the woman doesn’t realize that she’s standing behind her and
so I went ahead and knocked her out and was able to continue on with the game.

Get into the elevator and use the mobile on the panel to hack into it. After
you’re finished, use the panel to go up to a top floor.  Attempt to go out onto
the hallway and you’ll be stopped by what Zoë calls a security bird. It’ll have
you go back behind the line and wait for an escort. We don’t have time to
waste, so let’s screw the bird. When the bird’s back is turned, carefully go
down the hallway to the right and follow it around as it goes to the left. You
can use the alcoves in the hallway to hide from the birds, so do so when
necessary as you go down the first hallway that leads to the left. You’ll want
to enter the room at the end to enter an office area.

Go around the desks until you see a man sitting at a console. Talk to him and
you’ll be introduced to Damien Cavanaugh. Be prepared to watch a sequence that
explains a lot of what was going on. You’ll learn that the flower devices
you’ve seen are called Dreamers, among other things.  There’s a conspiracy
afoot, and Zoë will agree to help Damien uncover it.

A guard will come into the room and Zoë will go and hide. The guard will
eventually leave and Zoë will come out of hiding to continue speaking with
Damien.  Continue to listen to the conversations and you will eventually find
yourself in a stairwell. Follow the stairs down to sub-level 58 (-58) and wait
for the lights on the door to turn green. Once they do, open the door and go
into the next room.

There is a spider patrolling the room, so wait for it to pass and be careful
about following it down the hall. Zoë doesn’t seem to make any audible
footsteps that would set off the spider, so once it was far enough away I was
able to run the entire time and I never had to worry about setting the spider
off.

Make your way around until you see a slight indentation on the right wall.
Examine the indentation to uncover a panel and use the mobile on it to have
Damien unlock the doors. You’ll now want to make your way to the door with the
blue stickers on it and head inside the room. Take the capsule off of the stand
to your right and then put the worm inside of it.

Look out before stepping back out into the hallway just in case the spider
shows up and once it’s clear, go to the medical lab, which is the room with the
green stickers on it. Once there, step into the large biometric scanner and Zoë
will be scanned. There is a smaller biometric scanner on the other side of the
room in which the encapsulated worm should be placed to be scanned.

Go to the security room whose door is denoted by the shields and attempt to
enter to see that there is a laser grid running along the floor. In order to
deactivate the grid, go to the cybernetics room that has the red stickers on
the door. You’ll see an inactive spider on the floor here, so use your mobile
on it to turn it on and you’ll be able to control it remotely.

Find the patrolling spider and have the remote spider destroy it. Upload its
data and then go into the security room. Manuever the spider onto the floor
panel and use it to deactivate the laser grid. As Zoë, go back into the
security room  and search the lab coat to find a datakey.

Find the only unopened door you haven’t visited and use the datakey to unlock
it. Use the panel to the right to turn on the decontamination chamber and then
go inside to be decontaminated. This next part does get a little tricky, so
please be sure to pay close attention so that we can get through the area
together and with as little frustration as possible.

There will be a scientist walking around the upper catwalk looking at various
panels and such before moving down stairs. You can study the movement pattern
if you want, but there was a point when the scientist was looking at something
along the left side before moving off to his left and going downstairs.

Just before he began moving again, I decided to throw caution to the wind and
ran down the catwalk counter-clockwise and made it to the stairs without any
problems.

Once you’ve managed to make it down the stairs,  walk forward until you see a
small panel and place the worm inside of it. Watch the sequence and we’ll go
see what April is up to now.

April can be seen climbing down a rope to  the ground near the water wheel and
once she gets off, go down the stairs and follow the path. You’ll see a
sequence with the cloaked person rowing a boat down to the building on the far
side.

Go back to the stairs and you’ll see a creature go up to the door and hum a
tune that opens the door. Before it closes, quickly run inside. If you’re too
late, just hide next to the stairs and wait for another creature to show up and
open the door  and try again.

Once inside, look at the altar and then go around behind it and hide. When a
creature comes in and goes over to open the next door, use the focus field to
observe him and learn the combination to open the door.

Repeat the creature’s actions and take the stairs leading down until you see a
statue in a wall holding a disc. Turn it so that the triangular 8 is facing up
and then continue on. You come into a room that is being guarded and if the
guard sees you, he’ll send a rancor-like beast to come after you. If that
happens, just go back to the entrance and wait for it to move on.

You can use the broken columns to hide from the guard and when he isn’t
looking, take a left at the intersection to find a statue similar to the one
you found in the stairwell. Turn the disc it’s holding so that the envelope is
facing up and then turn around and go back down the stairs and through the
intersection, being ever vigilant in case the guard is in the area.

Look for a third statue and once you find it, turn the disc so that the
crosshair is at the top. Go left from there until you reach a dead end. You can
see that the wall isn’t entirely stable, so push on it three times until April
falls through the hole and into another part of the catacombs.

Run straight down the path until you reach a fork. Follow the path to the right
to find the last statue. Turn the disc so that the arrow-like symbol is facing
up and you’ll see that you’ve managed to unlock a gate leading into a room with
a sarcophagus.

Go back the way you came and follow the path as it branches off to the right
and you’ll eventually find yourself in the room with the sarcophagus. Open it
to find a glowing egg, which you should take with you. Backtrack until you come
across a broken statue that April thinks is a bit scary and take the path to
the left once you find it. Continue straight through and take the next left
path to find a gate with an egg-shaped indentation. Put the egg inside of it to
unlock the gate.

You’re now on a balcony and as April looks down, the guard will send a couple
of those rancor beasts to watch over the area. Go down the left staircase and
get the beast to follow you. Don’t let it get too close as you run back up the
stairs and down the other side. Go straight up the next set of stairs and a
part of them will crumble, leaving April hanging on the ledge. She’ll be able
to pick herself up and you can finish going up the stairs.

At the top, go to the edge of the second balcony and climb down through the
hole to reach a ledge. Jump down to the next one and then jump down again to
find yourself behind another beast. Sneak into the room behind it and exit off
to the left of the sarcophagus.

You’ll watch a sequence in which April finds a “fountain” of sorts that has
millions of voices crying out. As she is left to ponder what is going on, we’re
going to go see what kind of mischief Zoë has caused back in Wati City.

Listen to the conversation between Gilmore and the two scientists and you’ll
learn that the core room is about to be locked down. When you regain control,
run up the stairs and out through the decon chamber. Run out into the hallway
and hang a left and eventually a group of soldiers will come out pouring out of
the elevators to look for intruders.

Make your way to those elevators and use the alcoves to hide from the guards
when necessary.  Once you’ve made it to the elevators, hop in and use the panel
to get moving. The elevator will stop at a floor with more guards, but the
doors will close just as one of them tries to fire a shot at Zoë.

Chapter 6 – Morpheus:

You’ll now find yourself in what appears to be an atrium. Go towards the back
of the room to find this huge green blob that somewhat resembles a person. He’s
running the show and he knows everything about who Zoë and Reza are (that’s
what the strange cat was all about). Talk to him how you will and he’ll fill
you in with some background information.

He’ll stall long enough for the twins to show up and now you have to make a
break for it unless you want the twins to catch up and knock Zoë out, which you
don’t. Run to the left of the blob and go down the stairs. Run to the small
building and go through the door and out the other side.

Here, run down to the silver box and climb on top of it and then jump out onto
the hovering robot. You’ll wind up in an alleyway, after which Zoë decides to
contact Damien. More dialogue choices here and after you’re done,  we’re going
back to Marcuria.

Listen to what Na’ane has to say and then leave the room.  Take April
downstairs and talk to Benrime and during the conversation, you’ll meet an old
friend in Brian Westhouse (which leaves me to wonder what exactly happened to
him during the prologue). Catch up on old times and ask Brian about his recent
travels.

Leave the inn and it’s time to visit the magical ghetto, and to get there, just
go to where you got the spices to see that the path is now unblocked. No
stopping in the ghetto for now, so continue on down the path leading off
towards the right to enter the harbor.

Talk to the dark figure on the docks to learn that he is a Shadowguide. April
will ask him for passage on his ship, but they only collect and trade. Attempt
to pay him with money to learn that the Dark People have no need for such a
thing, but rather they’re out to collect books to put into their library. There
are no books in your possession right now, so go back into the center of the
ghetto.

Talk to the merchant in red and April will realize that it is Roper Klacks, the
once evil alchemist that April trapped inside a calculator in The Longest
Journey. He’s obviously got free from it and has since reformed himself by
denouncing his evil ways. He’s now a simple merchant and a published author.
Ask him about his career as an author and then about the book. He used to have
tons of copies available, but one of the pages became charmed so that when
someone would open the book to page 108, it’d explode.

Now, Roper has the only copy of his book available and he won’t let it go so
freely. April convinces him that having his book in one of the greatest
libraries ever is certainly an honor and he’ll hand over his book, which he had
decharmed. Take it to the Shadowguide and give it to him after talking to him
again and he’ll grant you passage to the Dark People’s library.

While April is making her trip over, we see that Kian has made it to Marcuria
and is now standing outside the awe inspiring tower. Head up the stairs and go
inside. Watch the sequence and we see that Zoë is now in Damien’s apartment.
There is a bit of romance going on and I wonder if anything will become of it?

Chapter 7 – Destiny:


** Please note: If you experience problems with the game crashing during this
chapter, please download the v1.57 patch that was released on May 30, 2006
from GameSpot.com that will hopefully fix these issues.


April has made it to the Dark People’s city and she’ll be welcomed with open
arms. While the Dark People know who April is, the guide that brought her over
didn’t know her and no one knows why, even though there are certainly ideas.
From here, just follow the Dark Person until he comes to a stop inside the
library.

After he stops, talk to him and he’ll go retrieve the White of the Draic Kin
(the White Dragon). While you’re waiting, my favorite character from The
Longest Journey makes an appearance. The smart-aleck Crow is back and he’s
still got the same old attitude. He is harboring a bit of resentment towards
April for leaving him behind on the mountain path eight years ago, but even he
can’t resist the urge to give April a “hug” in a somewhat cute moment.

After they’re done talking, the White Dragon will make an appearance in a human
form that is quite appealing to the senses. Listen to what she has to say and
she’ll tell April that she hasn’t lost her power to Shift, but rather she’s
probably forgotten how. Eventually, a Shift will open and April and Crow will
step through to enter the Guardian’s Realm.

Another scene with Zoë and Damien that sees them reveal their feelings toward
each other and they share a couple of passionate moments.

In the Guardian’s Realm, you can see how beautiful Gordon has made this place.
Cross the bridge to the island and make your way up the spiral staircase.
Listen to the conversation between April and Gordon before going back through
the Shift with Crow.

Zoë is getting prepared to go back to Arcadia, so Damien injects the drug into
her and activates the Dreamer. We find that Zoë is now back in her vision, so
like the first time, run towards the house until the girl appears and causes
Zoë to drop into the pit.

Chapter 8 – Convergence:

Kian finds himself confronted by a couple of rebels. Dispatch them and Kian
will threaten the merchant that was behind them into revealing what he knows,
so ask him about the Scorpion. He doesn’t know anything about them, but he does
know of some of the rebels because he’s done business with them. An Azadi guard
will come up and let Kian know that they’ve captured a magic user and sent them
to Friar’s Keep. The guard offers to show Kian the way, but Kian insists on
finding it himself and has the guard take care of the merchant.

Go into the ghetto and follow one of the other paths to see a scene where Brynn
runs past Kian on his way to do whatever it is he may be doing.  Kian will
eventually find his way to Friar’s Keep and have a brief discussion with Zoë in
which he tries to have her set free. Leave the Keep and head down the path to
encounter April and they’ll get into a heated conversation, with perspectives
changing as new dialogue choices are offered.

After Kian takes off, you now have control of April. Head up to the Keep and
rather than trying to go in through the front door, look for a hole in the
right wall and follow it down to a side yard where you’ll find Crow. April will
have Crow to tell Zoë to use some investigative searching and report back what
she sees.

Zoë has been locked up in a cell while she waits for transport to Sadir, the
place where we were first introduced to Kian. Knock on the door to get the
guard’s attention and Zoë will persuade him to leave the hatch open. Look out
the door to see that it’s being locked by a bolt and report your findings to
Crow, who will pass them along to April.

Take April back on the long trip to the ghetto and talk to Roper Klacks about
getting a couple of potions. He’ll give you a smoke bomb and a vial of acid,
which you should take back to the Keep. Give the items to Crow, who will fly
them up to Zoë.

Use the acid to melt the bolt off of the door and then open it up. Walk out of
the cell to find the guard looking in on another prisoner. While he is still
preoccupied, sneak up on him and when you feel you’re close enough to do so,
use the focus field to hurl the smoke bomb at him in order to render him
unconscious. Search his body to find the prison keys and use them to unlock the
gate nearby. Follow the stairs down until you come across another guard and
note that he wants some food. Go back up to your cell and report your new
findings to Crow.

As April, you’ll need to get a sandwich for the guard to eat. Make the long
trip to the Journeyman Inn and ask Benrime for a sandwich. She’ll make one up
for you and then you’ll have to make the long trip back to the Keep.

Go up to the door and use the speaking tube to have the guard let you in. Head
up the stairs and around the back of the spiral staircase to find a gate. Open
it to find a boiler and a dumbwaiter next to it.  Use the lever next to the
dumbwaiter to open it and place the sandwich inside. Use the lever again to
send the sandwich up to the guard, who’ll begin eating it voraciously.

The gameplay switches back to Zoë, so feel free to leave the cell whenever
you’re ready and go back to the guard’s post. While he’s asleep, sneak past him
and continue on down the stairs. Use the keys to unlock the gates along the way
and make it to the bottom where you’ll finally be reunited with April.

With Zoë in tow, go back towards the entrance when you’ll notice a small door
next to it. Go through it to enter the kitchen and head into the storage area.
Have Zoë help push the large crate up against the wall and as Zoë, take the
rope off the crate behind the door and climb onto the large crate that you just
helped April push. Tie the rope onto the hook and use the rope to escape from
Friar’s Keep.

April and Zoë will get into an argument and Zoë will leave. Crow is fed up with
the way April is acting and leaves to go help Zoë. Crow will catch up to Zoë
inside the ghetto, so ask him for his suggestions and then about Westhouse.
You’ll have to go now, so make your way back to the South Gate Market.

Along the way, Zoë will see that the Azadi are raiding the Journeyman Inn. Kian
threatens Benrime and while his soldiers don’t find anyone in the cellar, Kian
decides to check out the second floor. You’ll have to fight a couple of rebels
before proceeding, but they’re easy. After the battle, go into Na’ane’s room,
which is the last one on the right and Kian will threaten Na’ane as well.
Na’ane reluctantly agrees to take Kian to the Scorpion, but only if he promises
to let her, Benrime, and the shipment go.

Zoë is now on the other side of the Journeyman Inn, so continue forth to the
market. Once you’re there, run around near the lumbering beast and Brian will
eventually call you. He’s behind the woman’s stand with Crow.  Talking to him
will have you end up going to the Dark People’s City in an airship he’s loaning
from a friend that owed him a favor. Crow doesn’t like the idea of a bird
without wings, but Zoë and Brian will share a laugh at his expense.

As the airship sails towards the city, Brian and Zoë will get into a
conversation where you can learn more about where Brian has come from and what
life was like for Arcadia before the Azadi came and took everything over. After
you’re finished, you can go through the door behind Zoë and go onto the next
chapter of the game.

Chapter 9 – All That We See or Seem…:

Simply follow the guide down to the library where you’ll see the White Dragon
sitting at a desk. She’ll realize that you’re there and start a conversation
with Zoë that results in her “waking up” from whatever she may be dreaming (I’m
as confused as you probably are as to what role Zoë is playing as well as the
talents she supposedly has) and being whisked away to another far off land.

Chapter 10 – Crossroads:

Follow the path laid out for you until you see a sequence where Zoë spots
something going on between someone who she thinks is April and another person.
The perspective will then change to April where is she seen talking with a man.

Go pas the guy after he walks away and cross the bridge. There’s a small
staircase behind the house so follow it down and head towards the ramps to
initiate a conversation between April and a woman named Kara. After you’re
done, walk up the ramp behind Kara and then take the ramp down that’s off to
the left.  At the bottom, hang a right and talk to Na’ane.

After you’re done talking to her, go past her and walk down the path to the
left and cross the main area to a dock leading upwards to see a sequence where
April encounters the mysterious stranger. Kian has now arrived at the swamp and
from your present location, go forward and go right down the narrow staircase.

Go to where you found Na’ane with April and talk to her. Go to where April is
and watch as the pieces become connected. Kian is the mysterious stranger that
Zoë and April both saw and after Kian talks to April about his newfound
revelation, a couple of airships appear in the sky and Azadi soldiers rappel
down to the ground.

Commander Vamon makes an appearance and more events ensue. You can choose
whichever dialogue choice you want, but in the end, April is stabbed in the
stomach and is presumably dead after she falls into the water below.

We’ll go back to Zoë who looks on in shock when she is suddenly grabbed from
behind. You’ll see that Brynn and Chawan have found you and are now seeking
refuge in one of the shacks. Chawan tells Zoë that she needs to fall asleep
again, and in order to do that, Brynn grabs a pouch and Chawan tosses its
contents into the fire.  Zoë eventually breathes the fumes in and she begins to
fall asleep when she suddenly disappears. The sequence ends as Brynn barges out
into the open and attacks the soldiers.

Chapter 11 – Faith:

Zoë awakes inside of Damien’s apartment, but Damien is nowhere to be found. You
will see that there’s a message waiting on the console. Play it to learn that
it is from Damien. WATIcorp has found the worm and they’ll trace it back to
Damien, so Zoë needs to leave. There is a change of clothes in the bathroom on
the other side of the room, so go ahead and change and leave the apartment.

Zoë will be on a scramjet on her way to Saint Petersburg, Russia and she’ll
take a taxi to get to where she needs to go.

When you arrive at the building, go to the right and through the open gate.
There is a vehicle parked here, so go along the right side until Zoë focuses on
a small panel near the mirror. Use the lockpick to open it and you’ll have
another lockpick puzzle to deal with. It can be a bit time-consuming, but it’s
certainly not too difficult to solve.

Once it’s unlocked and opened, use the mobile to activate the vehicle and have
it take off in reverse. It’ll slam into some tires and stuff, which is a good
thing since it’ll allow you to climb onto the vehicle. Get on the roof of the
vehicle and grab a hold of the fire escape to climb up.

Climb up the long ladder up to the roof and you’ll see that there is a security
robot patrolling the area. Wait for it to go towards the opposite end and run
down along the right side to the ladder. Climb up this ladder as well and go
down the walkway until Zoë finds that the K can be pushed off. Do so and watch
as it crashes through a skylight.

Be careful climbing back down the ladder as the robot is still patrolling and
once it has moved on again, run down to the broken skylight and jump down.
Follow the catwalks to the right until you reach a set of stairs and follow
them down to a ladder and continue your journey downward.

On the floor, go around the assembly line and on the left wall is a panel that
routes the power to the place. Open the panel and press the switch to turn the
power on and go back around the assembly line and into the control room. Use
the right panel to move the winch all the way up and all the way left and then
use the left panel to lower it to the floor.

Go back to the hook and latch it onto the grate and then go back into the
control room and operate the left panel again to have the hook lift the grate.
Go back to the shaft and climb down to find an underground room.

Walk over to the desk and open the drawer to find a small key. Use the key to
unlock the left locker behind you to uncover an access card. Swipe the card
through the reader next to the door on the other side of the room and enter.
Press the switch on the panel to enter the bedroom and open the dollhouse
nearby to find a datacube.

Go back out into the main room and use the datacube on the console on the left
side of the desk. Watch the movie and you’ll get a better idea of what’s going
on. After you’re done, it’s time to leave. Go to the glass doors and swipe the
card through the reader to open them. Go upstairs and head back over to the
control room. You’ll see a green light just outside of it, and underneath it is
a door with a card reader. Swipe the card and go through the next set of doors
to see the outdoors once again.

Use the card on the reader to unlock the large gate and hop in the taxi to go
home to Casablanca.

Chapter 12 – Reversal:

From the taxi stand, simply head back to Zoë’s home. She collapses on her bed
and begins to weep when suddenly she gets an unexpected visitor in Helena
Chang. More gaps are filled in and it’s time for Zoë to get hooked up to a
Dreamer once again.

Chapter 13 – The Longest Journey:

Run towards the house and it’ll open up for Zoë. Run up the stairs and watch
the sequences. Zoë will convince Faith to move on and you’d think that
everything will be fine now, but that isn’t the case. The game is almost over.

Conclusion – Dreamfall:

You’ll see that things have come full circle as we come back to the scene where
Zoë is in a coma with her dad sitting by her bed. Reza miraculously appears,
but an apparition of Zoë warns her dad that it’s not who he thinks it is. Watch
the rest of the scenes and the game will come to an end as the credits begin to
roll. If you watch the entire credits (unlike me), there will be a little scene
that plays.



I personally agree with the reviews I’ve read about the ending being weak. It
is definitely sad and I hope Zoë isn’t gone for good. It definitely tells you
that there will be a third game, however, I felt the ending was missing
something that I couldn’t quite place my finger on. I loved the game and
despite glitches here and there, it didn’t fully detract from my enjoyment of
the game.

The fighting system was a laugh because it was mostly Kian that did the
fighting and it felt somewhat limiting. My suggestion for Funcom when they
begin development on the third game is to remove it altogether because there
was really no point in having it in Dreamfall in the first place.

I hope this walkthrough has helped you out and if you find anything wrong with
the guide or you simply just want to email your feedback,  please feel free to
email me and let me know.



Credits:

Joseph Williams - for pointing out the scene that plays after the credits. I
had found out about it after I had finished playing and had uninstalled the
game from my computer, but he's the first guy to email me and let me know
about it.
