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<!--- AD END BANNER --></CENTER><PRE>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=92t email me about =
any minor=20
mistakes or omissions I may have made, because I=92m not going to fix =
them.

WARNING: This walkthrough (like the others) contains spoilers. Please =
use at=20
your own risk, and don=92t say I didn=92t warn you.

To see the other guides that I have written, please check out this link:
http://www.gamefaqs.com/features/recognition/4538.html

The following are the rules for using this guide, as well as any other =
guides that I have written=20
(translated guides included):

- Do not plagiarize this guide. If it ever comes to my attention that a =
guide has been plagiarized, I=20
will take legal action against you. You will pay for any damages, legal =
fees, airfare, etc.

- Do not distribute or reproduce this guide for profit.=20

- Do not contact me to add any of my guides to your website. They can be =
found at many places=20
already, so those are good enough. If it comes to my attention that you =
have added my guides=20
without permission, you will be asked to remove them and if you refuse, =
legal action will be=20
taken against you.

- Any contact information such as mailing addresses, email addresses, =
etc. are not to be used for=20
SPAM purposes. I get enough of it already and I really don=92t need =
anymore. Any SPAM sent to me=20
will be blacklisted and bounced using a program called MailWasher.

- Do not flame me or make idle threats. I do not make these guides for =
profit. This is just a little=20
hobby of mine and I enjoy doing it. I don=92t have to do this; I do this =
for the benefit of you gamers.=20
If you have a problem with something, please criticize constructively. =
Do not send me=20
something like =91Your guides suck ass. The help you gave me did =
nothing. Do not write another=20
guide ever again=92.  Any flames or any useless emails will be ignored =
and deleted.

- If you have a question about something, please be sure to include the =
name of the game and=20
system that it is for, preferably in the subject heading. I=92m not =
clairvoyant, I don=92t always know=20
what you=92re talking about, and so doing this will be greatly =
appreciated.

- Please contact me using coherent English, I don=92t understand =
anything else.

With all that being said, here=92s 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=20
over the heroine of the game, April Ryan, walk off the screen to the =
right. There will be a quake,=20
which will cause an egg to roll down out of its nest and onto a pair of =
branches that stick out over=20
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=20
and you=92ll end up awakening a tree spirit. Talk to the tree and when =
you=92re finished, go to the stream=20
to the right of the tree and go into your inventory by right clicking or =
by clicking on the pouch icon at=20
the top of the screen. Combine the twig with the scale to get a =
makeshift funnel and then use the=20
funnel on the stream to save the tree. Go back and talk to the tree to =
end the prologue. Chapter 1=20
begins now.

CHAPTER 1 =96 Penumbra:

When April wakes up, pick up her diary that sits on the desk at the foot =
of her bed. Go into your=20
inventory and open it up. You=92ll see a piece of paper sticking out, so =
take it to find out that it=92s April=92s=20
timesheet. Go over to the closet and open it up. You should see a toy =
monkey sitting in a box at the=20
bottom of the closet, so take it with you. Open up the window and take a =
peek outside. Untie the=20
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=92s=20
done, go out into the hall and a guy named Zack will start talking to =
you. Dispense with the=20
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=20
and have a look at it. You should see a pink note tacked up near the =
upper right corner of the board.=20
It=92s a FOUND notice for a gold ring, so take it. April comments that =
she lost her gold ring and=20
wonders if the one that was found was hers. Give the note to Fiona, the =
woman sitting on the couch=20
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=20
it=92s randomized, but I could be wrong. Anyway, use the gold ring on =
the disconnected wires near the=20
upper right corner and then what you want to accomplish is to get the =
bars near the lower right to all=20
be horizontal. You use the right switch to move the red light so that it =
locks the bar that you have it=20
on and then use the left switch to move the bars themselves. The best =
thing to do is to keep one bar=20
horizontal and work it so that the other three are one position away =
from being horizontal.

Once you=92ve solved it, the machine will work again. Turn the valve =
near the upper left and then turn=20
the wheel to release the pressure. Take the clamp off the pipe and then =
take the gold ring back and=20
leave the close-up view.

Talk to Cortez, a strange old man who is sitting on the bench. When =
you=92re done talking to him, leave=20
and head to the Academy. It can be reached by first going to the =
bridges, then to the park, and=20
heading in the same direction that April is facing. Once at the Academy, =
go upstairs and take the=20
paintbrush and palette that are sitting on a nearby shelf. Use them on =
the canvas and watch the=20
sequence.

Emma will soon arrive with a message from Cortez. When she leaves, April =
will also leave, but not=20
before the holosculpture come alive for a brief moment. Head downstairs =
and take the glove that is=20
in the trash can. Leave the Academy and go to the Fringe Caf=E9 by going =
to the bridges and taking=20
the northern path near the path to the park.

Go into the caf=E9 and take some candy from the jar behind Charlie. Talk =
to Charlie for a bit and then=20
go to the left to enter the main part of the caf=E9. Give the timesheet =
to the bald guy, Stanley, and talk=20
to him and he=92ll put some money onto April=92s cashcard. Before you =
leave, Stanley will ask April=20
whether or not she would like to work tonight. It doesn=92t really =
matter what you tell him, but the way=20
the chapter ends will change depending on the answer, but you=92ll still =
get to continue on with the=20
game either way.

Head over to the jukebox and take a look at the poster that Charlie =
mentioned. You should see some=20
free tickets in the lower right hand corner of the poster. Since =
April=92s a fan of free stuff, take one. Go=20
over to where Emma is sitting and have a nice chat with her. When =
you=92re finished, take some bread=20
from the basket on the table and then head back to April=92s apartment =
in the Border House. Once=20
there, look out the window and use the bread that you got from the =
caf=E9 and use it on the blue=20
inflatable duck. The seagull will come down and cause the metal grating =
to sink. Pull on the chain=20
and you=92ll get the clothesline that you untied earlier.

Go back to the caf=E9 and you=92ll see the blue duck, which is now =
deflated, sitting in some piping. Go=20
over and pick it up and then go to the subway, which can be reached =
either by taking the path=20
branching off to the left near the Border House path, or by going to the =
park and then taking the left=20
path. Go down the stairs and look at the gene scanner. Click on the =
buttons to get a Weekly pass=20
and then use the cashcard on the lens to pay for it. Walk through the =
scanner and before you get on=20
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=20
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=20
the inventory and look at the ticket to learn the location of the Roma =
Gallery. Get on the subway, and=20
if you look above April, you=92ll see a map. This is how you get from =
place to place, so click on it and=20
click on the Watertown Bridge icon. April will soon arrive there. The =
building you need to go to is=20
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.=20
Walk over to the right and you=92ll see that Cortez is here. Talk to him =
for a while and then go back on=20
the subway and go to East Venice.

The ending=92s almost here, so if you told Stanley that you would work, =
go into the main part of the=20
caf=E9 to get the chapter=92s first ending. If you told him that you =
wouldn=92t work, go into the Border=20
House and talk to Fiona to get the chapter=92s alternate ending. Either =
way, the chapter will come to a=20
close. (I chose to have April work, so this walkthrough will reflect =
that choice).

CHAPTER 2 =96 Through the Looking Glass:

When you have control of April, head downstairs and notice that Fiona is =
staring out the window.=20
Talk to her and you=92ll eventually learn that she had a weird =
experience like the one April had last=20
night at the caf=E9, except that Fiona=92s experience involved a forest, =
not a little flute-playing creature.=20
Be sure to ask Fiona about Cortez though, but it=92s too bad she =
doesn=92t know where he is at the=20
moment.

After you=92re finished, head upstairs and knock on Zack=92s door. Talk =
to him about everything and=20
you=92ll learn that Cortez is hiding out in the movie theater downtown. =
To get there, get on the subway=20
and go to Metro Circle. Go down the stairs and to the right and you=92ll =
find yourself in another part of=20
town. Walk down the street a bit and when you reach the intersection, go =
to April=92s left. It is here that=20
you=92ll find the movie theater.

You=92ll see a sweeper guy and an undercover detective here. Move the =
trashcan out of the way, only=20
to get yelled at by the sweeper guy. You=92ll notice some green ooze =
underneath the can and some=20
fumes coming off of it. Use the candy on the ooze and you=92ll make a =
piece of stinky hard candy. Talk=20
to the detective until he mentions about what he had for dessert and =
then offer him the piece of=20
stinky candy. Watch as the detective begins to have some =91problems=92 =
and he=92ll get chased away by=20
the sweeper guy. When he returns, you=92ll learn that the detective=92s =
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=20
to open it up. Move all of the functional switches to the left and then =
go into your inventory and use=20
the Band-Aid on the glove and then use the repaired glove on the live =
wire. Watch as the lighting for=20
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=92s fedora, which=20
can be easily found sitting in the middle of the street. Go back to the =
theater and head into the alley=20
where the sweeper guy entered earlier. You=92ll notice a stack of boxes =
and some garbage nearby. Use=20
the hat at the top of the pile and use the toy monkey on the bottom. =
This will create a shadow that=20
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=20
sequence that ensues and as the guy=92s dancing around, enter the =
theater. You=92ll see Cortez sitting in=20
here watching an old movie. Walk over to him and have a nice little =
chat. Watch the next sequence=20
and you=92ll learn that Cortez has some amazing powers. Walk into the =
shimmering portal and April=20
will be shifted into another world.

Welcome to the world of Arcadia. The only thing you=92ll notice for =
right now is a wall painting of a=20
bunch of monks. There=92s not much to do here, so head all of the way to =
the right and exit off the=20
screen. Here, you=92ll notice a priest. Try talking to him and he=92ll =
start talking to you in some weird=20
language known as Alltongue. First nod your head, but then afterwards, =
listen to him until you can=20
finally understand what he is saying. You=92ll learn that the priest=92s =
name is Tobias. He=92ll lead you=20
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=92ll notice a cups=20
handler and a map merchant. Talk to the map merchant about everything =
and when you=92re finished,=20
head back inside the temple and Vestrum Tobias will put on a spiel on =
Stark (the world April is from),=20
Arcadia (the world April is in now), and stuff about the Balance. It is =
pretty long, so just kick back,=20
relax, and listen intently. When he=92s done, go talk to him again and =
ask him about Brian Westhouse.=20
Ask him about whom you should talk to about Brian Westhouse and you=92ll =
learn that he mainly goes=20
by his nickname, =91The Rolling Man=92 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=20
creature known as a Dolmari will show up and the merchant will fire him. =
Ask him about a job and=20
eventually he=92ll hire you. The first assignment is to deliver a map to =
Horatio Nebevay, the captain of=20
the White Dragon. To find him, go into the city and click on the =
City-Gates icon. Head off to the right=20
to the docks and you can find Nebevay=92s ship at the far end of the =
pier and to the right.

Once you=92ve figured out where to go, you should see a man standing =
next to a dock holding a pipe.=20
He is the captain. Talk to him and then give him the map and then give =
him the delivery list. You=92ll=20
learn that he won=92t sign it because of his religious beliefs. He=92ll =
tell you that in order for him to sign,=20
you=92ll have to play music as he=92s doing it because music distracts =
the =91Mo-Jaal=92. To satisfy both=20
parties, go to the City-Gates and look at the stall to the left of the =
gate to learn that it=92s a musical=20
instrument stall. Talk to the merchant and notice that even though he =
only speaks in musical tones,=20
April seems to understand him. Give the aren to the merchant to get the =
flute and then go back to=20
Nebevay.

Give him the list again and April will play for him. Now that you have =
his signature, go back to the=20
map merchant and give him the delivery list and you=92ll get your second =
assignment. This time, you=92ll=20
get to deliver a map to the Rolling Man himself. You=92ll be provided =
with some complicated directions=20
to his place (don=92t worry, an icon will be automatically placed on the =
map so you won=92t have to=20
remember all of those directions). Go to the map and go to Westhouse=92s =
bungalow.

When you arrive, talk to Brian. Mention that you have a delivery and =
April will give him his map. Talk=20
to him for a while and you=92ll learn some valuable information such as =
that Brian left Stark in 1934=20
(over 300 years from the time the game takes place) and that he was =
trapped in a limbo for a while=20
until he managed to get to Arcadia. You=92ll also learn that Cortez=92s =
real name is Manny Chavez. When=20
you=92re done talking, give Brian the delivery list and then attempt to =
leave. Brian will remember=20
something and he=92ll give you a pocket watch.

Go into your inventory and use the pushpin on the pocket watch. April =
will have successfully=20
created a shift. She=92ll automatically enter and you=92ll soon find =
yourself back in Stark. A long=20
conversation will take place between April and Cortez, so be sure to ask =
Cortez about everything.=20
When he leaves, April will automatically leave with him and you=92ll =
wind up in East Venice. Go to the=20
caf=E9 and talk to Charlie. Go over to the main part of the caf=E9 and =
April will take a seat, and Emma will=20
enter shortly after. Like with Chapter 1, your choice will affect the =
ending for the chapter, so if you=20
want to go on the date with Zack, tell Emma that you made a promise. If =
you don=92t, just tell Emma=20
you=92ll stay at the caf=E9. Either way, here comes Chapter 3.

CHAPTER 3 =96 Friends and Enemies:

You=92ll find yourself once again in April=92s bedroom. Leave the room =
and you=92ll get to have a nice little=20
talk with Zack. It really doesn=92t matter which ending you got in the =
last chapter because he=92ll be=20
cursing his mouth off either way.

When he goes into his apartment, leave the Border House and take the =
subway to Hope Street. Walk=20
from the stairs north to the cathedral. Go over to the confessionals and =
you=92ll get to meet Father=20
Raul. Ask him about Warren Hughes and you=92ll learn that he hangs out =
in Building 87 and that he=20
belongs to a gang called the Razorblades. Leave the cathedral and go to =
Building 87, which is on the=20
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=20
have to break into the police department, destroy his criminal record, =
and find out where his sister is=20
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=20
icon on the roadblock and it=92ll change positions. Get into the =
container and you=92ll be whisked away=20
to the police station. Click on the toolbox and April will find a piece =
of paper for a requisition form.=20
Click on the toolbox again to have April pick it up and then go into =
your inventory and look at it. Talk=20
to the desk sergeant about all topics and then head over to the right =
and talk to the fat guy. You can=20
try talking to the skinny guy, but you=92ll find out that his head =
isn=92t on quite right because he is a=20
Rapture addict. Talk to the fat guy about all topics and then talk to =
the sergeant again and ask her for=20
the requisition form.

Use the form on the service men to learn that you=92ll need an addendum =
to go along with it. Ask the=20
sergeant for it and then give the new form to the service men and =
they=92ll get back to work. Look at=20
the screen of the left videophone and use the right videophone to dial =
the number of the left one.=20
While the phone icon is on the left phone, go over and tell the fat guy =
that he has a call waiting. Talk=20
to George, the skinny guy until he goes and uses the other phone. Look =
at the panel and use the=20
Hand icon on the wires and April will cross them, which causes the doors =
to open. Try entering them=20
and you=92ll get yelled at by the desk sergeant.

Look at the shelves behind the sergeant and then ask her to get the =
form. While she=92s distracted,=20
head on through the doors. Head back out and you should see a =
screwdriver lying on the floor near=20
the toolbox. Pick it up and then distract the sergeant again and head =
back through the doors. Use=20
the cashcard on the pop machine and you=92ll get a can of Bingo! =
Classic.

Head into the locker room at the end of the hall and you=92ll hear =
someone straining on the toilet. Walk=20
to the left and talk to the man inside the stall to learn that it=92s =
Minnelli, the detective you saw on the=20
street earlier. Talk to him a bit and then look at each of the lockers. =
Talk to Minnelli again and tell him=20
that you=92re Sergeant Maria Hernandez. He=92ll have you get into his =
locker and get his medicine. Open=20
Minnelli=92s locker (the first one) and take a look inside. Look at the =
mirror and then look at the shard.=20
Take the shard and then look at the note behind it to get Minnelli=92s =
login info for the archives. Take=20
the pink bottle that contains Minnelli=92s medicine and give it to him. =
Talk to him some more and note=20
that every time he sneezes, his synthetic eye pops out.

Leave the station through the exit near the videophones and you=92ll get =
to be a part of a news report.=20
After it=92s finished, leave the area and go to the subway. Go to the =
Radio Power Building and go back=20
to the movie theater. Go into the alley and take the toy monkey off of =
the pile. Examine the monkey=20
in inventory and take his eye off (you=92ll have to use the Hand icon on =
it twice). Note that the=20
monkey=92s name is Guybrush, which should spark some memories for those =
who=92ve played the=20
Monkey Island games. Just as a side note, there are quite a few =
references to older games and=20
movies in The Longest Journey, so I=92ll be sure to mention them if I =
happen to come across any. Feel=20
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=20
room and use the switch near the stall to turn off the lights. When =
Minnelli loses his eye, use the=20
monkey eye on the synthetic eye to pull the old switcheroo. Leave the =
locker room and near the pop=20
machine is a door with a retinal scanner next to it. Use Minnelli=92s =
eye on the scanner and you=92ll gain=20
access to the archives. In this room, you=92ll see a printer, a =
computer, a lot of drawers, and a control=20
panel.

Use the computer at the top of the screen and log in. When it asks for a =
search query, do a search on=20
Warren Hughes. The computer will bring up his record, so press Delete =
and then Print. Look at the=20
colonization number next to his sister=92s name and it=92ll be added to =
the list of search options. Go=20
back to the Main screen and do a search on the colonization number. =
You=92ll find another record.=20
Print that out and then do a search on the Church of Voltec. You=92ll =
see that Jacob McAllen=92s name is=20
mentioned in the record. Click on it to have it added to your search =
options and go back and search=20
for Jacob McAllen.

You=92ll be denied access to the file, but notice that some strange =
symbols appear on the bottom right=20
of the screen, so either write them down or memorize them, as you=92ll =
need them to use the control=20
panel on the other side of the room. Log off the computer and enter the =
symbols into the control=20
panel. The machine will bring down the Vanguard file, so open it to find =
a datacube. Take the=20
printouts from the printer and leave the station. Go to Hope Street and =
go talk to Warren in Building=20
87. Warren will tell you about Burns Flipper, my favorite guy in the =
whole game, and how to find him.=20
Afterwards, get on the subway and go to the Newport Docks.

Once you=92ve arrived, head upstairs and exit off to the right of the =
screen, which will take you to a=20
construction yard. Click on the garage and April will go over there. =
Knock on the garage door three=20
times and Burns Flipper will start talking to you. After a somewhat =
funny conversation, he=92ll open up=20
and you can go in. Notice that you=92re being recorded, but don=92t =
worry about it. Go down into the pit=20
and talk to Burns Flipper. When you=92re ready, give him the datacube =
and watch the sequence. You=92ll=20
learn quite a bit on the Vanguard. After it=92s done, ask the Flipper =
about a fake ID. (Is it just me or=20
does the Flipper sound like Bruce Campbell? Anyway, he will make a =
comment that=92s reminiscent of=20
the movie, Army of Darkness; it=92s when he says =91Shop smart, shop =
S-Mart=92. That was the slogan of=20
the store Ash worked for in the movie).

Leave the garage and use the pop can on the paint shaker that=92s just =
near the garage door. You=92ll=20
now have a highly volatile pop can. Leave the Docks and go to the crash =
site near the police station.=20
Talk to the cop until he starts coughing and mentions that the dust is =
choking him up. Give him the=20
pop only to have it explode all over the cop=92s suit. He=92ll leave to =
go get it repaired, so after he=92s gone,=20
use the shard on the laser fence to deactivate it and check out the =
dangling device on the shuttle to=20
learn that it is a fully intact anti-grav unit. Try to take it and April =
will comment that it=92s being held in=20
place by a couple of screws. Use the screwdriver to take it off and then =
go back to the Docks and=20
give it to the Flipper. He=92ll get your fake ID by tomorrow night at =
the earliest. Leave here and go to=20
the cathedral on Hope Street.

Go to the confessionals and you=92ll overhear part of a conversation =
between Cortez and Father Raul.=20
Once Raul leaves, talk to Cortez and you=92ll learn that the Vanguard is =
after him. Once he leaves, go=20
to the Border House and go upstairs to April=92s apartment. You=92ll see =
Zack hanging outside the door,=20
and as soon as April arrives, he=92ll turn around and go into his =
apartment without saying a word. Go=20
into the apartment to find that Emma and Charlie are inside waiting. =
Tell them about what=92s going on=20
and you=92ll soon get to see a movie sequence (I think the Vanguard has =
found Cortez=85) and you=92ll=20
wind up in Arcadia again, but this time you won=92t have much clothing =
on. What lies in store for April=20
this time?

CHAPTER 4 =96 Monsters:

When you=92ve finally arrived in Arcadia, enter the Journey Man Inn. =
Talk to the woman standing near=20
the fireplace, whom you=92ll learn is the proprietor of the place. Talk =
to her about everything and when=20
you=92re finished, a strange creature called a Venar will come out from =
where the people were dancing.=20
Talk to him to learn that his name is Abnaxus. Talk to him about =
everything and when he leaves, wait=20
until April starts saying that she=92s tired and when she does, click on =
the comfy chair near the=20
fireplace and April will go to sleep.

After the sequence is over, it=92ll be morning and no one=92s inside =
except for the owner and April. Try=20
leaving the place and the woman will give April some new clothes. =
She=92ll ask you to work to help=20
work off sleeping there and for the clothes. I would recommend telling =
her that you will work, so that=20
April can get some money. Leave the inn and go to the marketplace in the =
city (the exit=92s to the=20
north). Pay a visit to the mapmaker, who=92s been wondering where =
you=92ve been lately. Give him the=20
list and you=92ll get another delivery. Go to the temple and talk to =
Tobias for a bit and then leave the=20
city and go to the Enclave.

When you=92ve reached the Enclave, click on it and you=92ll be =
underneath a pillar-like structure. Head=20
down the stairs in he lower right corner and you=92ll find yourself in =
the library. Talk to Minstrum Yerin=20
about all that you can and when you=92re finished, leave and go to the =
marketplace. Talk to the cups=20
handler and then use the coins you got from the woman in the inn to =
play. To figure out which cup to=20
choose, use the screwdriver on each one of them and choose the one that =
moves. The cups dealer=20
will be outraged that you won and he=92ll accuse you of using magic.

Your prize will be a calculator. Give him the screwdriver and you=92ll =
get to choose a prize. Since we=20
don=92t know what to get yet, it=92s best to leave it alone for now. =
Leave the city and go to the City Green.=20
Knock on the door and you=92ll get to enter Abnaxus=92s home. Look =
around a bit and eventually=20
Abnaxus will come downstairs. Speak to him about all topics and be sure =
that he mentioned=20
something about =91a god falling from the sky into the sea=92. Go to the =
pier and head over to the small=20
pier where you can see an old sailor sitting around. Talk to him and ask =
him if he knows any stories=20
about =91a god falling from the sky into the sea=92. You=92ll learn =
something about some mermen=20
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=20
to Brian Westhouse=92s bungalow. Talk to him about everything and =
he=92ll mention something about=20
winged storytellers. Go back to the library and have Yerin look for a =
book on winged storytellers.=20
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=92ll tell you that there are a few=20
problems with going there. 1) No wind, 2) no navigator, and 3) April=92s =
a woman, and Nebevay doesn=92t=20
allow women aboard the White Dragon. Go talk to the old man on the small =
pier and ask him about=20
getting on the White Dragon. You=92ll learn that Nebevay owes him a =
favor and he=92ll help you if you can=20
get his bird, =93Bird=94 back. Go to the cups dealer and give him the =
screwdriver. Tell him you want the=20
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=92re cashing in on the old =
man=92s favor. Leave the city=20
and take the Road North. You=92ll enter a farm area, so head towards the =
forest and watch as Crow=20
catches up to you, well, almost. You=92ll soon enter another region of =
Arcadia. Go into the forest and=20
follow the path up to a bridge. You=92ll encounter a Banda here, so tell =
him that you won=92t hurt and=20
skin him and you=92ll eventually learn that you can call him Ben-Bandu =
instead of some long name that=20
I=92m not going to put in here.

Take a look at the bridge and go back to the previous screen. You=92ll =
see an old woman sitting on the=20
ground. Talk to her and help her up. Talk to her again and have her lead =
the way to her house. Follow=20
her inside and when she leaves, go to the right and pick up the broom =
sitting next to the cabinet.=20
Use the broom on the cabinet and you=92ll find Ben-Bandu=92s brother! =
Talk to him and when you=92re=20
finished, pick up the small skull sitting on the table near the front of =
your screen and use it on the=20
small window. Pick up Ben=92s brother and help him out the window. Soon, =
the old woman will return.=20
Watch the movie sequence to see a hideous transformation. The old woman =
is actually a creature=20
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=20
Gribbler is knocked into the fire and killed. Leave the hut and Ben will =
come to meet you. You=92ll find=20
out that April=92s now a hero. Go to the Banda village and talk to the =
Elder sitting in the hammock near=20
the mound. When you=92re done, talk to Ben and then head into the Spirit =
Dig, the mound behind the=20
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=20
bed April=92s standing next to. Watch the sequence as April has some =
weird dreams that involves a=20
meeting with the spirits of April=92s evil twin and Charlie. The fourth =
chapter will come to a close.

CHAPTER 5 =96 There and Back Again:

When April awakes, head outside the Dig and listen to what Ben-Bandu has =
to say. When he=92s=20
finished, talk to the Elder and you=92ll receive the first part of the =
disc. Wake up Crow and follow him to=20
start your journey to the alchemist=92s tower. When you get to the =
screen where you see a hill leading=20
north and some flowers, first pick some flowers and then head up the =
hill. The next screen takes you=20
to an edge of the cliff, follow it down and you=92ll find yourself at =
the entrance to the tower.

Off to the right, you=92ll notice a berry bush. You can try walking =
there if you want, but the marshy land=20
won=92t help you get there. Blow the flute to summon Crow and have him =
grab some berries off the=20
bush. In order to have Crow do something for you, click on him, use the =
Hand icon, and then use the=20
Crow icon on the object.

Use the Hand icon on the stoned man and you=92ll find out that he is =
still alive! In order to soften him=20
up, mix the berries with the flowers to make a moisturizer-type mixture =
and then use the mixture on=20
the stoned man. His name is Lorhan, and softening him up will allow him =
to open up the stairway up=20
into the castle. Head inside and April will find herself in a labyrinth. =
Next to April is a gargoyle that=20
appears to be begging for something. Put a coin in his hands and he=92ll =
rotate to reveal two glowing=20
candles. Blow out both of them and a nearby door will activate. The =
gargoyle will then rotate back.=20
Put another coin in the gargoyle=92s hands and it=92ll rotate again to =
reveal a salt and pepper shaker.=20
Take them both.

Do you see the hourglass near the left side of the screen? Have April =
turn it and as soon as the=20
cursor changes back to normal, hurry up and head up the stairs that =
moved. If you fail to get to the=20
steps in time, you can always go back and try again until you do make =
it. On this level, you=92ll see a=20
mirror door and a stone wall with an outline of a doorway. Knock twice =
on the stone door and an=20
hourglass will pop out. Turn the hourglass and hurry up and head across =
the platform on the other=20
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=92ll sneeze and fall=20
over. Go on through and get ready to face Roper Klacks, the evil =
alchemist. Try heading up the stairs=20
and he=92ll come out. Challenge him to a duel, and when you can, use the =
calculator on him. Watch the=20
sequences and Klacks will soon become trapped inside the calculator. =
Head through the doorway he=20
came out of and you=92ll be in his laboratory. There are foul vials that =
you need to pick up before we=20
can start creating some spells. One can be found in the bookcase, =
another behind the curtain, one=20
under the skull, and the last one that you=92ll need for now is to the =
right of the cauldron (You=92ll have=20
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=20
out. Look at the spell and April will note that it is an invisibility =
spell. Go over to the cauldron, bring=20
up the close-up view, and toss in these essences into the cauldron, in =
the order that I give them.

Invisibility Potion =3D 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=92ll only see=20
an evil version of April. Use the invisibility potion on April and =
she=92ll become invisible. Walk up and=20
pick up the piece of paper on the floor in front of the mirror. This is =
the missing part of the spell=20
book. Go back into the lab and look at the spell book. Use the torn page =
on the book to see the rest=20
of the spells. To complete some of the other spells, you will need a red =
essence, which is something=20
you don=92t have at the moment. Time to make the next spell.

Light as a Leaf =3D Yellow essence, white essence, blue essence

You=92ll see the red essence at the very top of the shelves. Drink the =
potion and then use the Hand=20
icon on it and April will jump up and grab the essence. Go back to the =
cauldron and make the rest of=20
the spells.

Wind Potion =3D White essence, red essence, blue essence
Big Bang Potion =3D Red essence x 2, blue essence
Bind Magic Potion =3D Green essence, yellow essence, blue essence

After you=92re done making your potions, walk over to the swirling =
purple crystal. Try using the big=20
bang potion on the crystal, only find out that it fizzled due to the =
crystal=92s constant fluctuation. Try=20
using the bind magic potion on the crystal and watch it freeze. Use the =
big bang potion on it again=20
and it=92ll 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=20
use the Wind potion on him. Pick Crow up and send him out the window and =
he=92ll take the potion=20
and spread some into the clouds. Watch the sequence and when you=92ve =
touched down on terra=20
firma, head back to Marcuria. Go to the piers and talk to Nebevay. He =
doesn=92t believe you defeated=20
the alchemist, so prove it by showing him the Wind potion (Watch as Crow =
is blown off his post,=20
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=20
her the map she ordered and tell her about the job opening on the White =
Dragon. After she leaves,=20
go to the Temple and go to the back of the temple to find Vestrum =
Tobias. Talk to him and you=92ll=20
learn that April is to be the thirteenth Guardian. He=92ll give you a =
talisman at the end of his little=20
speech. Head back to the White Dragon and you=92ll get ready to set sail =
to the isle of Alais.

CHAPTER 6 =96 The Chaos Storm:

This is one of the game=92s shorter chapters. Go below deck and eat some =
of your candy. In the lower=20
left corner of the screen is a sack with a worm crawling through it. Use =
the candy wrapper on the=20
sack and when the worm becomes stuck, pick it up. Go above deck and up =
to the bridge and talk to=20
Nebevay, who doesn=92t have much to say due to an approaching Chaos =
storm. Go back down to the=20
main deck and pick an apple out of the barrel. Use the worm on the apple =
and go up to the bridge=20
and show the worm-infested apple to Nebevay. Look at the compass and =
talk to Tun Luiec for a=20
while and ask her if you can relieve her of the wheel. Use the talisman =
on the spirit compass and=20
then tell Tun Luiec to check the compass and she=92ll change course.

When the storm finally sets in, go to the bridge and attempt to take the =
talisman back. Nebevay will=20
take it from you and start yelling. Go below deck and near the sack is =
an axe. Take the axe and use it=20
on the chest. April will miss the first time, but she=92ll end up =
hitting the floor and causing a leak the=20
second time. Uh-oh, it looks like we=92re in deep!

CHAPTER 7 =96 A Deep Blue Mirror:

At the beginning of this chapter, you=92ll have a brief conversation =
with Crow. When he leaves, check=20
the water to the right. You=92ll notice a head that sticks out every now =
and again. Look at it, then try=20
talking to it, and then finally try taking it and you=92ll end up in an =
underwater city. When you arrive in=20
the cave, look at all of the drawings and then take a polyp thing out of =
the wall. Use the polyp on=20
April and she=92ll 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=92ll notice a closed shell =
in the seabed. Open it up and=20
take the black pearl you see. Swim to the city and take some of the =
glowing green stuff that you see=20
on the walls. Go back to the cave and mix the green stuff with April=92s =
blood and then use the black=20
pearl on the mixture to get a golden pearl. Use the pearl on April and =
she=92ll swallow it. Go back to the=20
city and talk to the merperson about everything and you=92ll eventually =
learn that the true name for the=20
merpeople is Maerum.

When you=92re finished, try to take the spear. Talk to the Queen again =
and ask her about the=20
Waterstiller. Take the crystal sitting in the niche next to the spear =
and then show it to the Queen and=20
she=92ll allow you to keep it as a gift. Leave the city and if you look =
to the left, you=92ll see some huge=20
strands of seaweed. Move the seaweed out of the way and you=92ll find a =
second crystal. Move it again=20
and April will uncover a cave entrance. Go inside and take the two =
crystals that you can see in the=20
seabed by the altar.

Look at the stone altar and you=92ll end up having to solve another =
puzzle. To solve it, line the rings up=20
with the opposite signs. For example, move the fire ring so that it is =
in front of the water tag. Move=20
the bird ring so it=92s in front of the fish and the Maerum ring in =
front of the one-eyed pyramid. This will=20
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=20
altar and making it so that the harpoon side of the crystal faces the =
harpoon tag and the fish side=20
faces the fish tag. Put the fourth crystal in the lower left spot and =
have the pictures match up with=20
the tags on the left and right. Do the same thing with the other two =
crystals, and when done=20
correctly, the stone in the middle will open up. If not, you may have to =
rotate or move some crystals=20
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=20
the room. Go back to the city and tell the Queen about your discovery. =
You=92ll end up showing it to=20
her. When you=92re done talking, take the spear and go to the shipwreck, =
which is located past the=20
bubble cave.

Once there, try to enter and a snapjaw will appear. Use the spear on it =
and April will kill it. Take a=20
tooth out of its mouth and then go into the wreck. Take the talisman =
that=92s in plain sight and then go=20
show the tooth and talisman to the Queen. Go to the shrine and use the =
talisman on the symbol on=20
the wall to open up a hidden niche. Look in the niche to find a piece of =
the disc. Take it to find out=20
that it has been split in half. Show it to the Queen and you=92ll learn =
that you still have one more thing=20
to do before she=92ll call you the Waterstiller. Explain the =
relationship between the Maerum and the=20
Alatien to the Queen and she=92ll have you taken to the nearest island =
so that April can try talking to=20
the Alatien. This ends Chapter 7.

CHAPTER 8 =96 Reunification:

Upon arriving at the beach, pick up the rope from the ground near April =
and then follow the path to=20
the left to discover some ruins of an old city. Tie the rope to the =
sapling and head on down the hole.=20
You=92ll end up finding an underground cavern. Climb down to the bottom =
and sort through the rubble=20
to find a key. Take it and climb back up to the surface. Take the rope =
back and then go down to the=20
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=92s mouth to =
find a keyhole, a symbol, and a=20
lens of some sort. Change the symbols with the key and look at the lens =
each time you turn it until=20
you get back to the tilde symbol. Take the key and leave the view and =
look at the large tree in the=20
background to enable a new area on the map. Leave here and go to the new =
area.

Try walking through the area and you=92ll end up waking some Stickmen. =
Talk to Stickman Wick for a=20
while and when you=92re finished, walk up the tree path and you=92ll =
wind up out on a limb. Look at the=20
crossbow and then head down and ask Wick about it. Look at the base of =
the nearby statue. When it=20
comes to this statue and the others like it, you really have to pay =
attention and use a little bit of=20
imagination to figure out what I=92m talking about.

Anyway, put the key into the triangular keyhole and set the top ring by =
turning the key to the left=20
until a symbol that looks like an apple is lined up above the keyhole. =
Set the bottom ring by turning=20
the key to the right until a symbol that looks like the number five is =
lined up underneath the keyhole.=20
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=20
do what you did the last time, except set the top ring to the arrow-like =
shape and the bottom ring to=20
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=20
shape. Leave here and go back to the Stickmen. Use the talk icon on the =
ear of the statue and if you=20
set the rings on the statues properly, the voice should reach Q=92aman. =
Talk to him for a bit and then=20
go to the Quiet Giant=92s Glade to meet him face to face. Talk to him =
about everything and go back to=20
the beach. Go through the arch and try helping the crab creature out. =
First use the hand icon and=20
then use the talk icon on it. You=92ll find out that it=92s in pain. Go =
back to Q=92aman and see if he=92ll help=20
the poor Orlowol. He follow April and help the little guy out, who seems =
to have gotten stuck in his=20
old shell since he didn=92t shed it when he was supposed to.

Go up the cliff path and talk to Q=92aman again. You=92ll find out that =
the fish aren=92t biting because he=20
doesn=92t have a lure. Give him the wrapper and then go back to the =
Stickmen. Tell the Stickmen that=20
it=92s safe to go back to work. They=92ll leave, so follow them up the =
tree. Talk to them and then go back=20
to Q=92aman. Take the fishing line and the fish bone and then go to =
where the Stickmen are working.=20
Combine the rope and the fish bone and then show the fishing line to =
Wick. They=92ll finish making the=20
cannon, and when they do, ask them if you can test it. Use the grappling =
hook on the cannon and=20
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=20
the light as a leaf potion and then use the wind potion on the updraft. =
Talk to the Alatien some more=20
and head into the tunnel. Go to the castle and talk to the watch. =
You=92ll need to answer four questions=20
about four fables, the tales of Seas, Stars, Winds, and Homecoming. Talk =
to the Alatien child for her=20
story, the female Alatien off to the right for hers, the Alatien near =
the exit for his and the Alatien near=20
the cliff for his. When you=92re finished, talk to the watch again and =
answer his questions.

The answers are the third choices, so when you=92ve answered the =
questions correctly, go into the=20
tower and talk to the Teller about everything. Watch the sequences and =
when you find April=20
swimming around, move the sand out of the way near the bottom of the =
structure and then look at=20
the small orifice. Try talking to it and the large orifice near the top =
will open. Go inside and then try=20
taking a circular protrusion to wake up the sleeping god. Talk to him =
about everything and you=92ll get=20
a jewel from him. Watch the sequences and you=92ll get to meet some Dark =
People. Talk to the Dark=20
Person about everything and afterwards, April will be allowed to sleep. =
Wake up and exit to find a=20
deserted Marcuria=85

CHAPTER 9 =96 Shadows:

Try heading to the city and you=92ll be interrupted by a movie sequence =
in which a strange creature=20
emerges from the water. A Shift will open just in time for April to =
escape. You=92ll wind up in the=20
Cathedral in Stark. Talk to Father Raul for a while and then head back =
to the Border House. I wonder=20
what=92s going on? Emma=92s standing around and Fiona=92s on the couch =
crying. Emma will try to tell=20
April to run, but it=92s too late. A man comes down from the stairs and =
Gordon Halloway himself will=20
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=20
upstairs. Talk to Zack, and you=92ll learn that he sold April out. The =
servant will come upstairs and=20
shoot Zack.

April will go into her apartment, so when you have control, look out the =
window and click on the=20
river to have April jump out. When she=92s out, drink the invisibility =
potion and sneak past the guard=20
and go to the Fringe Caf=E9. The servants will corner April=85almost. =
The mystery door will open and a=20
Shift will appear. April will go through it and you=92ll find yourself =
in an old woman=92s home. The old=20
woman is Lady Alvane. You=92ll learn that what you walked through =
wasn=92t a Shift because April didn=92t=20
go into her dreams. You=92re not in Stark or Arcadia either, but the =
limbo in between.

Talk to Lady Alvane for a while and you=92ll learn that Emma wasn=92t =
killed, but she was hurt and that=20
everyone is angry with April for not telling them the truth. After the =
conversation, April will go back=20
through the vortex and the chapter will end.

CHAPTER 10 =96 Rebirth:

You=92ll find yourself back in Arcadia, just outside the Journey Man =
Inn. Go to the City Green and talk=20
to Abnaxus and you=92ll gain the last piece of the disc. Go to the =
Enclave and in the area just before=20
the library, you need to place the four stones in your possession into =
the circular hollows. The Venar=20
stone goes into the left hollow, the Dark People stone goes into the =
bottom hollow, the Banda stone=20
goes in the right hollow and the Alatien stone goes into the top hollow. =
You=92ll hear some grinding=20
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=85 I=20
mean, crap off of it. Watch the sequence and the dragon will melt the =
four stones and they=92ll=20
combine to make the disc. Go into the library and talk to Minstrum Yerin =
and you=92ll learn that Tobias=20
was murdered by Vanguard agents. Go downstairs and try turning the wheel =
only to find out that it=92s=20
stuck. Ask Yerin about it and he=92ll tell you that the wheel is stuck =
because the sluices are locked.=20
He=92ll go unlock them for you, so turn the wheel and drain the pool. Go =
down the stairs and take the=20
disc.

Leave the library and try heading back to the city, only to find out =
that the Tyren army has blocked=20
off the road. When things start to look grim, a Shift appears and =
we=92re on our way to Chapter 11.

CHAPTER 11 =96 Kin:

April will find herself in the studio. Pick up the paintbrush and =
palette and use it on the canvas. April=20
will paint the scene from the beginning of the game and watch as a Shift =
appears. You=92ll wind up=20
there and Mother is still here, but she is dying. Watch the sequences =
and Mother will die, but the egg=20
will hatch and a new Mother is born. When all of this is over, another =
Shift will appear and April will=20
find herself back in Stark.

Go to the docks and talk to Burns Flipper. You=92ll get your fake ID and =
after that, give the Flipper the=20
star map and he=92ll have a friend decipher it. Leave here and go to the =
Metro Circle. Go to the=20
elevators on the left side and ride it up. Once you=92re off, there=92s =
a trashcan near the front of your=20
computer screen with a pizza box in it that a boy just put in there. =
Take it and then look at the sign=20
for the clothing store to your left. Go inside and April will get some =
new clothes (I think she actually=20
looks her best with her new clothes). Next to the store is a shuttle, =
hop on and you=92ll head to another=20
part of Newport.

Once you=92re off, talk to the nearby cop and you=92ll learn the =
location of the MTI Building. Go to the=20
right and go down to the street. Give Gerald the receptionist the pizza =
box (you may have to talk to=20
him first) and April will act like a pizza girl, which will allow you to =
get to McAllen=92s office. Once up,=20
try opening up one of his desk drawers and an alarm will sound. McAllen =
will come in, and you can=20
choose what you want for conversation choices, because you=92ll =
eventually be led to his laboratory.=20
Watch the sequence and choose whatever choices you want. When McAllen =
leaves, a mutant freak=20
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=20
the ledge to the lower right. Just as it appears the mutant freak has =
April, Cortez shows up out of=20
nowhere and dispatches of it. Talk to Cortez and afterwards, McAllen =
will appear. Watch the=20
sequences, and you=92ll learn that both McAllen and Cortez are a part of =
the Draic Kin. Cortez will die,=20
and you=92ll know this because as they transform into dragons, the watch =
Brian gave you will stop=20
ticking, and that watch was supposed to have been Cortez=92s heart. When =
you have control of April,=20
head back into the laboratory and look at the computer again. Unlock the =
containment chamber and=20
you=92ll 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=20
too, because they took the map and left the Flipper in bad shape. He =
made a copy of the map, and=20
you=92ll learn something about the Morning Star. He=92ll then die, so =
head back to the elevators at Metro=20
Circle.

Next to the shuttle, you=92ll see some lift tubes. Ride them up and talk =
to the receptionist. Register as a=20
colonist and soon, you=92ll be taken to the Morning Star and to the end =
of this chapter.

CHAPTER 12 =96 Dreamland:

Once you find yourself in the main hall, try entering the women=92s =
bathroom to find it locked. Go into=20
the men=92s bathroom, look at the dispenser on the left wall and then =
use the cashcard on it to get=20
something called Instant Heat. Move the trashcan to uncover a vent. Use =
the coin to loosen the grill=20
and then remove it. Go inside and look at the small screen to the left =
of April=92s legs. Exit out to Exit=20
#1. Look at the camera and then pull the cable out of it. Go back into =
the shaft and this time, look at=20
the screen and go to Exit #2. This is the security room. Put some =
Instant Heat into the guard=92s coffee=20
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=20
=93excitement=94 and April will come out of the vent. Look at the map on =
the wall. In order to work this,=20
whenever you tell a guard to go off-duty, he=92ll go to the Rest Area. =
Whenever you want someone to=20
go back on duty, click on the Rest Area and tell them to go off-duty. =
Order the cell block guard to go=20
off duty and look at the computer next to the map to find out where =
Adrian is being held. Search the=20
guard=92s coat and you=92ll find a key. Leave the security room via the =
door and go into the far corridor=20
into the cell blocks.

Go down to Block 5 and open the lock. Use the key on it and Adrian will =
emerge. He=92ll follow you=20
around the halls for the time being. Go back to the security room, order =
the guard at the rest area to=20
go on duty, and then order the guard at the airlock to go off duty. =
Leave and go into the far corridor=20
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=20
a pod. Look at the panel on the pod and then try pressing the button to =
learn that it needs a new=20
oxygen filter. Go to the security room, have the guard go back to the =
airlock, and order the guard at=20
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=20
over to where it says Even More Boxes and look. You=92ll find the oxygen =
filters, so use the Hand icon=20
to get one. Go back to the security room and put the cargo guard on duty =
and order the airlock=20
guard off duty. Go to the airlock and use the filter on the pod and push =
the lit button on the control=20
panel. Watch the sequences and the last chapter awaits you!

CHAPTER 13 =96 The Longest Journey:

Walk into the desert. Look at the tower if you want and then start your =
journey to the tower. Soon,=20
you=92ll get to start your first trial. When Chaos itself appears, =
combine the Bind Magic potion with the=20
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=20
get to your second trial. April will be transformed into her younger =
self, and when you can, use the=20
gold ring on April=92s father. He=92ll come to his senses and all will =
be forgiven. Head to the tower again=20
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=20
the tower (the small round thing at the top of the screen). He won=92t =
find any way in, so use him on=20
the structures below it. He=92ll find the Well of Making. Use him on the =
foggy canyon and he won=92t find=20
anything below the fog. Use him on the Well of Making and he=92ll bring =
back some water. Use him on=20
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=20
on the well and watch the sequence. When you can, use the Hand icon on =
the hand that appears in=20
the well and Adrian will join up with you here. Watch the sequences, and =
Gordon Halloway will arrive=20
very shortly. When Adrian and Gordon start fighting, use the talisman on =
Gordon and his two halves=20
will be joined and you=92ll learn that Gordon is to be the new Guardian, =
not April. Watch the sequences=20
and the chapter will end here.

EPILOGUE =96 Threads:

Lady Alvane will close the story, and you=92ll get to see an old friend, =
who just so happens to be Crow.=20
My guess is that Lady Alvane is actually April Ryan. Watch the ending =
and if you want, watch the=20
credits. After the game, the Book of Secrets will be unlocked and you =
can access stuff like outtakes,=20
art, etc.

Stay tuned for The Longest Journey 2! If Funcom follows through with =
their announcement on the=20
sequel, you can expect me to write a walkthrough for it. Thanks to Hibb =
for showing me Funcom=92s=20
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=20
using this and if you have any problems or questions, don=92t 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 =96 he was the one who told me about the announced sequel to =
The Longest Journey.=20
Thanks!

Funcom =96 For making such a great adventure game that I actually =
didn=92t mind playing through a=20
second time. I hope the sequel is the next game of the year!

The FAQ sites =96 there=92s not too much more that I can say about you =
guys because I=92ve pretty much=20
used up my compliments for you in the credits of my other guides. Thanks =
for hosting all of the=20
walkthroughs I=92ve done!
</PRE>
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