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      Walkthrough =A9 2000 by K. Daleng
      Publication in any medium without express permission from the =
author is=20
      prohibited
      This is the complete walkthrough for the very good game The =
Longest=20
      Journey. This is a game I really liked to play and it was really=20
      entertaining. The game has many little things you have to solve =
and it was=20
      these tiny things I used most of the time to solve. The rest of =
the=20
      puzzles were not of the hardest I=92ve tried and most of them can =
be solved=20
      by just using logic. The same goes for the dialogue between the=20
      characters. Think logically before giving your answer and you will =
not=20
      answer the wrong way.
      Also, only use this walkthrough if you=92re really stuck. Try to =
solve the=20
      puzzles yourself first, and you will get so much more out of the =
game=20
      since I=92ve only written the solve for things you HAVE to do, and =
not all=20
      the characters to talk to or things to explore that makes the game =
more=20
      fun to play. And remember that no matter what you get into, April =
can=20
      never die (pretty cool quality if you ask me) and because of that, =
the=20
      game will never end in a dangerous situation.
      The walkthrough can be freely distributed as long as my name is =
not=20
      removed nor the walkthrough changed without my approval.
      Well, that=92s enough talk, let=92s get on with the game. Have =
fun.
      Prologue
      The prologue is simple, not much to do here.
        Go to the right, break the branch off the tree and talk to its =
=93voice=94=20
        before you grab an eggshell from the nest.=20
        Go further to the right and use the branch and eggshell with the =
little=20
        stream.=20
        Talk to the =93voice=94 again.=20
      Chapter One =96 Prenumbra
        Take the diary and the photograph from the nightstand.=20
        Take a closer look at the diary and find a list.=20
        Open the closet and take the monkey from the box.=20
        Look closer at the monkey and pick its eye out.=20
        Open the window and look out.=20
        Loosen the string, so that it falls in the water.=20
        Walk out the door.=20
        In the dark corner to the right, pick a leaf from the plant.=20
        Go down the stairs to the first floor and take the pink note =
from the=20
        bulletin board.=20
        Read the note.=20
        Give the note to Fiona.=20
        Take the matches on the table.=20
        Go out and find your way to the academy.=20
        Take the glove from the trash can and go upstairs.=20
        Take the palette and start painting.=20
        Go to the coffee shop and talk to Charlie (behind the counter) =
and take=20
        some candy from the jar.=20
        Go further in and talk to Stan. (This is a REALLY nice guy. =
He=92s fat=20
        too.)=20
        Nag about getting your salary and threaten to quit. (Now =
that=92s better.)=20

        Take a look at the poster next to the jukebox and take a ticket =
from it.=20

        Look closer at the ticket and look at the address on the side.=20
        Take some bread from the table.=20
        Go back to the boardinghouse and look at the machine outside.=20
        Use the ring with the two wires without a connection.=20
        Now you have to get the switches to get on a straight line. The =
big=20
        round switch to the left holds one of the switches still, while =
the=20
        other turns the three others around.=20
        When you get it right, turn the cap on the ventilator and turn =
the=20
        wheel. Then take the pincers from the hose.=20
        Go to April=92s room and look out the window.=20
        Use the bread on the blue duck and see =93Donald=94 fly away.=20
        Pull the chain to get up the string.=20
        Go back to the coffee shop and pick up the duck.=20
        Look at the duck in closeup and remove the plaster.=20
        Go to the subway, buy a pass for a week and then catch the train =
to Caf=E9=20
        Roma.=20
        Talk to Cort=E9z and head back to the boardinghouse to talk to =
Mickey and=20
        Fiona.=20
        If you answered yes about working, go to the coffee shop. If =
not, head=20
        back to your room.=20
      Chapter Two =96 Through the mirror
        Talk to Fiona and ask her where Cort=E9z could be before you go =
back=20
        upstairs and ask Zack the same thing.=20
        At the subway, look at the sparks by the railway. April finds =
out that=20
        it=92s a key.=20
        Blow up the duck and place it on the pincers and then the =
string.=20
      [In some versions of the game, there's a bug that screws this up =
if you do=20
      this in closeup. The smartest thing is to do this right in the =
inventory=20
      screen, or else the game will show the pincers without the string. =
A patch=20
      fixes this, and I don=92t know if this is the case with the =
English version,=20
      but you'd probably better save before you do this anyway.]
        Get the key with your =93fishing pole.=94=20
        Take the subway and find the cinema (to the right from the =
subway and to=20
        the right.)=20
        Push the trash can to reveal some green goo. Put some candy in =
it.=20
        Talk to the Bogart-style detective and give him the candy you =
=93treated.=94=20

        Take the hat in the middle of the street in the last screen (to =
the=20
        left).=20
        Go back and use the key with the electricity box to open it.=20
        Use the plaster on the rubber glove and use it with the broken =
wire in=20
        the box.=20
        Follow the janitor to the back alley and go towards the door.=20
        Put the monkey on the trash pile and the hat further up on the =
same=20
        pile.=20
        Open the trashcan and use the matches on it afterwards.=20
        Go inside and talk to Cort=E9z.=20
        Talk to the priest.=20
        Look around the city before you go back and talk to the priest =
until he=20
        tells you that Westhouse is called the =93Rolling Man=94 here.=20
        Talk to the man selling maps and become his errand-boy (sorry,=20
        errand-girl).=20
        Deliver the map to Captain Nebev=E9 at the boat by the docks and =
try to=20
        get him to sign.=20
        Go back to the city gate and buy a flute from the stand.=20
        Go back to Nebev=E9 and give him your list again.=20
        Talk to the old man at the small dock.=20
        Go back to the map dealer and give him your delivery list and go =
to=20
        Westhouse.=20
        Give Westhouse the map (and get him to sign), then talk to him.=20
        When you try to leave, he just remembers to give you a old =
clock.=20
        Use the drawing pin on the clock.=20
      Chapter Three =96 Friends and foes
        Talk to the minister in the cathedral.=20
        Find Warren Hughes and ask him for help.=20
        Take the subway to the police station and look at the road block =
(the=20
        control panel).=20
        Look at the street sign.=20
        Go back to the road block and enter the number on the sign, then =
climb=20
        in the dumpster.=20
        Look at the toolbox and take the paper inside it.=20
        Look at the paper and talk to the workers in the chairs to the =
left=20
        (yep, the one with the way too small T-shirt and the doofus next =
to=20
        him).=20
        Give the form to the workers.=20
        Ask the receptionist for Form 09042. Give the form to the =
workers.=20
        Ask the receptionist for Form 09042-A and give it to the =
workers.=20
        Look at the nearest telephone screen and call to it from the =
other one.=20
        Go to the workers and tell them both that there is someone one =
the phone=20
        for them.=20
        Take the screwdriver and fix the cables (How long would those =
two take=20
        to find out that?).=20
        Try to get inside.=20
        Look at the shelves behind the receptionist and talk to her =
about=20
        getting the form.=20
        Hurry to fix the cables and run inside.=20
        Buy a Coke from the vending machine with your cash card.=20
        Go inside the locker room (to the left of the screen).=20
        Look at the lockers until you see the name =93Maria =
Hernand=E8z.=94=20
        Talk with the cop behind the door to the toilet. (Haven=92t we =
met him=20
        before?)=20
        Open Minelli=92s locker and take his medicine, look at the =
mirror, take=20
        the broken part and read the note behind it. Also notice the box =
in the=20
        middle of the shelf.=20
        Give Minelli his medicine and talk to him about his wife. =
(Hmm=85what=92s=20
        this all about?)=20
        Push the light switch and replace the glass eye with the eye =
from the=20
        monkey when it falls out.=20
        Go out and use the glass eye with the scanner on the door to the =
right=20
        of the vending machine.=20
        Go inside the archives and search for Warren Hughes in the =
computer.=20
        Look at his sister=92s colonization number before you delete the =
info=20
        about Warren and print it out.=20
        Search for the colonization number and print out the info.=20
        Search for Altec=92s church and look at the name =93Jacob =
McAllen.=94 Search=20
        for him.=20
        Go to the next page and look at (and write down for yourself) =
the code=20
        in the lower corner.=20
        Turn off the computer and look at the control panel on the =
document=20
        finder across the room.=20
        Enter the code you saw when you searched for Jacob McAllen.=20
        Take the papers in the printer before you leave the station and =
head=20
        back to building 87 (Warren).=20
        Give Warren the documents and go to meet his friend at the =
docks.=20
        Knock on the door three times and after much nagging you finally =
get=20
        inside.=20
        This is a weird one, but talk to him anyway and give him the =
cube inside=20
        the police file.=20
        Once outside, put the Coke inside the paint mixer and head back =
to the=20
        police station.=20
        Give the cop the fully loaded Coke by the crash scene.=20
        Use the piece of mirror with the laser beam and get the AG-unit =
(the=20
        blinking thing) loose with the screwdriver.=20
        Get back to Burns and give him the AG-unit.=20
        Go to the cathedral and talk to Cort=E9z.=20
      Chapter Four =96 Monsters
        Go inside the house and talk to the woman. Go inside the kitchen =
and=20
        after a little while a pretty weird-looking fellow enters. Talk =
to him.=20
        Then go back to the kitchen and when April says that she's =
tired, go sit=20
        in the chair.=20
        Talk to the map dealer and give him the delivery list.=20
        Go to the other stand and play the cup game.=20
        Use the screwdriver on the cups until one of them moves. =
There=92s the=20
        coin.=20
        The bozo gets pissed and says you used magic to trick him. Offer =
him=20
        your screwdriver in exchange for one of his prizes.=20
        April says she needs some time to think about what to pick. At =
this part=20
        it=92s important to get April to understand exactly what to =
pick. (Pretty=20
        clear to me, but what the heck.) So go talk to Tobias about =
books and=20
        where you can read them.=20
        Then talk to the weird creature in the tree house and Westhouse =
who=20
        tells you about a people called =93the flying people.=94=20
        Go to the library and ask Yerin for a book you don=92t know the =
name of,=20
        but which is about flying people.=20
        Read the book and you will see that these people live on the =
island=20
        =93Alais.=94=20
        Go to the old man at the small dock and ask if he knows some =
stories=20
        about Alais and the flying people.=20
        Talk to the captain and ask him if he knows the island Alais.=20
        Go back to the old man and talk to him again.=20
        April agrees with the old man that if she gets his bird back, =
she will=20
        be taken to Alais.=20
        Go to the cup game stand and exchange the screwdriver for the =
bird=20
        (pretty cool one too).=20
        Talk to Captain Nebev=E9 and ask what he needs to get sailing.=20
        You get to know that some guy named Roper Klakks has captured =
the wind=20
        (okay=85). So we get into the woods to get the wind back (how =
hard could=20
        that be?)=20
        Go inside the forest and you'll be accompanied by a raven.=20
        Go further into the woods and you=92ll meet a Banda looking for =
his=20
        missing brother.=20
        Call for Raven.=20
        Look at the other side and the broken bridge.=20
        Go back to the last screen and help the old lady home.=20
        Use the broom on the closet.=20
        Take the skull on the table and throw it through the window.=20
        Push Banda-uta out the window and use the broken plank with the =
gribbel.=20

      Chapter Five =96 There and back again
        Pick some flowers in the screen after crossing the bridge.=20
        Talk to the stoned man by the tower.=20
        Use the flowers with the man.=20
        Try to pick some berries from the mud.=20
        Call Raven and get him to pick some instead.=20
        Mix the flowers with the berries and use it on the stoned man =
and go=20
        inside.=20
        Give a coin to the statue that looks like a beggar. (Repeat as =
many=20
        times as possible).=20
        Take the salt and pepper.=20
        Give more money to the beggar.=20
        Blow out the candles.=20
        Turn the hourglass around so that the stairs turn upwards and =
run up=20
        before it changes back.=20
        Open the door next to the mirror.=20
        Turn the hourglass and run to the door before the bridge goes =
back down.=20

        Use the pepper on the statue shaped as a face and go inside.=20
        When you try to go up the stairs you meet Roper Klakks. Give him =
the=20
        calculator.=20
        Take the white, yellow, green and blue bottles (you will have to =
move=20
        the skull to get one of them off the table).=20
        Read the formula book.=20
        Mix the white, green and blue bottles to get a invisibility =
mixture=20
        (it=92s really important that you get the mix in that exact =
order).=20
        Go back to the mirror in the labyrinth and use the mixture on =
April so=20
        she can get the rest of the page for the formula book in front =
of it.=20
        Use the page with the book.=20
        Mix yellow, white and blue essence (light-as-a-feather mixture). =

        Mix green, yellow and blue essence (magic-binding mixture).=20
        Drink the light-as-a-feather mixture and get the red bottle by =
the roof=20
        over the window.=20
        Mix red, red and blue essence (explosion mixture).=20
        Mix white, red and blue essence (wind mixture).=20
        Use the magic-binding mixture and explosion mixture with the =
round=20
        crystal.=20
        Open the window, call the raven and get him to spread the wind =
mixture=20
        in the clouds.=20
        Give the wind mixture to Captain Nebev=E9 to convince him that =
the wind=20
        will hold.=20
        Give Tun Luiec at =93The Wanderer=94 the job as navigator on the =
ship.=20
        Talk to Tobias in the temple.=20
      Chapter Six =96 The storm of chaos
        Take an apple from the barrel.=20
        Go downstairs and take the axe (just next to the bag of flour).=20
        Eat some of the candy and use it on the bag of flour to trap the =
worm.=20
        Pick up the worm and put it inside the apple.=20
        Give the apple with the worm inside to Captain Nebev=E9 on the =
bridge.=20
        Ask Tun Luiec to take the wheel for a while.=20
        Use the talisman of the balance on the compass.=20
        Talk to Tun Luiec and tell her that you went a little off =
course.=20
        Take the talisman away from the compass. (Oops, the captain was =
pretty=20
        mad).=20
        Go back downstairs and use the axe on the chest.=20
      Chapter Seven =96 A deep blue mirror
        Call for Raven and talk to him.=20
        Look at and touch the creature in the water.=20
        Look at the paintings on the wall.=20
        Take one of the strange animals from the wall and use it on =
April.=20
        Take the black pearl inside the clam right outside the bobble.=20
        Go to the city and get some of the green stuff on the wall.=20
        Go back to the airbobble and use the drawing pin on April and =
use the=20
        blood with the green stuff. Then dip the pearl in the green =
stuff and=20
        eat it. (Think of it as a giant pill.)=20
        Go back to the city and take the crystal.=20
        Remove the seagrass to the left in the screen outside the =
airbobble and=20
        take the crystal.=20
        Remove more seagrass and go inside the cave and take the two =
last=20
        crystals.=20
        Look at the altar of stone in the middle of the cave.=20
        Put the brown crystal in the hole marked with a wave (the =
symbols can be=20
        difficult to see, but just look at the holes and April will tell =
you the=20
        symbol) with the wave symbol turned out.=20
        Put the yellow crystal in the hole marked with a fish with the =
harpoon=20
        symbol turned out (against the center).=20
        Put the grey crystal in the hole marked with a one-eyed temple =
with the=20
        one-eyed temple turned out.=20
        Put the green crystal in the hole marked with a harpoon with the =
fish=20
        symbol turned out.=20
        Turn the rings around so that each crystal has a symbol next to =
it.=20
        Go back to the city and talk to the sea creature.=20
        Take the harpoon.=20
        Go to the shipwreck to the right for the airbobble.=20
        When you try to go inside the giant hole, Sharptooth will =
appear, so=20
        kill him with the harpoon and take a tooth to prove that you =
have killed=20
        him.=20
        Go inside the hole and get your talisman back.=20
        Head back to the city and show the sea creature the tooth and =
the=20
        talisman.=20
        Go back to the cave and use the talisman on the symbol on the =
wall.=20
        Take the piece of stone inside the open hole in the wall and =
show it to=20
        the sea creature.=20
      Chapter Eight =96 Reunion
        Take the rope on the beach.=20
        Call for Raven and get him to get an overview of the island by =
using him=20
        on the jungle.=20
        Go talk to the branchmen (go to the big statues and look at the =
tree,=20
        and it will be available).=20
        Go to the ruins (left of the beach) and use the rope on the =
little tree=20
        and climb down.=20
        Go further down the cave and take the key in the pile of rocks.=20
        Take the rope with you when you leave.=20
        Go inside the cave (the mouth) in the big statue to see the =
symbol that=20
        belongs to each phone.=20
        Now you=92re going to set up the phones so that they will wake =
up the=20
        giant Q=92aman and can be done like this:  the trick here is to =
set up the=20
        phones in a special way so that the mouth on the phone by the =
tree hits=20
        the ear of the phone on the cliff (right for the beach, and =
through the=20
        village--take a look at the suffering crab while you=92re =
there), and from=20
        the mouth on the phone on the cliff to the ear of the one at the =
ruins.=20
        From there turn the mouth so that it hits the mouth of the =
statue so=20
        that your voice goes all over the island and wakes up Q=92aman.=20
        Use the key to turn the ears and mouths. If you turn it one way, =
you=20
        will move the mouth and the other way turns the ears. Now talk =
into the=20
        phone at the tree. This may take a while, but just try in =
different=20
        angels and you will get it right in the end.=20
        Wake up Q=92aman and get him to tell you where he is.=20
        Get Q=92aman to help the crab in the village.=20
        Talk to Q=92aman and give him the empty candy wrapper.=20
        Go back to the tree and ask the branchmen why they haven=92t =
started=20
        working yet.=20
        Follow them up the tree and talk to them again.=20
        Go back to the cliff and take the rest of the fish (some bones) =
and the=20
        fishing string.=20
        Give the fishing string to the branchmen.=20
        Use the fish bones with the fishing string and ask the branchmen =
to test=20
        the lunacannon.=20
        Use the string with the lunacannon and climb over to the =
mountain path.=20
        Use the wind mixture with the upwind by the cliffside.=20
        Use the light-as-a-feather mixture with April and jump over the =
gap.=20
        Go inside the city and talk to the guard by the castle (or =
something=20
        like that).  He wants you to answer some questions about some =
fables, so=20
        we=92re gonna have to collect some. The first one you hear from =
Seana (the=20
        kid), the other from Neema (by the pots), the third from the old =
alterer=20
        right outside the city and the last one from the guard by the =
gap you=20
        jumped over (Isam).=20
        Go back to the guard outside the castle and answer the =
incredibly easy=20
        questions (if you get these wrong, I just have to congratulate =
you).=20
        Dig in the sand right in front of you and touch the big rock.=20
        Talk to the organ that opens and swim inside the new organ that =
appears.=20

        Touch the outgrowth and take the jewel with you.=20
      Chapter Nine =96 Shadows
        Talk to the minister and go back to the boardinghouse.=20
        You=92ll get surprised by some people from the banner and they =
shoot down=20
        Emma.=20
        Run up to the second floor and talk to Zack (the traitor) and =
watch him=20
        getting killed (he deserved that) before you run into your room. =

        Look out the window and jump in the river.=20
        Drink the invisible mixture to get past the guard in front of =
the door.=20
        Run to the coffee shop. You=92ll get surrounded (of course).=20
        Run through the door that opens (luckily).=20
      Chapter Ten =96 Rebirth
        You=92re back in Arkadia and the place is pretty deserted.=20
        Go talk to Abnaxus (the creature in the tree house) and you=92ll =
get the=20
        last stone piece.=20
        Go talk to Westhouse for the last time, and then go to the =
library to=20
        talk to Yerin.=20
        Go back up the stairs and use the magic binding mixture on the =
talisman.=20

        Place each of the stones in the holes (Each stone only fits in =
one=20
        hole).=20
        Call for Raven and get him to remove the bird droppings on the =
dragon=20
        head.=20
        Try to open turn the wheel in the library and to grab the stone =
in the=20
        water.=20
        Ask Yerin to let out the water.=20
        Turn the wheel again and take the stone.=20
        Leave the library.=20
      Chapter Eleven =96 The stock
        Grab the palette and paint with it.=20
        Go to Burns to pick up the ID card.=20
        Show the star map to Burns.=20
        Go to Metro circle and use the elevator to the left in the =
screen.=20
        Pick up the pizza box from the trash can.=20
        Go shopping for some =93newer=94 clothes in the clothing store.=20
        Go to the shuttle.=20
        Talk to the cop who tells you where the MTI building is.=20
        Give the pizza box to the receptionist.=20
        Look at the papers on the desk, and McAllen enters the room.=20
        Use the computer to open the gate and run outside.=20
        Run to the left, on a little platform, and you'll see the truth =
about=20
        McAllen and Cort=E9z.=20
        Use the computer to get your hands on the stone and jewels.=20
        Go back to talk to Burns for the last time.=20
        Go back to Metro Circle and take the elevator.=20
        Go in the tunnel and tell the receptionist that you=92d like to =
become a=20
        colonist.=20
      Chapter Twelve =96 The dreamland
        Try to go into the ladies room. That doesn=92t work, so you=92ll =
have to use=20
        the men=92s room.=20
        Use your card on the machine on the wall.=20
        Push the trashcan to the left.=20
        Use the coin on the grid, take it away and crawl inside.=20
        Look at the screen and go to exit 1.=20
        Touch the cable above the video camera and crawl back in the =
tunnel.=20
        Look at the screen again and go to exit 2.=20
        Put the manhood pills in the coffee cup (I feel good, hee hee) =
and go=20
        back through the hole.=20
        Go back to exit 2 to see the guard enjoying his coffee (for a =
little=20
        while).=20
        Go through the pockets on the jacket hanging on the chair.=20
        Look at the computer in the corner next to the control board.=20
        Look at the control board and send the guards at the cell =
department off=20
        duty (in some cases you=92ll have to send other guards off duty =
before you=20
        can send off the ones you want or else they'll tell you that =
someone=20
        already has a break).=20
        Go to the cell department and use the key at the lock by cell 5 =
and open=20
        the cell.=20
        Talk to Adrian the guardian and go to exit 2 (the control room). =

        Order the guard at the shuttle bay off guard and take Adrian =
there.=20
        Look at the capsule and its control panel that shows that the =
oxygen=20
        filters missing.=20
        Go back to the control room (exit 2) and have the guard at the =
storeroom=20
        to take a brake.=20
        Go to the storage room and search for the oxygen filters in the =
computer=20
        terminal.=20
        The filters can be located right behind the first pile of boxes. =

        Go back to the control room and send the guard at the shuttle =
bay off=20
        duty (what cool duty times these guys have).=20
        Go to the shuttle bay and use the oxygen filters on the capsule. =

        Press the yellow button that suddenly lights up and get =93lost =
in=20
        space...=94 but why are there three capsules?=20
      Chapter Thirteen =96 The longest journey
        Look at the capsule and go into the desert.=20
        Look at Adrian=92s capsule and go further towards the tower.=20
        Use the talisman and the magic binding mixture with the =
chaosphere.=20
        Go to the other side.=20
        Suddenly we're home as a little girl with that jerk of a father =
right in=20
        front of us. Give Dad the ring.=20
        When you=92re by the tower, call for Raven and use him on the =
gap between=20
        you and the tower. Then use him on the construction in the =
middle.=20
        Continue to use Raven, this time of the source of creation. At =
last you=20
        use him on the gap again.=20
        Go over the bridge.=20
        Look at the water (the hole in the center).=20
        Use the stone with the water and touch the hand that appears.=20
        You go with Adrian up in the tower on a stone plate. (But who =
the hell=20
        is hanging under it?)=20
        You=92ll get a little surprise up in the tower and Gordon =
Halloway=20
        suddenly appears.=20
        Use the talisman on Gordon.=20
      Congratulations. You have completed The Longest Journey and a very =

      disappointing epilogue follows. (At least I think so). They could =
have=20
      made that much better. What happened to Emma and Charlie, and did =
April=20
      and Charlie become =93closer=94 to each other? Well, at least we =
see why the=20
      old lady knew so much about us in chapter nine. Just think about =
it,=20
      you=92ll figure it out.
      This walkthrough was written from the Norwegian version of the =
game. This=20
      should not affect the game other than some names and some other =
tiny=20
      stuff. If you should find any errors anyway or you have some =
questions=20
      about it, feel free to contact me at cyberia@x-stream.no
      I hope you had as much fun with the game as I did.
      Kenneth Daleng
       =20
     =20
</PRE>
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