TGDB.net - Game news, cheats, solutions, walkthroughs, trainers, saved games and much more!

Home » PC » Longest Journey, The » Longest Journey, The solution
Submitted by System on 09/03/2006, 09:50. Print file.
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10

Sponsors:

===============================================================================

FAQ/Walkthrough for
THE LONGEST JOURNEY

===============================================================================

___________________
| GUIDE INFORMATION |
îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî

AUTHOR : Tom Hayes
E-MAIL : tomhayes83(at)hotmail(dot)com
SYSTEM : PC
UPDATED : 30th May, 2004
VERSION : 1.0

__________
| CONTENTS |
îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî

1. Introduction
2. Walkthrough
3.1. Prologue: A Lion Is In the Streets
3.2. Chapter One: Penumbra
3.3. Chapter Two: Through the Mirror
3.4. Chapter Three: Friends and Enemies
3.5. Chapter Four: Monsters
3.6. Chapter Five: There and Back Again
3.7. Chapter Six: The Chaos Storm
3.8. Chapter Seven: A Deep Blue Mirror
3.9. Chapter Eight: Reunification
3.10. Chapter Nine: Shadows
3.11. Chapter Ten: Rebirth
3.12. Chapter Eleven: Kin
3.13. Chapter Twelve: Dreamland
3.14. Chapter Thirteen: The Longest Journey
3. Item List
4. Copyright Information

_________________
| VERSION HISTORY |
îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî

VERSION 1.0 : 30th May, 2004
First version.


===============================================================================

1. Introduction

===============================================================================


The Longest Journey tells the tale of April Ryan, a young art student who has
run away from home and come to live in a boarding house in the busy city of
Newport. This futuristic, science-fiction tale starts off in Stark, the world
that April has known and lived in her whole life. As she steps outside of the
boarding house on this particular day though, a mysterious man named Cortez
tells her that she is someone special, someone who may have the ability to save
not only her world, but another parallel world named Arcadia.

That is the basic summary of what happens in the first few minutes of playtime
in this game, and naturally the words of Cortez instantly draw the player into
this fascinating plot. As the game progresses, we get to visit Arcadia, which
seems almost like something out of a fantasy book with it's strange creatures,
and terrifying monsters. True to it's title, The Longest Journey is absolutely
huge, featuring over 150 locations, 101 items that can be picked up and over 50
hours of gameplay, which is a staggering amount for an adventure game. Overall,
this is a lengthy and tremendously detailed adventure game.


===============================================================================

2. Walkthrough

===============================================================================


-------------------------------------------------------------------------------
2.1. Prologue: A Lion is in the Streets
-------------------------------------------------------------------------------


The game begins with April standing in a dream world. A beautiful landscape is
visible to the left, though a dark storm cloud seems to be coming closer. Walk
right and a tremor will cause a large egg to roll out of a nest, which comes to
rest on two branches above the edge of a cliff. Get the scale from the nest at
the left side of the tree, then get the twig from the front of the tree to hear
the tree moan about having it's precious twig plucked from it. It explains that
it is the voice of all trees, and must speak whenever an injustice is done.

Say "What's the deal with the egg?" to hear that the trees were entrusted to
the safety of the child. Say "What happened to the tree?", and the tree will
say that the nearby brook was diverted so that the trees could not receive
water. April automatically asks who the trees are, and the tree will say that
without their strength given to them by the brook they don't have the strength
to lift the egg back to the nest. Say "Isn't there anything I can do to help?"
and the tree will say that it needs April to give them water, though the
ungrateful thing doesn't think a simple human would be able to help.

Walk east to the stream and open the inventory by right clicking the mouse. We
only have two items in our inventory at present: The scale and the branch.
Click the scale to select it, then click the branch to combine the two items
into a funnel. Use the funnel with the stream and a cutscene will play where
the water is seen giving strength to the talking tree we met earlier. Walk back
to the left and talk to the old tree, who thanks April by telling her that he
has no time for idle conversation and that he should leave him be.

April mentions the egg, and the old tree will lift it's branches to put the egg
back in the nest. A sound is heard as April walks over to the egg, and a
glowing dragon appears which introduces itself by calling April her daughter.
As the dragon promises that she will guide April, another sound is heard from
the distance. Suddenly, a massive swirling black vortex appears and shoots
April, knocking her off the cliff. April's mysterious dream ends here.


-------------------------------------------------------------------------------
2.2. Chapter One: Penumbra
-------------------------------------------------------------------------------

______________
| BORDER HOUSE |
îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî

April wakes up in her room at the Border House in Newport and complains that
she has had many dreams like that in recent days. Open the closet in the corner
of the room and get the toy monkey from the carton. Look at the toy monkey in
the inventory, pull the eye in the close-up view and then get the eye to add it
to the inventory. Exit the view of the toy monkey and the view of the closet.
Get the diary on the desk at the bottom of the bed. The diary will now become a
selectable icon on the black bar at the top of the screen. Look at the diary in
the inventory and get the timesheet. Exit the close-up view of the diary and
open the door to exit April's bedroom.

Zack, April's neighbour in the Border House, will stop to ask how she is.
Select any of the three speech options until Zack turns and heads back into his
room. Get a leaf from the plant at the bottom of the hallway, which is listed
in the inventory as organic plastic. Walk downstairs at the top of the hallway
to find Fiona, the owner of the Border House, sitting on the couch watching the
television. Look at the corkboard and get the pink note from the top-right
corner of the board (April will also pick up a pushpin when she gets the note).

Exit the view of the board and look at the pink note in the inventory to read
that a gold ring has been found under the common room sofa. Give the pink note
to Fiona and after a small conversation where April prooves that the ring is
hers, Fiona will give her the gold ring. Talking to Fiona is not necessary at
the moment, so get the matchbook on the square table in front of the television
and then walk out the front door to exit the Border House.

__________________________
| OUTSIDE THE BORDER HOUSE |
îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî

Walk left and look at the machine to see a gauge, valve and a clamp that is
fixed onto the pipe. Use the gold ring on the cables at the top-right corner of
the machine to connect the wires and activate the machine. At the moment, the
four levers look like this: / | -- \. The objective here is to have all four
levers in the same position. Select the left screw once: / / \ |. Select the
right screw twice and the left screw twice: \ \ \ --. Select the right screw
once and the left screw three times to complete the puzzle.

After the water puzzle has been solved, turn the valve on the left to lower the
water pressure. Turn the wheel, then get the clamp holding onto the pipe. Get
the gold ring and exit the view of the machine. Walk right down the path and
Cortez will start talking to April. He asks how she is, so reply with any of
the three speech options that are shown. He asks what her idea of a perfect day
is, so again reply using any of the three options. As April turns to leave,
Cortez will mention about her nightmares and knows that she is worried that
they might be real. After the conversation, run right to the bridges, take the
top-left exit to the park and walk north to the Academy. Walk through the door.

_________
| ACADEMY |
îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî

Get the rubber glove with the hole in it from the trash can. Walk upstairs to
the second floor of the Academy to see a floating holosculpture of a dragon,
made by April's best friend Emma. Get the paintbrush and palette from the desk
and use it on the canvas to view a small cutscene of April painting. Emma walks
up to the second floor after the cutscene and says that she has an important
message for April. Say "Yeah, from whom?" to hear that the message is from
Cortez, and that he wants to meet April where children visualise their dreams.
Say "Did he talk to you about nightmares?", and Emma says that she thinks April
is obsessed with her dreams. Say "Do you want to hear about my dream, or not?"
to tell her about the dream sequence we played through in the prologue.

After April finishes explaining, Emma asks if she wants to drop by The Fringe
Cafe after she has finished at the Academy. Say "I'll drop by after I clean up
around here.". After Emma leaves, April will start to tidy up when suddently
the holosculpture made by Emma turns into a real dragon and starts floating
toward April. A second later and the dragon returns to being a holosculpture.
Walk downstairs and go out the door to exit the Academy, walk east to the park,
east to the bridges, north through the arch to the area outside the cafe and
then north through the doors to enter The Fringe Cafe.

_________________
| THE FRINGE CAFE |
îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî

Charlie will be behind the bar serving drinks. You can talk to him if you want,
though it's not necessary to complete this chapter. Get a hard candy from the
candy jar and walk left to the other side of the cafe. Get some bread from the
bread basket in front of Emma, then give the timesheet to Stanley who is on the
chair at the left side of the jukebox. He studies the timesheet and says that
he'll try to give April the money by next week. Say "Forget that, I quit.", and
Stanley will put $375 on April's cashcard.

Before April leaves, he then asks if April is available to work tonight. The
choice you select here will effect the ending of the chapter slightly, so
either select "Yeah, I need the money." to work at the Fringe Cafe later or
select "No, sorry, I have plans." to go back to the Border House later instead.
After the conversation, look at the poster at the right side of the jukebox and
get the ticket at the bottom-right corner of the poster. Exit the Fringe Cafe,
walk west to the bridges, up the steps at the bottom of the area to the area
outside the Border House and then through the door to enter the Border House.

______________
| BORDER HOUSE |
îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî

Walk upstairs to the second floor of the house, and open the first door on the
right to enter April's apartment. Open the window and look outside to see that
a blue rubber ducky is trapped under a grill in the dirty river. Use the bread
with the rubber ducky and a seagull will fly down to start pecking the crumbs,
which eventually pops the rubber ducky. Pull the chain up from the river and
April will find a clothesline. Open the door of the apartment to exit to the
hallway, walk downstairs and then walk out the door to exit the Border House.

__________________________
| FINDING THE RUBBER DUCKY |
îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî

Walk east to the bridges to see the rubber ducky floating east down the river.
Go north through the arch to the area outside of the Fringe Cafe to see that
the rubber ducky has been punctured and has come to rest under some metal bars.
Get the rubber ducky and walk west to the bridges, take the far left exit to
the subway and then go down the steps to enter the subway.

________
| SUBWAY |
îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî

April can't walk through the gates at the moment, so use the gene scanner on
the right to see a close up view of the machine. Select the Week button and use
the cashcard with the lens to get a weekly pass. Exit the view of the machine
and walk through to the other side of the small gate. Look at the sparks on the
tracks at the left side of the area to see a large iron key. Open the inventory
and look at the rubber ducky to see a close-up view.
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10

Sponsors:

Other files from this game:
  1. Longest Journey, The document by System on 14/03/2006, 06:30
  2. Longest Journey, The solution by System on 09/03/2006, 09:50
  3. Longest Journey, The solution by System on 09/03/2006, 09:50