The Longest Journey - Part 1 Walkthrough By K.Daleng This is the complete walkthrough for the very good game "The Longest Journey". This is a game I really liked to play and it was really entertaining. The game have many little things you have to solve and it were these tiny things I used most time to solve. The rest of the puzzles were not of the hardest I've tried and most of them can be solved by just using logic way of thinking. The same goes in the dialogues between the characters. Think logical before giving your answer and you will not answer the wrong way. Also. Only use this walkthrough if you're really stuck. Try to solve the puzzles yourself first, and you will get so much more out of the game since I've only written the solve for things you HAVE to do, and not all the characters to talk to or things to explore that all makes the game a little more fun to play. And remember that no matter what you get into, April can never die (Pretty cool quality if you ask me) and because of that, the game will never end in a dangerous situation. The walkthrough can be freely distributed as long as my name or the walkthrough itself are not removed or changed without approval from me. Well, that's enough talk, let's get on with the game. Have fun. Prologue The prologue is simple, not much to do here. Go to the right, brake off the branch on the tree and talk to its "voice" before you grab an eggshell from the nest. Go further to the right and use the branch and eggshell with the little stream. Talk to the "voice" again. Chapter one - Prenumbra - Take the diary and the photograph from the night stand. - Take a closer look at the diary and find a list. - Open the closet and take the monkey from the box. - Look closer at the monkey and pick its eye out. - Open the window an look out. - Loosen up the string, so that it falls in the water. - Walk out the door. - In the dark corner at the right, pick a leaf from the plant. - Go down the stairs to the first floor and take the pink note from the bulletin board. - Read the note. - Give the note to Fiona. - Take the matches on the table. - Go out and find your way to the academy. - Take the glove from the trashcan and go upstairs. - Take the palette and start painting. - Go to the coffee shop and talk to Charlie (Behind the counter) and take some candy from the jar. - Go further in and talk to Stan. (This is a REALLY nice guy. He's fat too.) - Nag about getting your salary and threaten him to quit. (Now, that's better) - Take a look at the poster next to the jukebox and take a ticket from it. - Look closer at the ticket and look at the address on the side. - Take a bread from the table. - Go back to the boarderhouse and look at the machine outside. - Use the ring with the two wires without connection. - Now you have to get the switches to get on a straight line. The big round switch to the left holds one of the switches still, while the other turns the three others around. - When you get it right, turn the cap on the ventilator and turn the wheel. Then take the pincers from the hose. - Go to April's room and look out the window. - Use the bread on the blue duck and see "Donald" fly away. - Pull the chain to get up the string. - Go back to the coffee shop and pick up the duck. - Look at the duck in closeup and remove the plaster. - Go to the subway and buy a pass for a week and then catch the train to Caf‚ Roma. - Talk to Cort‚z and head back to the Boarderhouse to talk to Mickey and Fiona. - If you answered yes about working, go to the Coffee shop. If not, head back to your room. Chapter two - Through the mirror - Talk to Fiona and ask her where Cort‚z could be before you go back upstairs and ask Zack the same thing. - At the subway, look at the sparks by the railway. April finds out that it's a key. - Blow up the duck and place it on the pincers and then the string. (In some versions of the game, there 's a bug that screws this up if you do this in closeup. The smartest thing is to do this right in the inventory screen, or else will the game show the pincers without the string. A patch fixes this, and I don't know if this is the case with the English version, but you better save before you do this anyway.) - Get the key with your "Fishing pole". - Take the subway and find the cinema (To the right from the subway and to the right. - Push the trashcan to reveal some green goo. Put some candy in it. - Talk to the detective with the Bogart style and give him the candy you "treated". - Take the hat in the middle of the street in the last screen. (to the left) - Go back and use the key with the electricity box to open it. - Use the plaster on the rubber glove and use it with the broken wire in the box. - Follow the janitor to the back alley and go towards the door. - Put the monkey on the trash pile and the hat further up at the same pile. - Open the trashcan and use the matches on it afterwards. - Go inside and talk to Cort‚z. - Talk to the priest. - Look around in the city before you go back and talk to the priest until he tell you that Westhouse is called the "Rolling man" here. - Talk to the man selling maps and become his errand-boy (Sorry, errand-girl) - Deliver the map to captain Nebev‚ at the boat by the docks and try to get him sign. - Go back to the city gate and buy a flute from the stand. - Go back to Nebev‚ and give him your list again. - Talk to the old man at the small dock. - Go back to the map dealer and give him your delivery list and go to Westhouse. - Give Westhouse the map (and get him to sign) and then talk to him. - When you try to leave, he just remembers to give you a old clock. - Use the drawing-pin on the clock. Chapter three - Friends and foes -Talk to the minister in the cathedral. - Find Warren Hughes and ask him for help. - Take the subway to the police station an look at the road block (the control panel) - look at the street sign. - Go back to the road block and enter the number on the sign and climb in the dumpster. - Look at the toolbox and take the paper inside it. - Look at the paper and talk to the workers in the chairs to the left (yep, him with the way too small t-shirt and the dufus next to him.) - Give the form to the workers. - Ask the receptionist for form 09042. - Give the form to the workers. - Ask the receptionist for form 09042-A and give it to the workers. - Look at the nearest telephone screen and call to it from the other one. - Got to the workers and tell them both that there is someone one the phone for them. - Take the screwdriver and fix the cables (How long would those two use to find out that? - Try to get inside. - Look at the shelves behind the receptionist and talk to her about getting the form. - Hurry to fix the cables and run inside. - Buy a coke from the vending machine with your cashcard. - Go inside the locker room. (To the left of the screen) - Look at the lockers until you see the name "Maria HernandŠz". - Talk with the cop behind the door to the toilet. (Haven't we met him before ?) - Open Minelli's locker and take his medicine, look at the mirror, take the broken part and read the note behind it. Also notice the box at the middle of the shelf. - Give Minelli his medicine and talk to him about his wife. (Hmm.what's this all about ?) - Push the light switch and replace the glass eye with the eye from the monkey eye when it falls out. - Go out and use the glass eye with the scanner on the door right to the vending machine. - Go inside the archives and search for Warren Hughes in the computer. - Look at his sister's colonisation number before you delete the info about Warren and printing it out. - Search for the colonisation number and print out the info. - Search for Altec's church and look at the name "Jacob McAllen" and search for him. - Go to the next page and look at (And write down for yourself) the code in the lower corner. - Turn off the computer and look at the control panel on the document finder across the room. - Enter the code you saw when you searched for Jacob McAllen. - Take the papers in the printer before you leave the station and head back to building 87 (Warren) - Give Warren the documents and go to meet his friend at the docks. - Knock on the door three times and after much nagging you finally get inside. - This is a weird one, but talk to him anyway and give him the cube inside the police file. - Once outside put the coke inside the paint- mixer and head back to the police station. - Give the cop the fully loaded coke by the crash scene. - Use the piece of mirror with the laser beam and get the AG- unit (The blinking thing) loose with the screwdriver. - Get back to Burns and give him the AG-unit. - Go to the cathedral and talk to Cort‚z. Chapter four - Monsters - Go inside the house and talk to the woman. Go inside the kitchen and after a little while a pretty weird looking fellow enters. Talk to him. Go then back to the kitchen and when April says that she's tired, go sit in the chair. - Talk to the map dealer and give him the delivery list. - Go to the other stand and play the cup game. - Use the screwdriver on the cups until one of them moves. There's the coin. - The bozo gets pissed and says you used magic to trick him. - Offer him your screwdriver in exchange for one of his prizes. - April says she need some time to think about what to pick. - At this part it's important to get April to understand exactly what to pick. (Pretty clear to me, but what the heck.) - So go talk to Tobias about books and where you can read them. - Then talk to the weird creature in the treehouse and Westhouse who tells you about a people called "the flying people". - Go to the library and ask Minstrum Yerin about a book you don't know the name of, but is about a flying people. - Read the book and you will see that this people lives on the island "Alais". Go to the old man at the small dock and ask if he knows some stories about Alais and the flying people. - Talk to the captain and ask him if he knows the island Alais. - Go back to the old man and talk to him again. April agree with the old man that if she gets his bird back, she will be taken to Alais. Go to the cup-game stand and exchange the screwdriver for the bird (Pretty cool one too) - Talk to Captain Nebev‚ and ask what he needs to get sailing. - You get to know that some guy named Roper Klakks have captured the wind (okay). - So we get into the woods to get the wind back (how hard could that be?) - Go inside the forest and you get some company by raven. - Go further into the woods and you'll meet a banda looking for his missing brother. - Call for raven. Look at the other side and the broken bridge. Go back to the last screen and help the old lady home. - Use the broom on the closet. - Take the skull on the table and throw it through the window. - Push banda out the window and use the broken plank with the gribbel. Chapter five - There and back again - Pick some flowers in the screen after crossing the bridge. - Talk to the stoned man by the tower. - Use the flowers with the man. - Try to pick some berries from the mud. - Call raven and get him to pick some instead. - Mix the flowers with the berries and use it on the stoned man and go inside. - Give a coin to the statue looking like a beggar. (Repeat as many times as possible) - Take the salt and pepper. - Give more money to the beggar. - Blow out the candles. - Turn the hourglass around so that the stairs turns upwards and run up before it returns. - Open the door next to the mirror. - Turn the hourglass and run to the door before the bridge goes back down. - Use the pepper on the statue shaped as a face and go inside. - When you try to go up the stairs you meet Roper Klakks. - Give him the calculator. - Take the white, yellow, green and blue bottles (You will have to move the skull to get one of them off the table.) - Read the formula book. - Mix the white, green and blue bottles to get a invisibility mixture (it's really important that they get mix in that exact order.) - Go back to the mirror in the labyrinth and use the mixture on April so she can get the rest of the page for the formula book in front of it. - Use the page with the book. - Mix yellow, white and blue essence (light-as-a-feather mixture) - Mix green, yellow and blue essence (Magic-binding mixture) - Drink the light-as-a-feather mixture and get the red bottle by the roof over the window. - Mix red, red and blue essence. (explosion mixture) - Mix white, red and blue essence (Wind mixture) - Use the magic binding mixture and explosion mixture with the round crystal. - Open the window, call raven and get him to spread the wind mixture in the clouds. - Give the wind mixture to captain Nebev‚ to convince him that the wind will hold. - Give Tun Luiec at "the wanderer" the job as navigator on the ship. - Talk to Tobias in the temple. Chapter six - The storm of chaos - Take an apple from the barrel. Go downstairs and take the axe. (Just next to the bag of flour) - Eat some of the candy and use it on the bag of flour to trap the worm. Pick up the worm and put it inside the apple. Give the apple with the worm inside to captain Nebev‚ on the bridge. - Ask Tun Luiec to take the wheel for a while. - Use the talisman of the balance on the compass. - Talk to Tun Luiec and tell her that you went a little off course. - Take the talisman away from the compass. (Oops, the captain were pretty mad) - Go back downstairs and use the axe on the chest. To be concluded next issue - o -