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Dreamfall: The Longest Journey

by MaGtRo 13 sections about 59 minutes to read

Chapter 5:
Alchera

The Fringe:   
Talk to Charlie and remember Marcus and the twins. Outside the club, walk
forward and get a call from Olivia about Reza concerning WATIcorp in Japan.

Marcuria in Arcadia: Play as
April.

Azadi Tower:    Chawan and April talk about the tower being built by the Azadis.
Scaffolding is erected close to the tower. After the talk, check the swords by
the door and the backpack on the bed. Exit the room and be intercepted by Brynn.
Talk to Brynn and he runs away upset. Talk to Na’ane standing by the room at end
of the corridor. Go down and exit the Inn.

Go left to the Tower and see the scaffoldings right of
the tower. Go forward to the area right of the round pillar which is right of
the scaffolding. Sneak around the pillar and go behind the scaffolding. See a
guard at the other end. Sneak behind the guard and be in a position close to his
back. Use the punch icon to get him out of the way or you can fight him. Climb the scaffolding and automatically be on a balcony.

Move to the glass door
that is ajar. Position April to be at the opening and then right click to use
the focus mode on the 2 people inside the room. Listen to the conversation
between Sister Sahya and the hooded man she calls Prophet. The Prophet gives
whispered orders.

At the bottom of the
scaffolding, go back to the front of the temple and see the Prophet. Follow him
and see that he enters the Journeyman Inn. Talk to Benrime at the kitchen. Go
down to the cellar and open the door. See the Prophet enter the gate to the
Subterranean City. Aprils dives through the fiery gate to follow the Prophet.

Wati City: Play
as Zoë.

Cable car:    After exiting the
Yamashiro Station, Olivia calls. The connection is bad. Zoë needs to get to the
WATIcorp headquarters at the other side of the canyon to meet Reza’s contact.

Go down and see that the bridge to cross the canyon is
not available – for employees only. Go back up, forward and check the Museum
booth that runs the cable car to the other side of the canyon. It is closed.

Go up the stairs and
look at the trash bin. The trash bin incinerates things dropped on it every 10
minutes. Talk to the man that is edgy. He is waiting for his fiancée.

Variations on the
talk to get Museum ticket:

1. Dialogue used with Kenji, the edgy man: museum,
girlfriend, work communication, talk, museum? – exactly. Yuriko arrives. He gives 2
tickets
to the museum.

Talk to the Riko, the little girl in pink about ‘sad’.
Ren and older brother left her and Hiro, a younger brother and grandma are in
the museum. Give her the other museum ticket. Riko is now in the cable car.
(Thanks, Mordack.)

2. Dialogue used with Kenji, edgy man: Someone,
reassure or ticket. Kenji tears the Museum ticket and throws it in the trash. Pick up the ticket
piece
twice to get torn ticket.

Go back down to the
bottom level and go to the vending machine left of the museum booth. Use the
mobile to get gum. In inventory, use the gum and get a sticker.
Combine the sticker with the torn ticket to get Museum ticket.

Here you can either go to the cable car with one
ticket or after waiting a while, go down and talk to the Yuriko, woman in brown
by the Museum booth.


Talk with Yuriko:

a. His fault, delayed, explain. Yuriko will give her
ticket and leave. You can either give Riko the other ticket or go alone.

b. His fault, tried or c. His fault, delayed,
guilt. Yuriko leaves without giving anything.

Go back up to the cable car. Use the museum ticket on
the ticket reader.

Enter the cable car to
ride across the canyon to the WATI Museum. Learn about the upcoming Project
Alchera. After exiting the cable car, get another call from Olivia. Learn that
the contact is Damien Cavanaugh. His associate is Rio Kuroki, a system analyst
and is the girl that is found dead in Reza’s apartment.

Museum:   
Enter the museum and note that the guard roams around. Hiro, the little boy
standing by the First BunnyBot display is reprimanded for touching the exhibit.
Look at all the exhibits.  The door at the back with a red hand scanner is
for staff only. Zoë wants to enter that door.

Enter the Staff door:   

Use the red hand scanner right of the staff door. The
guard comes over. Zoë would need Olivia’s help. Zoë mails Olivia. Check the mail
and see Olivia’s response. The contact is at 4th floor, section 2. Olivia
updated the mobile to open this staff door.


If only one ticket is taken:

Go to the First BunnyBot
display where Hiro the boy is looking at. Stand behind the boy to talk to Hiro. Give Hiro the
gum and then try to talk to him again.

Touch the BunnyBot exhibit. Again be reprimanded by
the guard. 

Talk to Hiro again. He agrees to distract the guard. Hiro enters the
exhibit and BunnyBot hops down and out of the exhibit.

While the guard is
distracted, use the mobile on the red hand scanner of the staff door.

If Riko has a ticket and you don’t have the gum:

Riko talks to Hiro and they argue. To prove that Hiro
is not a crybaby nor afraid. He enters the display.

Timed symbol matching puzzle:    This is the same random
timed matching puzzle as the other previous puzzle. Find the match of the lit
symbol at bottom to one of the symbols on the top. Do this to all symbols. Go
through the now open Staff door.

WATIcorp:

Staff entrance:   
See a robot scoot away. Check the mobile to recall where you need to go – 4th
floor, section 2.

Locker room:   
Go forward and see that someone forgot to close their locker. Take the
uniform
. Automatically change clothes.

Ventilation ducts:   
Exit and look at the ventilation duct used by the bots to go to different parts
of the building. Wait for the cleaning bot to come out. Then enter the duct and
come out to an overhead walkway.

Elevator:    Go across the walkway
and talk to the woman. Tell her you’re new. You don’t need to talk to anyone.
Enter the elevator to 4th floor. That was a funny elevator episode. Dry air
indeed!

4th floor:   
Be met by a flying bot. You need to be escorted, guest. You can hide using the
hide button on the side of the vending machine or corners whenever the flying
security bot arrives. Take a right, left, left and forward to the end.

One way to do this part is:    
Follow the bot from the elevator. Immediately hide (use hide icon) behind the
vending machine. Wait until the bot passes by. Exit the hiding place and
continue to go left. Go left at corridor. Go halfway (trigger for bot) and see
the bot come out of the double doors at the end of the corridor. Immediately,
turn around and go to the first vending machine you hid on. Hide again. Use the
mouse to change the point of view to check on the bot that is now at the end of
this corridor. As soon as it turns around, exit the hiding place and go to that
left corridor. Enter section 2.

Section 2:   
The sliding door opens. There are several cubicles. Go to the middle and see the
only man working there. Talk to Damien. Learn about The Dreamer, Dreamcore,
Static (the effect), Rio and Project Alchera (spy-control people). They need
evidence and you have to go to the WATI caves.

WATI caves:   
Damien states that you have 30 minutes to get to level -58 . He opens the door.
Damien’s instruction:
Go to sublevel 58, Damien will disengage alarm and you open the door. The
security bots will be alerted by the opening of the door. The rest of what is to
be done, Zoë knows.

Sublevel 58:   
Go down the stairs to 58. If you are early, wait. When the red light
turns green, open the door. Enter. Zoë sees a spider bot.

Search for PS-A1
panel:
    Listen to Damien’s instruction. Zoë needs to go
to the other side of the entrance where she is now. Look for PS-A1 panel to
upload the software Damien gave.

Note that the spider
went left to right. It is best to go the same route and not chance meeting the
spider headlong.

Go right, forward,
left corner (1), forward, left corner (2), forward, left corner (3), forward,
left corner (4) and see the panel on the right wall at middle of hallway.

Upload software:
   Open the panel; use the mobile on panel and the office doors
will be unlocked. Hear a sound. Listen to some more instructions from Damien.

Blue atom
door-laboratory
:    Now, to find the door with the blue
atoms:

1. Shortest way is
to turn to the right from panel and the blue atom door is at right at middle
of hallway. The spider bot might come soon so immediately open the door and
enter.

2. The long way is
to go around continue to the left of the panel and take 6 left corners and
the blue atom door will be on your left at the middle of the hallway. Open
the door.

Worm – blue capsule:    Now to get the
capsule. After the cutscene, turn right and take a blue capsule. In inventory, combine
blue capsule and worm to get encapsulated worm.

Go to medlab to be
scanned
:    Exit the laboratory. Go left 6 times or twice
on the right and enter the door with the green M sign.

Place the encapsulated
worm on the scanner on the top of a table on the left. Enter the big scanner
on the right and be scanned.

Search for core room
at Security Office:
     Go left through 3 left corners and enter the door with
orange sign with cross swords. See that the grid is on and there’s a woman at
the center of the building. The door is left opened.

Get a spider bot
of lower clearance from Cybernetics office:
     Go to cybernetic office by
going left through 2 left corners. The Cybernetic office has a red hexagonal
sign. Go close to the 3 spider bots on the left. Use the mobile on the
spider bots.

Now you are playing
as the spider bot. LOL! Exit the room and hunt for the security bot
patrolling the hallways. Once you find the security spider, press space bar
and the security bot is fried. Click again to get the higher clearance.

Get the spider bot
to enter the security office with the lit grid. Move the bot on the square on
the right. Click left mouse or space bar to deactivate the grid.

Ahhh, back to being
Zoë, go right 2 corners and enter the security office. That woman is still
there at the center. Go to the white coat on the chair. Use the coat to get an
orange datacube key.

Core room:   
Exit the room and go right through 2 right corners. Place the data cube on the
center of the red circle.

Decontaminate:   
The decontamination airlock is closed. Use the panel on the right. Enter the
airlock. Go forward and a cutscene is seen. It shows where the 2 scientists
are located. Save game here.

Sneak to go to core stand:    You
need to go to the stairs on the opposite side of the airlock, go down and go
to the core stand close to the stairs.

Wait and watch for the pattern of movement of the
scientists. The female scientist goes clockwise and stops in front of
airlock. She goes to right frame and back to left frame. The male scientist
also goes clockwise.

One way to get by is to wait for the female
scientist to be on the left side in front of the airlock, sneak towards the
core, sneak to the right and then run to the stairs.

Go down and go clockwise behind the stairs on this
level so as not to meet the male scientist.

Go around to the stand close to the stairs and
insert the encapsulated worm on the core stand. Watch the cutscene.


Subterranean City:
Play as April.

April used the rope to
go down to the lower level by the waterwheel. Go forward and down the stairs. Go
forward and see the Prophet rowing to the city on the other side of the water.
Find another way to that side of the city.

Platform door:    Go forward
towards the platform. See trolls climb the platform; sing to the door and the
door opens. If you are near the platform, they run away. If you hide beside
the platform, they can smell you. Stand on the path far enough not to be seen
but with a view of
the platform. Wait until a troll climbs the platform and then run to the door. By the
time the troll has entered, you can run in the still open doorway.

First chamber-altar:    
See the troll go to far left door. Look at door and see 3 symbols on the door.

Go behind the altar and use-hide

the altar to crouch down.

Right click to use the focus beam on door. Press space bar to get a
close up of the door. While still on focus mode close-up, wait until another
troll opens the door and April will note the combination of the door (R, L, M).

Runes and Statues chambers:   

Go down the stairs and see a statue with runes on a
wheel.

Go down the next stairs, forward and see a chamber
with 4 side passages. On the floor are runes that identify that side passage.
Similar runes are seen on the central post.

It is best to explore the area first to know what to
do.

Warning: There are several shy trolls that go
around. There are several stones or boulders that you can use to hide behind on
using the hide icon. If these shy trolls see or smell you, they call the
biggest, meanest beast you’ll ever see. These stones or boulders will not help
with the big troll and any fight with it is a lost cause. You will not win.

Places to hide from the big bad beastie:

Run back up the stairs you used to enter this level.

Hug the wall of the room with coffins right of the
statue at passage at right of the chamber.

If you hear him coming, run as far as possible to
another side passage. If he sees you, you’re a goner.

After it is made accessible, hide in the secret tunnel
on the passage right of statue on the left of the main chamber.


Explore the top & lower level:

The bottom passage has statue (#1) up the stairs you
used to enter the chamber. The passage seen across from here has a locked gate.

Go to the passage at right and see another statue #2
that has a circle with runes. Turn right from statue and see a room with
coffins. Here you can hide from the big beast if you stay by the wall. Exit and
go straight pass statue #2 and see a cracked wall. Use the wall 3 times. The
wall breaks and April falls down to a lower level.

From arrival place to this lower level, go left to
enter another chamber.

Go to the passage at right and see a gate that has an
oval shape empty slot at the center (maybe for some type of key). Exit this
passage to go back to the chamber.

Step up to the passage on the right (be at top level)
and across the passage you arrive on. Go left a bit and then go right to see
another statue (#3).

Turn around, forward and right. Go forward to see a
locked gate, the one across from the entry passage of the top level chamber.

Go right, forward, step down (lower level) and see a
gate that has 4 circles of 2 runes each. The top rune of each circle is the rune
found on the floor on the chamber above. The bottom rune is the rune for the
statues. The gate must be protecting something very valuable.

Turn around and take the earthen tunnel on the right.
Open the door at the end and go forward to see statue (#4) that is on the left
passage of the top level. Since you opened this passage from the tunnel side, it
can now be accessed from the other side (top level). You can hide here when the
big beastie chases you.

Open the gate with runes:

As seen from the runes on the gate, the top rune is
the location of a specific statue and the bottom rune is the rune that should be
turned to top position of that statue’s circle. Go around the area again and
turn the circle of those statues.

Start by turning the circle of  #4 statue left at
top level chamber to show the bottom rune seen at the picture above.

Then the circle of #1 statue on the stairs going back up to
the altar chamber  to show the bottom rune seen at the picture above.

Then turn the circle of #2 statue on right passage
from the top chamber to show the bottom rune seen at the picture above.

Go through the hole in the wall to get to lower level.
Go to stairs across the lower level chamber and turn right and turn the circle
of #3 statue to show the bottom rune seen at the picture above.

Once all the statues’ circles are turned to position
the correct runes on the top, a cutscene of the gate with runes rising up is
seen.

Exit from this place:

Go back to the gate with runes by turning
around from statue #3, forward and then right.

Enter the chamber of the gate with runes. Go forward to the sarcophagus. Use the
sarcophagus to see inside. Take the glowing egg. Look again and April
notes that the creature looks familiar, as with the statues and the body in the
coffin.

Turn around, forward, go down to the left, forward, veer right and right to the
chamber.

Go left to the gate with the oval shaped empty slot at the center.

Place the glowing egg on the empty slot of the gate. The gate rises.

Underground passage to other side of the Subterranean City:

Go forward as far as you can and then turn right. Climb the stairs to get to
topmost level. The door opens at the top.

Other side of Subterranean City:    Exit the room to the balcony. See the
Prophet seemingly talking to 2 of those big beasties. One of the beasties stays
up on the main stairs across from this building. The other is on the ground.
There are 2 staircases, one on each side of the balcony. You cannot outrun these
beasties and cannot win any fight with them.

Save Game here. Stand at top of the left stairs. Wait until you hear or
see the beastie come up the stairs to chase you. Run across the balcony to the
right stairs. Down the right stairs, forward and up the crumbling stairs across
the way. The stairs crumbles and the beastie will not catch you.

Continue up the stairs into the balcony. Go to the right crack on the wall of
the balcony. Jump down to the top of a column.

Jump right down to the floor behind the other beastie. Sneak to go to the back
of the hall. Turn right or left and forward to the mist.

April is transported to a place of thousand voices or dreams… April touched
the swirl and… What’s happening? What did I do?


WATIcorp:
Play as Zoë.

Core lab:   
Hear that the place is to be locked down. As soon as the cutscene stops, run up
the stairs and go around the ramp to the airlock. Wait for the airlock to close and
then open on the other side. Run to go outside to the hallway. Run until you get
near the elevator. When the cutscene of the soldiers coming out of the elevator
is seen, hide (use hide icon) in one of the ventilation alcove on outside wall.
Wait until the soldiers pass by and then run to the elevators.

While in the elevator, the elevators open to show the
guards. See the young girl again on the elevator screen.
Save me.

Chapter 6: Morpheus


Greenhouse
: Play as Zoë.

The elevator opens to a
large greenhouse. Go forward to the other end of the greenhouse. Save game
here.
Talk to the tremendously big person. Learn about him being the one
responsible for the dreams, taking dreams, about Reza and that Zoë is special.

Chase in greenhouse:
   Zoë is facing left. As soon as game control is available, move
the point of view to look left where she is facing. Run the
ramp left of the big person, left at the end of ramp (by wall) and forward to
the house on the right. Enter the house, forward to the door and open the door
to outside. Save game here.

Chase
outside:    Optional: Immediately turn to left, take the broom and
automatically use it on door. Go left, forward to
end (if the broom is used, you get additional bit of time to get here; if no
broom is used – just be fast) and climb the metal bin by the wall. Climb the broken wall and use-jump to the air robot
above the wall.

Zoë lands on a trash
bin. She calls Damien.


Marcuria
: Play as April.

Journeyman Inn:

April talks to Na’ane. Go to the other end of the hall and go down the
stairs. Talk to Benrime and she advises to speak to the Guardian of the Balance.
April can’t-won’t shift anymore. The White Dragon – White of the Draic kin can
help you get there.

Enter Brian Westhouse. Select any dialogue and learn
about his friend, a Dolmari that stated that he was at the Dark People Library.
While he was there he met a white haired woman that introduced herself as the
White of the Draic Kin.

Talk to Benrime again about everything. Learn about
the ‘news’ that the Six – Empresses are coming for the inauguration of the
tower, the Rose Court, Na’ane, Chawan and Brynn. Revenge is what April lives
for.

Ghetto – Oldtown:

Exit the Inn, go right and forward until the ghetto.
Talk to the merchants to learn some background. Go to the robed white-haired
merchant behind the blue flame and meet April’s old enemy – Roper Klacks. Talk
to him completely and learn about WWWA, EDWD syndrome and especially about his
book. Ask about ‘help’ – Dark People and Roper will say there’s a Shadowship
docked at the harbor at Shady Quay.

Shady Quay harbor:

Turn around and forward until the harbor. Talk to the
scarred, hooked Captain that helps the rebels right of the dock.

Walk the dock and talk to the Shadowship captain. He
is just a robe. Dialogues can be redone. Ask about wave and about ‘pay’. Then go back to Roper Klacks. He gives his book: My
Wizardin Days are Over. Go back to the Shadowship captain and give him Klack’s
book. Step aboard.

WATI city: Play as Zoë.

Damien’s apartment:    Zoë and
Damien talk. Alvin Peats, the founder of WATIcorp is the tremendously fat man at
the greenhouse.

Marcuria: Play as Kian.

Tower:     Kian is greeted.
Go up the tower. Kian talks to the Emissary about his mission and Scorpion.
Commander Vanon arrives. He does not like Kian Alvane, who is an orphan and rose
in rank fast at Sadir’s court. Kian will be followed during his mission at
Marcuria.


Chapter 7: Destiny

Dark People’s City: Play
as April.

April is greeted on her arrival at the city. The Dark
Person doesn’t know why the captain didn’t recognize April as a wave. The White
of the Draic Kin is at the library. Follow the Dark Person through this
interesting City.

Library:    The Dark Person left
April by the desk. It will call the White of the Draic Kin. Meet April’s companion at TLJ1. Talk with Crow.

Wow! She has changed! The White Dragon arrives. She is
the only one left. She cannot hear the other dragons, the Blue Dragon. Talk
about sister, Hunted and Enemy. Answers will be given before asked. Shifting
might be forgotten but not lost. Crow is needed to go with April to the
Guardian. The White Dragon will open a gate. April closed her eyes and with the
help of the White Dragon, opens a portal. She still cannot shift. The portal will stay open but
will exit to Marcuria.

WATI city: Play as Zoë.

Damien’s apartment:    Zoë wants
to be attached to the dreamer and be given Morpheus. She wants to contact April
again.

Guardian’s Realm: Play
as April.

Tower:    Go forward and climb the
tower. Talk to Gordon, the present Guardian. The Balance is undisturbed but
dreams passes through to Arcadia and Stark. Dreams make up the fabric of the
Cosmos. Everything begins in Dreaming.

WATI city: Play as Zoë.

Damien’s apartment:    Zoë is
given the drug and is attached to the dreamer.


Dream
world:    Zoë wakes up in her
underwear again in the place of the young girl vision. Go forward to the house.
The young girl says You must save April Ryan. Again, Zoë falls through the ice.


Chapter 8: Convergence

Marcuria:

Shady Quay harbor:    Kian is attacked by 2
men. Fight them with frontal assault (w key) and a mix of rapid k and l
keys. Kian interrogates the OldTowner catlike businessman. Ask about Scorpion
and learn also something about the rebels. A soldier arrives to tell about a
witch that is caught and should be questioned at the Friar’s Keep, East side of the city.

Exit the alley and turn left to get to Oldtown market.
A running Brynn bumps Kian on the way.

Journeyman Inn:    Play as
April. April is in discussion with Chawan. Brynn runs in and says that Zoë was
taken prisoner to Friar’s Keep.

Friar’s Keep:     Play as Kian.
Kian asks to interrogate Zoë. She is questioned by Kian and he believes her
innocent. He will try to get her released. The ‘independent body’ or warden of
Friar’s Keep wants her transported to Sadir. Zoë goes back to prison. Exit the
prison and follow the snowy path down, pass Crazy Clara’s abode and see April
coming.

        Kian stops
to talk to April. He thinks he knows April. A heated discussion of the state of
affairs in Marcuria ensues.


Get Zoë out of prison:

Play as April.     Walk up to the
entrance of the prison. Enter the break in the fence on the right. Talk to Crow.
Crow flies to look for Zoë.

Play as Zoë:     Talk to Crow.
Later use the door and talk to the prison guard. He will leave the door’s hatch
open and expects to get a song later. Check the door and see that it is locked
and bolted from the outside. Talk to Crow.

Play as April:     Talk to Crow
and decided to talk to Roper Klacks about potions. Go to Oldtown and talk to
Roper Klacks about 2 potions: knock someone out from a distance and something to
melt metal. He gives smoke bomb and acid. Go back to Crow at
Friar’s Keep and give him the 2 potions.

Play as Zoë:     Take the 2
potions from Crow: smoke bomb and acid. Only the strongest
myrsnick survives
.

Use the acid on the door. Exit the cell.


Take care of the jailer:

1. Walk out once and see a cutscene of the jailer.
Sneak to the left and approach the jailer. When you’re a bit close enough to the
jailer, right click to be in focus mode. Then use the bomb while still in focus
mode. Variable: If you do not use the focus mod, sneak clockwise (long
way around) and get close behind his back. He will not see you and throw the
bomb.

2. Or you can fight with him but you have to have lots
of energy and never get hit twice. It will take a while to lower his energy,
lots of dancing around and a lot of defeats. This fight is next to impossible to
win.

Take the prison keys from the jailer that is
out cold. Use the prison keys to open the grilled door at right. Go forward and
climb down. See a cutscene of the jailer at the next lower level asking for
food. Run back to your cell and tell crow. Crow flies out to tell April.

Play as April:    Go to
Journeyman Inn. Talk with Benrime and she will give a sandwich.
Optional
: Go to Roper Klacks in Oldtown and ask for a sleeping potion. He
gives Bed-D-Bye, a sleeping potion. In inventory, combine sandwich and
sleeping potion to get poisoned sandwich.

Go back to Friar’s Keep. Use the speaking tube right
of the door. After the talk with the warden, climb up to first level. Go around
to the other side and open the gate. Enter the boiler room. Go to the right and
use the lever to open the food elevator. Use the (poisoned) sandwich on elevator
and use lever again. The second level jailer starts to eat the sandwich.

Play as Zoë:    Go to the gate
and down to the second level. Use the prison keys on the gate. Variable:
If you did not add the sleeping potion on the sandwich – sneak around the jailer
here. If you added the potion on the sandwich, you can stump all over and he
will not wake up.

Go down to first level and again use the prison keys
on the gate. Go down once more and meet with April.

Play as April:    Go and enter
the door left of the main entrance to this level. Be at the kitchen. Enter the
door on the left and see a big crate. April needs help to push it. Use the crate
and April will ask Zoë to help push the crate.

Play as Zoë:    Climb the crate
and see a metal hook on the wall. Go down and take the rope on top of box
right of the open door. Climb crate and use rope on metal hook. Use the rope to
climb out. Follow April.

Zoë and April have a heated discussion. Crow decides
to follow and help Zoë. Zoë talks with Crow. As Zoë’s sidekick: I provide the
banter and commentary and you do the stuff. Ask about sidekick – hairy
man-child! Hahahah! You can look around before using the dialogue – suggestion,
Westhouse and go. You can look at all the different people at Oldtown and get
funny quips. You can take 2 routes to get to Market Square and South Gate. The
path on the right of Roper Klacks will lead to the gate at Market Square or the
other path leads to the Journeyman Inn. On the way, Zoë sees a guard at
Journeyman Inn. If you take the direct path to the Market Square – South Gate,
the Kian-Journeyman Inn sequence will be after the Airship event below.

Journeyman Inn: Play as Kian.

Kian enters and will search the second floor for
rebels. Enter the door to the right and fight 2 rebels. Use the frontal attack
(w key) with rapid k and l keys. After the fight climb stairs. Go to the room on
the right at end of hallway. Kian talks to Na’ane about Scorpion. Oh My!

Play as Zoë.

South Gate: Go to South Gate or the merchant’s
square and go behind the stall at right close to the city walls. See Brian and
Crow. They decided to go to the White Dragon at the Dark People Library. Brian
takes them aboard an airship.

Airship:    Have a talk with
Brian about everything. Learn some back-story. Enter the hold.


Chapter 9: All That We See or Seem…

Dark People City:
Play as Zoë.

Library:    Follow the Dark
Person to the Library. Talk to the White Dragon. The White Dragon is affected by
Brian. Zoë is here and not here. Faith will bring you there. This isn’t a
dream but you are dreaming. You have a strong connection with the world of
dreams. Zoë disappears.


Chapter 10: Crossroads

Swampland:

Play as Zoe:    Run the
boardwalk and before the shipwreck, firework is shot to the air. Run the board
again as far as you can go and go left at the platform. See and call out to
April on the other boardwalk.

Play as April:    April talks to
the Captain. They were attacked and got hit badly. After the talk, go forward,
right, left and climb up the tree. Take a left, forward, down and see Kara
talking at the platform below. Talk to Kara, the head of the Council here at
Swampland. April was told a lot of hard truths.

Go up the ramp behind Kara, forward and left down
another ramp. Go right, forward and meet Na’ane. Talk with Na’ane. A man, a
messenger is at the West Pier to talk to April. Oh My! Guess who that messenger
is.

Go forward (back of Na’ane) until the firework is
fired into the air. See someone…

Play as Kian:   No one will attack
Kian. Go forward, right to small hut and down the stairs on the right of hut. Go
right, forward and left down the steps to the platform. Forward to another
clearing, left down another ramp (fireworks) and right to meet with Na’Ane.
For what I have done, I am already dead
. Go forward as far as to the end of
the pier and meet April.

——–Watch the scenes…. April, Kian, the Azadis,
Zoe, Chawan, Brynn and now the White Dragon.


Chapter 11: Faith

WATI city: Play as Zoë.

Damien’s apartment:   Go to the
computer console and use it. The interference is in Russia, outside St.
Petersburg. Get a voice mail from Dad and Zoë answers. Go to the bathroom, door
left of fridge to change clothes. Leave the apartment.

Outside St. Petersburg, Russia:
Play as Zoë.

Factory:    Zoë stands outside
the factory. Go forward and check the gate control. It can not be hacked by the
mobile. There’s a car wreck and an ancient phone booth in the area. Go to the
right, enter the fenced in area. Climb the crates close to the fence on the left
and realize that the fence is electrified. Check the metal ladder- fire escape
that goes way up to the roof at corner of the factory next door.

Get inside the factory:

Outside:    Check the car close
to the left wall and see it still has some power.

Lockpick circle match puzzle:   
Go to the right tire area and see a panel Use the lockpick on the panel. Do the
matching puzzle of the top and bottom symbols on each square.

Mobile match symbol puzzle:   
Once the panel is opened. Use the mobile to get the car going. This is the same
puzzle as before – look for the matching symbol on the squares above to the
highlighted symbols at bottom row. Then click on the match. There are 7 symbols
to do.

The car backs up and stops under the ladder of the
factory next door. Climb the crates by the wall and then up the front part of
the car. Move to middle of car roof. It is easier to see the fire escape in
focus mode but can also be seen on regular mode.

Roof:    Climb the fire escape,
turn the corner and climb the metal ladder to the roof. See a flying security
bot. Let the bot pass by and follow behind it. At the next corner is another
ladder.

Climb the ladder and be on a ledge. Go to the last
letter that is about to fall at the end of the ledge. Push the letter and it
breaks the skylight below.

Go down and make your way to the broken skylight. Be
careful of the robot. It patrols counterclockwise. Wait until it just passed by
and run to the skylight. You can stay midway the ladder or hug the big air duct
at the corner until the robot passes by. Run to the skylight and climb down.

Inside factory:

Catwalk:    Get a message. Read
the mail from Olivia. She is in hiding. Go to the extreme right catwalk and go
down the ladder until the production floor.

Production floor:    Look around
and see old-fashioned production line. The room on the left has panels that
controls the production line. The door on the corner wall is not active.

Remove the grate:    Go down and
around the other side of the production line. At the middle of the wall, turn
left and see a panel under a green light. Open the panel and switch the power on
from red to green. Now the production line has power.

Go further to the right and Zoë will say that she is
standing exactly where the source of the virus is located. It must be below.

Look at the grate close to the wall. It must be an
access to go below this floor.

Go back to the control room. The right panel controls
the movement of the winch in 4 directions. Use the arrows to move the winch
directly over the grate. Then use the down arrow of your keyboard to exit the
winch control.

Go to the next console, it controls the up-down of the
winch. Bring the winch down as seen in the cutscene.

Go to the winch and arrange the hook on the grate. Go
back to the control room and move the winch up and see that the grate is pulled
up.

Go down through the opening on the floor.

Source of virus room:   There’s a
door on the left, lockers on left wall and a desk with console at the center.
There is a glass enclosed bedroom on the right. Look inside the open drawer of
the desk. Take the small key. Use the key on the first locker on the left
wall. Take the access card.

           
Bedroom
:    Use the access card on the reader left of the
door right of the enclosed bedroom. Use the reader to enter the bedroom. The
small dollhouse looks familiar. Take the datacube from inside the
familiar dollhouse. Look around at the child’s drawing and bed. They kept a
child here on a bedroom with one way glass walls. Exit the room and use reader
left of the sliding doors.

           
Datacube
:    Go to the far console and use the datacube.
Watch Dr. Parks’ report on Faith. JIVA created Faith and WATI HQ used her for
experimental purposes. Go back inside the bedroom and look around. The dollhouse
is the one Faith recreated in her dreams. Exit the bedroom.

Exit the factory:     Use
the access card on the reader left of the glass door at the corner of the room.
Climb upstairs, use access card and run to the door right of the control room.
Use access card on reader and exit through metal door to outside. Go to the main
gate and use the access card on reader. Enter the taxicab.

Chapter 12: Reversal

Casablanca: Play as Zoë.

Moca Loco:    Talk to Karen and
find out that syndicate people – EYEs are looking for you. Reza’s apartment and
Liv’s store are closed.

Zoë’s home:    Go home and get a
phone from Dad as soon as Zoë enters the house. Watch the cutscene. Well,
connect me to the Dreamer
.

Chapter 13: The Longest Journey

Dreamworld:   
Zoë is back in Faith’s dream. Go to the house. Faith and Zoë…

After the Credits, there is a short clip.

So many Goodbyes…

It simply is.

The Undreaming is Unchained!

The future awaits us.


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