Just Adventure original
Dreamfall: The Longest Journey Walkthrough
Prologue: Tainted
As our new journey begins,
our old friend Brian Westhouse sits in a monastery scribbling in his
journal. A knock at the door breaks his concentration as a monk appears
and lets him know it is time. Follow the monk through the hallway
to a room where other monks are praying around a dais. Once you are
told that the ritual preparations are complete, climb the platform
and step into the center of the circle to be transported to another
world. As Brian materializes, a stranger becomes upset at his appearance,
but then flees as the sky darkens and reaches out to absorb Brian.
Chapter 1: One
Meet Zoë Castillo
and her father – sitting morosely at the foot of his daughter’s
bed. Zoë, it seems, is in a coma and, as we listen in, she will
begin to explain the events that led to this moment beginning two
weeks earlier.
As Zoë is watching
her television from bed, a strange, static filled message ‘Save
April Ryan’ interrupts her show. Zoe writes it off as a viral
ad but before she can think about it further her thoughts are interrupted
by her ringing phone. Get off the bed and answer the mobile phone
that is on the chair. It’s her trainer from the gymnasium, warning
Zoe that she is about to be late.
Before leaving the room, speak with Wonkers, Zoe’s purple gorilla
robot, and then open the closet and get dressed.
Go downstairs where Zoe’s
father is enjoying his morning coffee and talk to him to learn that
he is leaving for a business trip to Bombay (he is acting somewhat
suspicious though). Leave the house (hmmm, why doesn’t Zoe give
her father a goodbye kiss?) and follow the path to the right –
make sure to stop and speak to everyone – until you reach Olivia.
Follow Olivia into her shop – another one of those eerie messages
will appear – and she will offer to install a cloaking device
that will prevent The Syndicate from tracing her mobile phone. Olivia
will soon receive a business call which is a clue for Zoë to
leave the shop and continue on to the gym.
Continue to and through
the fountain plaza to a taxi stand. To the right of the taxi stand
is the door to the gym. Approach Jama – Zoë’s martial arts
instructor – and you will soon find yourself practicing your
martial arts moves. This is actually just the game’s way of
teaching the combat moves, but it is unbelievably lame. You can continue
to fight Jama as many times as you like, but seriously, once is all
you need.
As Zoë leaves the
gym, her ex-boyfriend, Reza, will call on her mobile. Meet him at
the Moca Loco in the fountain plaza. Speak to Reza until he asks Zoë
to do him a favor and pick up a package from Helena Chang of the Jiva
Corporation in the Seshadri building. Zoë is hesitant at first,
but Reza agrees to let Helena know that Zoë will be coming in
his place. Go back to the taxi stand and hop in the taxi for a ride
downtown.
Go into the building and
enter the elevator. After the elevator door opens, inform the woman
behind the desk that you have an appointment. Regardless of what you
do here, you’ll soon find yourself in a fight which you should
easily win. Use the computer to activate an alarm and open the main
door. Go through this door and you’ll that Helena Change has
been locked in a room and the man responsible will run past Zoë.
Your attempts to open the
door and free the woman are futile, but notice that she is pointing
upwards so climb up to the top of the door from the left side, open
the panel and activate the manual release. Climb back down and open
the door to free Helena. Follow her as she runs to the jammed elevator.
Press the call button when it turns green and then get in the elevator
with her. After explaining who you are, Helena will give you the package
intended for Reza (who we learn also goes by the name Jericho). Speak
to her some more about the package and her reaction to Zoë’s
surname and then take a taxi back to the marketplace.
Now, let’s take that
package to Reza’s apartment. Go to the fountain and up the stairs
between the sushi and fruit stands you’ll find a red door that
is the entrance to Reza’s apartment building. Check the mailboxes
to see that Reza lives in apartment #8 so go up the stairs and to
the right.
That’s strange, Reza’s
door is open. Enter the apartment – there is a dead woman on
the floor with a flower-like device in her mouth. And if that’s
not bad enough, someone has tipped off the police and the apartment
is about to be raided. Your best bet here is just to hang around because
even if you do escape, Zoë will still be captured in short time.
Zoë will then be interrogated
as to what she knows about the contents of the package and Reza. You
will be provided options to be cooperative or uncooperative, but regardless
of what you choose, it all has the same effect and leads to the end
of the chapter.
Chapter 2: Lost
Zoë is back in her
apartment attempting to phone Reza. After she leaves a message, go
to her bedroom where Wonkers will give her a message that Reza pre-programmed
to play if he was gone for more than 24 hours. There is a notebook
hidden in Reza’s apartment that will provide more information
as to why Reza has disappeared. Go to Olivia’s for a quick chat
and so she can upgrade Zoe’s mobile and then head to Reza’s
apartment.
The apartment door is electronically
sealed, but it can be hacked by using your modified mobile. Activate
your mobile and you’ll be presented with a puzzle. Simply click
on the matching symbols that appear at the bottom of the screen and
the seal will be broken. Be careful as there is a time limit, but
you do have infinite redos.
Once the seal is broken,
go into Reza’s apartment and Lucia – Reza’s Watilla
– will call Zoe’s name right before being zapped by a spiderbot.
Sneak across the room – be careful to not step on the broken
glass – and into the bathroom. Open the shower door and then
activate the music panel next to the sink. The spider will be attracted
to the source of the noise and enter the shower. Close the shower
door to give the spider a shocking cleansing (you can also defeat
the spider by sneaking behind it to see its logo, returning to Olivia
for the software needed to hack the spider and then returning to the
apartment and then using the mobile to hack the spider, but this is
much more time consuming).
After the spider has been
disabled, remove the Watilla parts from Lucia and take them to Olivia.
She can give you a new power source, but you will still need a new
brain. Return to Zoë’s apartment, ask Wonkers to go into
sleep mode and then remove his brain. Return to Rezas and insert both
the power supply and brain into Lucia. After Zoe repeats the password,
Lucia will open the floor safe. Remove the notebook from the safe
and then watch helplessly as Zoe is attacked by female twins. After
she recovers, take the notebook, remove Lucia’s brain and return
to Olivia’s where she can utilize her decryption skills. Only
a few words are immediately decipherable but one thing is clear –
Zoe must travel to Newport so return to Zoe’s apartment, collect
her backpack (if you want to thoughtful, reinsert Wonker’s brain)
and then leave her apartment for the train ride to Newport.
Watch the cut-scene as
we finally reunite with April Ryan who is now leading a group of rebels.
Prepare for a lame-ass fight to end this chapter!
Chapter 3: 201
Zoë stands on the
edge of Venice, now a very uninviting looking city. Go through the
alley, turn right and then right again to find The Fringe. Press the
intercom button and convince Charlie to allow you to enter. The Fringe
is no longer the artsy-fartsy student hangout we remember, but is
now an exclusive nightclub. After chatting with the hostess, approach
Charlie at the far end of the room. Cover all of the conversation
topics to learn some interesting tidbits, but mostly to find out about
the Victory Hotel, an apartment complex where Reza could be holed-up.
Return to the clock and
follow the path until you reach a Chinaman standing next to a stairway.
Speak to him and then go up the stairs and cross the bridge. Follow
the path to the right until you can turn to the left and follow the
road to the Victory Hotel. You can’t enter the hotel through
the front door, so climb down the scaffolding to the left of the front
door and cross the canal until you reach a ladder. To the left of
the ladder is a garbage bin. Unlock it wheels and push it to the left
under the boarded up window. Climb onto the bin, it looks as though
we’ll need something to remove the boards from the window. Return
to the ladder and climb it to find a padlocked gate. Your mobile doesn’t
seem to work on the padlock, but the Chinaman said he would be able
to provide help for any situation so let’s find him again.
The Chinaman has a lock-pick,
but he wants something for his phone in exchange so phone Olivia and
she will transfer the invisibility cloak to your mobile which you
can then transfer to the Chinaman’s phone. Once he gives you
the lock-pick, return to the padlocked gate.
The lock-pick activates
a puzzle that, upon first glance, is very confusing. There are four
chambers each containing six symbols. The trick here is too rotate
the chambers until the two symbols match at the top of each chamber
and the two symbols match at the bottom of each chamber. You can also
transfer a symbol from one chamber to another by placing it between
the two chambers and then rotating the chamber you want the symbol
to move to. Be patient, there is no time limit and once you’ve
completed a chamber the other two become easier.
Once the padlock has been
opened, Zoë will see a guard dog and comment that it has no problem
sleeping through the noise of the oncoming trains. So take this as
a not-so-subtle hint and whenever you hear the trains, sneak past
the dog until reaching the shed where you will open the door and take
the axe off the wall. Then sneak back down the ladder and to the dumpster
you pushed under the window. Climb onto the dumpster from the right
side, use the axe to chop through the boarded-up window and then climb
through the newly made opening. To your right is a hall that must
lead into the interior of the hotel, but it is too dark to investigate.
Looks like its time for the old “make your own torch puzzle”,
but this one is at least inventive. First, pick up the axe handle
off the floor near the window. Now, take a rag from the end of the
work table to the left. In your inventory, combine the rag and axe
handle to make a torch. Have Zoe sniff each of the cans on the bench
until she finds the one that smells like petrol and then soak the
torch in that can. Now cross to the heater near the door, turn on
its igniter, put your torch to the flame and – viola –
a burning torch!
Follow the hallway (ooh,
this is so Laura Croftish!) until Zoë gasps in shock at a trail
of blood on the floor. Continue through a security door where you
will find and add Reza’s lighter to your inventory. Oh, oh –
there’s that spooky video again asking you find April and a
clue about a room 201. These monitors are the security system for
the building so let’s use Zoë’s mobile to hack into
them and unlock the door at the top of the stairwell in the previous
room.
Follow the smell of cooking
pizza up the stairs and through the door. You have no choice but to
speak to the guard in the next room, but you do need to make a decision:
should you take the non-violent approach and ask him about job vacancies
or should you lie about a job interview and then beat the snot out
of him? As far as I could tell, your choices in matters like this
have no effect on the endgame, so what then is the purpose of even
providing these options?
Anyhow, the truth is that
if you give in to your dark side and beat him to a pulp, you will
then have all the time you need to explore the building. If you ask
him about vacancies, you can then sneak around the building for awhile,
but he will eventually come after you anyhow, so why not just get
it over with now? Either way, you will need to follow this path through
the building:
Go up the stairs and to
the right (the door straight ahead is locked) where you will find
a woman with a strange sleep apnea device on a mattress. Leave this
room and continue down the hall to room 201 – dang, it’s
locked. Continue down the hall to the next open doorway on the left
where you will find a bathroom. Ignore the woman drugged out on Amathin
wandering the halls, she won’t bother you. Take the window handle
from the window and then go into the room outside the bathroom, to
the left of the stairs.
Use the window handle on
the window in this room. After climbing through the window (if you
didn’t beat down the guard previously, he will now be chasing
you), climb the ladder to the next story and go through the window.
Exit this room to the right
– you may want to sneak around here so as not to draw the attention
of the wandering man. If he does spot you, beat the crap out of his
as quick as possible before he calls for help. Go in the bathroom
to the left and add the filthy towel to your inventory. Follow the
hall and take the sheet from the first room on the left and then proceed
to the end of the hall where there is a window that can be opened.
Tie the sheet to the towel to create a makeshift rope and then tie
the rope to the radiator to climb out the window to the ledge below.
Follow the catwalk to the
left to room 201 and go inside. Look familiar? It should if you played
The Longest Journey for its April Ryan’s
room. Open the closet to the left. Take the videograph of April, Charlie
and Emma. Marcus the supervisor will enter. It doesn’t matter
which conversation option you choose, but just for fun, choose ‘upset’.
After you reach an arrangement with Marcus, he will let you out the
front door from where you need to return to the Fringe.
Show Charlie the videograph
and keep pushing him for more information until he spills his guts.
Emma will soon join the conversation and shed even more light on the
back-story between The Longest Journey and
Dreamfall.
After more lengthy explanations
about April and Arcadia, Charlie will give Zoë access to an upstairs
VIP room to make a phone call so go upstairs to the last room on the
left. Use your mobile to call Reza. After leaving a message on his
voice mail, Marcus will appear with two of his friends – the twins
who attacked Zoë in Reza’s apartment! Watch helplessly
as Zoë is overpowered.
Chapter 4: Winter
Zoë finds herself
smack dab in the vision she’s been having. Walk towards the
mysterious house until the spooky girl appears imploring you to find
April. Zoë then falls into a pit as the ice around her breaks
apart.
Zoë will find herself
in an underground empire patrolled by trolls. There are various ways
to handle this situation, you can either try to sneak past the trolls,
throw the pebbles you find on the ground to distract the trolls or
simply beat the snot out of the first troll and then sneak past the
second troll. So make your choice and then continue to your right
until you find and take a glowing egg on top of a stick. Continue
to the right until you find a large, immobile water wheel. Climb the
steps to the right of the wheel and go to the platform with the small
wheel. Place the glowing egg on top of the platform and then turn
the wheel (listen to the tune it plays). Once the water wheel begins
to turn, take the egg and return to the bottom of the water wheel.
Have Zoë grab onto the wheel and she will ride to the top. One
of the scaffolding planks at the top will break, but fear not for
Laura, er Zoë, will leap across the opening where she will find
a very long ladder to climb.
Follow the path to a wall
adorned with three glowing notes. These must be pressed to match the
tone heard when you activated the water wheel. From left to right
press them in this order: 1,2,1,3 and a portal will appear. Step through
the portal to find yourself in a strange basement-like area. The exit
from the room is locked, but doesn’t look very solid so get
those kung fu feet going and kick it open!
Continue through the basement
and up the stairway into the Journey Man Inn. Speak to Benrime Salmin,
the innkeeper and once she realizes that you must be a Shifter, like
April Ryan, she will advise you to speak to Blind Bob so he can lead
you to Minstrum Magda, the only person who knows how you can return
home to Casablanca. Exit through the front door of the inn for your
first view of Arcadia.
Sitting conveniently right
outside the door of the Inn is Blind Bob who is not really blind,
but that’s another story. Ah yes, he can provide the information
you seek, but first you must supply him with a bottle of mulled wine
made with Mrs. Mullin’s Mixed Spices (damn these picky winos,
what ever happened to the good old days when they were satisfied with
some cheap ripple). Return to the inn and Benrime will provide the
recipe – simply boil some red wine and mix in some spices, but
as luck would have it, her spice order has yet to be delivered, so
it’s off to the spice merchant’s stand.
Continue past where you
spoke to Blind Bob and follow the road until you reach a ramp to your
right. At the bottom of the ramp, to the left, is the spice cart.
Speak to the spice merchant only to learn that he has not received
his shipment either. Agree to pick-up his spice order from Ary Kinryn
in Burrow Crook right below the Journey Man Inn. Return to the inn
and follow the path past the inn to where Ary Kinryn stands alongside
his wagon. Listen to his complaints and then get the spices from him.
Return to the inn and Benrime will tell you to add the spices to the
boiling wine. Add the spices to the cauldron and then fill the wine
jug you’ll find behind you with the mulled wine. Return outside
and give the wine to Blind Bob. He’ll refer you to Crazy Clara.
Return to the marketplace,
go past the spice merchant and through the tunnel to the left. Follow
the road until you reach a bridge where Crazy Clara sits. Ask her
about her ‘baby’ and then offer to find it for her. Now,
remember that huge, circling beast in the marketplace? Well, in the
alley between the two houses where the beast is circling, there is
a cage, but the guard won’t allow you to enter the alley so
we need to find someway to sneak past the guard. Stand by the alley
and watch the beast as it circles. There is a moment when it obstructs
the guard’s view long enough to allow you to sneak into the
alley. Now open the cage and Clara’s ‘baby’ will
take off.
Return to the bridge and
Clara will now tell Zoe, in a roundabout manner, that Magda runs the
soup kitchen next to the spice merchant. Return to the marketplace
and speak to Magda about everything. Once the conversation ends, Zoe
will be approached by Brynn, who heard you mention April’s name
earlier at the inn. Follow him and he’ll lead you to an alley
where you will be restrained and carried away. You big dummy, why
did you follow him!?
Zoe awakens only to be
face-to-face with the legendary April Ryan. After a lengthy conversation,
Na’ane will attempt to hypnotize Zoe into getting into touch
with her Shifter powers, but Zoe will suddenly disappear, leaving
behind only her clothes (holy Claude Raines!).
Okay, time for another
lame fighting sequence. You are now playing as the apostle Kian. After
defeating three opponents, speak to Garmon, he with the red hair and
white shirt and then follow Child Ena to the council of the Six. The
Six request that Kian travel East to Marcuria and seek and ‘convert’
the rebel leader known as Scorpion. Return to Garmon and listen as
he espouses his religious beliefs
Chapter 5: Alchera
Zoë mysteriously wakes
up back at the Fringe. Speak with Charlie, insist that you really
were in Arcadia, until you find yourself outside the Fringe. Answer
your mobile and pack your chopsticks, for Zoe is on her way to Japan
to search for Reza.
We now play as April who
is in a room above the Journeyman speaking with Chawan. Finally, after
speaking to everyone in the building, exit the inn and walk towards
the marketplace, but this time instead of going down the ramp to the
right, continue straight ahead to the scaffolding. Go behind the scaffolding,
sneak behind the guard, conk him in the head and then climb the scaffolding.
You’ll find yourself
on a balcony looking into the Emissary’s office. Approach the
partially open door and use your focus field to overhear the conversation
in the room, well at least part of it. April will then climb down
the scaffolding on her own to follow the mysterious, whispering person.
Follow him into the Journeyman Inn. He’s nowhere to be seen
so April will ask Benrime about his whereabouts but she claims to
have not seen him. Aha, the basement door is open so sneak downstairs
to see the mysterious figure disappear through a portal.
Back to Zoe in Wati City.
Olivia calls, but her conversation is interrupted by static. Go up
the stairs that lead to the museum cable car, but there’s no
free ride here. You’ll need a ticket for admission to the cable
car but the little girl on the bench by the cable car will inform
you that the ticket office is closed and the optional ticket machine
is broken. There must be something we can do to get a ticket. Speak
to the inpatient gentleman by the cable car and when the conversation
ends, he will tear up his ticket in and throw it in the trash can.
Retrieve the torn ticket from the trash – you’ll need
to search twice. Now we need something to tape the torn pieces together
so go back down the stairs to the vending machine. How fortunate,
the vending machine sells gum with Wati stickers. Use your mobile
to make a purchase and then combine the sticker with the torn ticket
pieces. There is also an alternate way to obtain a ticket. If you
hang around the ticket booth long enough, the girlfriend of the gentleman
who tore up his ticket will appear looking for him. Speak nicely to
her, encourage her to explain the situation to her boyfriend and she
will in return give you her museum ticket. Now use the ticket on the
museum reader by the cable car and off you go to the WatiCorp museum.
Before entering the museum,
Olivia will call and tell you to look for a Damien Cavanaugh. Once
inside the museum, examine the exhibits and then press the biometric
scanner next to the staff only door. Then, after the guard scolds
you, touch the exhibit where the little boy is standing. After the
guard scolds you again, give your chewing gum to the little boy and
ask him to distract the guard. He will then activate the BunnyBot
which will allow you time to use your mobile to hack into the biometric
scanner.
Once in the room, open
the locker directly ahead and take the worker’s uniform (which
Zoë will change into). Go to the grate in the front of the room
and wait for the worker bot to open it and then crawl inside and follow
until you reach a lobby. Follow the hallway to the elevator where
a woman is waiting for the elevator. Tell her you are a new employee
and you can ride the elevator with her to the top floor (make sure
to watch the hilarious elevator ‘conversation’).
Once you get off the elevator,
the security bot will stop you from entering the hallway. Simply wait
until it turns the corner and then follow it, hiding when necessary,
until you find a pair of glass doors that lead into an office where
Damien Cavanaugh is working at a console. Prepare yourself for a lengthy,
but important, conversation. Damien will then lead Zoë to a stairwell
where she must travel down to level -58.
Follow the stairs down
to -58 and then, once the lights on the door turn green, open the
door. Evade the spiderbot and follow the hall to the right until you
find the PS-A1 pane on the right wall. Open the panel and then use
your mobile to upload Damien’s software patch to unlock the
doors. Now go back down the hall to the double door with the blue
logos. Take the capsule from the stand to the right and put the worm
in it.
Return to the hall and
go to the med lab which has the green logos on the door. Step into
the biometric scanner to scan your DNA and then put the capsule with
the worm into the smaller scanner on the other side of the room. Now
you need to locate the key to the core room. Go back to the hall and
find the security room with the orange logos. You cannot enter as
there is a laser grid protecting the door so find the cybermetics
room with the red logos on the door. Inside are some inactive spider
bots. Use your mobile to active one and you will now be able to control
it via remote control.
Now, search for the patrolling
spider-bot and have your spider-bot whoop its butt. Upload the security
clearance data from the spider-bot and then return to the security
room. Maneuver your spider-bot across the floor to deactivate the
laser grid and then enter the room as Zoe and search the lab coat
for a data key. Now, find the Core room and upload the worm into Dreamcorp.
The Core room is to the
left of the security room. Use the data key to enter. Once inside,
activate and then enter the decontamination chamber. Once through
the decontamination chamber, you need to go down the stairs on the
opposite side of the huge glass container. Be careful not only of
the female scientist walking along the catwalk, but also of the male
scientist who come up the stairs. You can study both of their patterns
through the glass and pick the best moment to go down the stairs without
being seen. At the bottom go forward and insert the worm into the
small chamber. Watch as it infects the core.
After April reaches the
bottom of the water wheel (yes, it’s the same wheel that Zoe
climbed) go down the stairs and follow the path so that April can
see the mysterious man she has been following row away in a boat.
Continue to the left and you’ll see a troll hum a tune that
opens a stone door. Quickly slip through the open door before it closes.
If you don’t make, hide by the steps until another troll appears
to open the door. Don’t let them spot you or they will scamper
away.
Once through the door,
take note that there is yet another door that the trolls are entering.
Duck behind the altar and when the next troll enters, use the focus
field to learn the combination for the door (3-1-2). Once April presses
the correct combination, go down the stone stairs to a statue holding
a disc. Rotate the disc until the hourglass figure is at the top and
then continue down the stairs. Be careful entering the next room as
it is patrolled. Wait until the troll passes by and then run up the
stairs to the left to find another statue. Rotate the disc again,
this time placing the square symbol at the top.
Go back down the stairs,
straight across the large room down another pair of stairs to another
statue. Rotate this disc until the crosshairs are at the top. Go left
from this statue to a dead end. The wall here is not very solid so
give it a push three times until it collapses and April falls through.
Follow the path until reaching
a fork, go right to find one last statue. Turn this disc so that the
arrow is at the top. A large gate will raise allowing entrance to
a sarcophagus. Climb back up the stairs behind you and follow the
path to the right to reach the sarcophagus. Push open the sarcophagus
lid to find and take a glowing egg (but what is that ticking sound?).
Leave the sarcophagus room and go directly ahead until reaching a
statue that April thinks looks scary. Go left from here and then go
straight ahead until you reach a pillar. Make a left at the pillar
and there is a gate where you can place the glowing egg to open the
gate.
Go forward and up the stairs
until you are on a balcony overlooking the area. It looks as though
there are now a few beasts seeking you. Go down the staircase to the
left and attract the beast attention so it will follow you. Don’t
let it get to close or you will have to fight and its not easy to
defeat. Once it is following, run back up the stairs and down the
stairs on the opposite side. Now go up the stairs directly ahead,
the ones that look a bit crumbly, and they will collapse but April
will hang on so you can continue up the stairs. Now you are out of
the reach of this beast.
Continue up the stairs
and at the balcony, climb down through the opening to a ledge and
then down once again to find yourself behind another beast. Sneak
into the room behind it and then exit, stage left. April finds herself
in the middle of what seems like the voices from a million dreams.
Could this be something caused by Zoë?
The Core is about to go
into lockdown! You have sixty seconds for Zoë to escape. Run
up the the stairs and out the decontamination chamber. Once in the
hallway, turn left and run forward until you se a video of Halo-like
guards searching for you. Continue to the left, hiding in alcoves
when necessary, until you reach the elevators. Once in the elevator,
it will stop at a floor with more guards who will begin to fire just
as the elevator door closes again. That strange video reappears, but
this time you can speak to it and it responds.
Chapter 6: Morpheus
Go through the doors to
enter a garden area. Directly ahead is a Jabba the Hut type creature
– who we will learn later is Watticorps founder Alan Peats –
who is in serous need of a bra. Speak to him – he’s kind
of creepy – and you’ll learn quite a bit. Eventually,
the lovely twins will show up and you’ll need to fight or run
and this is a good situation to run so go to the left and down the
stairs until you reach a small building on your right. Exit through
this door.
Use the broomstick to temporarily
block the door and then run to your right. Climb onto the metal air
conditioning unit and then leap to the hovercraft, barely escaping
the clutches of the twins, which will allow you to drop to the dumpster
below. Zoë will then phone Damien, but for us, it’s back
to April.
After speaking with Na’ane,
go downstairs and ask Benrime for advice. Fortunately, one of the
few persons who can help April – Brain Westhouse – will
appear at the Journeyman Inn and he and April will catch up on old
times. Once you’ve finished speaking to Brian, don’t be
so quick to leave the Inn, stick around and eavesdrop on his conversations
with Benrime to pick up some interesting information.
Exit the inn. It seems
that the path to the magic ghetto is now clear so follow the path
to the right. Don’t be rude, stop and speak to everyone you
can, even the evil, but now rehabilitated, wizard Roper Klacks whom
April trapped in a calculator in TLJ. Not only has he reformed, but
he is also now a published author and anxious to repay his debt by
helping April in any way he can. Ask if he can help you find the Dark
People’s Library and Roper will inform you that a Shadowship
is about to set sail from the docks so follow the path to the far
right to reach the docks.
Speak to everyone in the
dock area and the approach the shadowy figure at the far end of the
dock. He is a Shadowguide, but will not allow you passage on you’re
his ship. He does mention though that the Dark People are always searching
for new books for their library and didn’t Roper mention that
there was only one known copy still in print of his book? Hmmm…
Return to Roper’s booth and sweet talk him into handing over
his book and then give it to the Shadowguide in exchange for passage
on the Shadowship.
Cut to Damien and Zoe who
have made it to his apartment and we listen in as they are deep in
conversation.
Cut again to apostle Kian
who stands in front of the Marcurian tower. Walk up the stairs to
the tower and then sit back and watch.
Chapter 7: Destiny
The majority of this chapter
requires you to do nothing more than occasionally walk and then watch
a video, walk and watch another video. Rather than describe in detail
what happens in this chapter – which would spoil a lot of the
fun for you – we’ll just skim the highlights.
April reunites with Crow
and the White Dragon opens a shift to the Guardian’s Realm so
April can speak to Gordon.
Zoë and Damien get
it on. Damien hooks-up Zoë to the Dreamer and she again returns
to her vision.
Chapter 8: Convergence
Have Kian dispatch of the
two rebels (not too difficult considering that a one-armed blind monkey
could win these fights) and then threaten the cowering magical. An
Azadi guard will approach and inform Kian that a rebel witch (Zoë)
has been caught and is being held prisoner in Friar’s Keep.
Walk Kian to the marketplace
which will trigger another video, this time of April and her fellow
rebels discussing freeing Zoë and this in turn will trigger another
video of Kian interrogating Zoë. Exit the Keep and have Kian
walk down the winding path until he meets April. Go through all of
the dialogue choices – is Kian hitting on April? – until you
again have control of April.
Approach the Keep and then,
just for fun, use the intercom to attempt and gain entrance. Okay,
that obviously didn’t work, so go through the opening in the
wall to the right where Crow will appear and ask him to find Zoe’s
cell. Guess what? That’s right, time to watch another video.
By the way, don’t you find it a little strange that Zoë
is amazed that Crow can talk especially as she has already met an
enormous monster, uncovered a huge conspiracy that involves stealing
people’s dreams, encountered trolls…..
Have Zoë knock on
the door to get the attention of the guard. Promise to sing him a
song if he leaves the hatch open. Click on the door again so that
Zoë peeks through the hatch to see that there is a bolt locking
the door. Report this to Crow and he will repeat this info to April.
Return to Roper Klacks in the ghetto and talk to him to acquire a
vial of acid (Iron B Gone) and a smoke bomb (Knock U Out). Return
to the Keep and give both items to Crow to fly to Zoë.
Dissolve the door bolt
with the acid. Open the door and then sneak behind the guard. It is
much easier if you sneak up on him by going counter clockwise around
the walkway. Use the focus field to zone in on him and then chuck
the smoke bomb towards him (it is though somewhat ridiculous how close
you need to get to him before you can toss the smoke bomb. I guess
Zoe is supposed to throw like a girl). After he is unconscious, search
his body for the prison keys and then unlock the gate to the left
(if you need a good laugh, have April look into the cell where the
guard was speaking to the other prisoner). Sneak down the stairway
where you will overhear another guard complaining that hasn’t
yet had lunch. Return to your cell and bring Crow up-to-date.
After Crow reports to April,
go to the Journeyman Inn, ask Benrime for a sandwich and then return
to the front door of the Keep. Speak into the intercom and tell the
guard you have a delivery. After April offers to take it upstairs,
walk up the stairs and then follow the cage to your right until finding
a gate. Open the gate and then find, to the right of the boiler, a
dumbwaiter. Use the lever to open the dumbwaiter and put the sandwich
inside. Now use the lever again to send the sandwich up to the guard.
Now, as Zoë, leave
the cell and return to the hungry guard’s post. Wait until he
falls asleep and then sneak past him down the stairs. Use the prison
keys to unlock any gates until you reach the bottom where April awaits.
Go back towards the entrance, but instead of going down the stairs,
go through the kitchen door to the left. In the kitchen, go left to
the storage area and then push the crate against the wall. Take the
rope off the crate behind the door and then climb onto the crate you
pushed, have Zoë use the rope on the big, metal hook and both
Zoë and April will escape from Friar’s Keep. Watch as Zoe
and April part ways and Crow chooses sides.
Crow will suggest that
they find Brian Westhouse who was last seen at the South Gate Marketplace
so head in that direction. As Zoe passes the Journeyman Inn we will
switch to Kian who is searching the Inn. Go to the second floor –
you will, of course, have to fight and kill a few rebels along the
way – and then go to the last room on the right to find Na’ane.
She will agree to take Kian to the Scorpion.
As Zoë again, continue
to the marketplace and Brian will call out your name. Zoë will
soon find herself on an airship with Crow and Brian headed towards
the Dark People’s City. On the airship, pump Brian for information
and then go through the door behind Zoë to take a nap.
Chapter 9: All That We See or Seem…
Follow the Shadowguide
to the library where Zoë will meet with the White Dragon. Zoe
will simply disappear to end the chapter.
Chapter 10: Crossroads
As Zoë, follow the
path until April is spotted, control will then switch to April. As
April go up the ladder, cross the bridge and then follow the staircase
behind the house towards the ramp where you will meet and speak with
Kara. Then follow the ramp behind Kara and go down the ramp to the
left to speak with Na’ane.
Now, follow the left path
to the dock and watch a mysterious encounter. As Zoe, go speak with
Na’ane and then follow the path taken by April. Watch as Kian
and April meet. Eventually, as April, you will be provided with dialogue
choices, but they all lead to the same dismal event.
Finally, watch as Brynn
and Chawan take Zoë to a small shack where they will take the
proper steps to put her to sleep and have her disappear as the battle
outside reaches a peak.
Chapter 11: Faith
Zoë will awaken back
at Damien’s empty apartment. Listen to the message from Damien
as he tells you that the worm has been discovered and you must immediately
leave the apartment. Go to the bathroom for a clothing change and
then leave the apartment. Zoë will find herself on a jet headed
to Saint Petersburg, Russia.
At the building, go right
and through the open gate. Examine the far right side of the parked
car to find a small panel. Open it with the lock-pick and then complete
the lock-pick puzzle. Now use your mobile to put the car into reverse
so that it moves below the fire escape. Climb onto the car and then
hoist yourself up to the fire escape.
Climb the ladder up to
the roof. It looks as though the only way into the building is through
the skylights, but there is a security robot patrolling the area.
Simply wait until the security robot is at the far end of the roof,
run towards the opposite end and climb up that ladder. Push the large
letter ‘K’ until it topples over the roof and through
the skylight below. Climb back down the ladder and leap into the broken
skylight (notice that the security robot is not even exploring the
scene of the crash).
Follow the catwalks to
the assembly line. Open the panel on the left wall and press the switch
to activate the power in the room. Take note of the floor grate to
the right of the panel. Go to the control panel that overlooks the
assembly line and use the right switch to up and to the left and the
left switch to lower the winch to grate in the floor. Go to where
you lowered the winch and latch the hook onto the grate. Return to
the control room and activate the left switch to raise the grate.
Return and climb down the now open ventilation shaft.
Open the desk drawer and
take the key. Use the key to open the left locker and find an access
card. Swipe the card in the reader on the other side of the room to
open the door and enter a viewing room. Search the dollhouse in the
‘bedroom’ to find a datacube that can then be used on
the console in the viewing room. After watching the movie, use the
access card on the glass doors and go back upstairs to the assembly
line. Use the access card one more time on the door to the left of
the control room and then on the front gate. Return to Casablanca.
Chapter 12: Reversal
Return home and then basically
just watch the remainder of the chapter as Helena Chang makes a surprise
appearance and, after explaining the missing parts of the story, uses
the Dreamer to put Zoë in la-la land.
Chapter 13: The Longest Journey
It’s now time for
Zoë to enter the house from her dream for the final time.
Conclusion: Dreamfall
The game will continue
from where it began, with Zoë and her father. Watch and enjoy.
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