Dreamfall: The Longest Journey – Part 1
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Dreamfall: The Longest Journey (PC) Walkthrough Final Version Copyright © 2006 by OutRider This is the final version of this guide, meaning it will no longer continue to be updated. To see the other guides that I have written, please check out this link: http://www.gamefaqs.com/features/recognition/4538.html WARNING: This walkthrough does contain spoilers that may ruin the game for anyone who may be playing this game for the first time. Do not read ahead unless you fully understand the risks involved. ========================= Copyright notice: ========================= Don't plagiarize this guide or add this guide to your site without my permission, as legal action will be taken against you. Please don't reproduce this guide for profit. Please do not distribute this guide, and please don't email me requesting permission to add my guides to your site, as enough places already have them on their pages. Please do not make an HTML version of any of my guides. Other than that, have fun and I hope this guide helps you out. People have constantly emailed me because they were having technical difficulties with a game for which they are using one of my walkthroughs. I am not tech support, nor am I affiliated with any of the different companies that made the games for which my walkthroughs are based upon. If you do email me with a technical problem, the only answer I can and will give you is to check the developer's website and read the FAQs. The reason for this is because I do not want to be held liable for any damages done to your system. ========================= Update History: ========================= May 29, 2006 (v1.0) - A partial walkthrough was completed that covered the beginning of the game up to Chapter 5. May 30, 2006 (v2.0) - Walkthrough was completed. May 31, 2006 (v3.0) - Pointed out the scene that plays after credits; added Credits section; new v1.57 patch that fixes crashes in Chapter 7 mentioned. September 19, 2006 (Final) – Revised guide to add omissions, removed v1.57 patch reference (I found out that it was for The Longest Journey, not Dreamfall) April 5, 2007 (Final) - Added alternative solution to getting WATICorp museum ticket ========================= Walkthrough: ========================= Prologue – Tainted: When you watch the opening movie, you’ll see Brian Westhouse writing in his journal inside a monastery. For those who don’t remember Brian, he is a fellow human that April met on one of her first visits into Arcadia. A knock at the door will disturb his concentration, and it appears that a monk has stopped by to retrieve him. He’ll ask you to follow him, but if you want, you can look around and get acclimated to the new controls before continuing on. When you’re ready, follow the monk out to the hallway and into a room where there are other monks meditating. Off to the side, you’ll see two monks conversing with each other. If you want to listen to their conversation, you can activate the focus field by right clicking your mouse and highlighting them (credit: J. Hawkins). The monks will discuss how Brian is the perfect candidate for what they are doing because he was eager to be a part of it. They’ll continue to talk until one of them says that the walls have ears. After a bit, the monk you followed into the room will tell Brian to step up onto the dais, and the group will perform a ritual that transports Brian into a whole new world. When he materializes, there will be a stranger here. The stranger becomes upset and he wants Brian to come back to wherever it is he came from, although Brian doesn’t quite fully grasp what is going on. Just then, a black blob known as the Undreaming appears in the sky and the stranger will run off. The Undreaming will stretch out its tendrils and engulf Brian, who doesn’t know what is going to happen to him. Chapter 1 – One: You’ll be introduced to Zoë Castillo, who appears to be in a coma with her father sitting near the foot of the bed. After she explains what’s going on, she’ll have something important to tell you, but you’ll have to go back to two weeks ago before whatever events transpired that caused Zoë to wind up in her coma in the first place ever happened. You’ll find Zoë lying on her bed watching the news on her television when what she thinks is a viral ad interrupts the broadcast. The ad seems eerily reminiscent of The Ring, and whoever made the video knows Zoë’s name. The little girl in the video implores her to find and save a girl and after it’s over, Zoë doesn’t think too much about it. A purple gorilla known as a Watilla will come to life to tell Zoë that she has a message waiting for her and she’ll realize that her phone is ringing and gets up off the bed. You can talk to the Watilla if you want to learn that its name is Wonkers. He’s a robot and he can give Zoë the latest news or remind her of what is currently on her schedule. While he is programmed to be perpetually happy, you can’t help but feel sorry for the little guy because he wants to play a game, but Zoë doesn’t have the time anymore. The new control scheme in Dreamfall will take some time to get used to since it’s not a simple point-and-click that most of us adventure gamers might have become accustomed to. Anyway, pick up Zoë’s phone off the chair and she’ll realize that she’s late for an appointment at the gym. Open the closet near the door and Zoë will get dressed. Head downstairs to find her dad, Gabriel, awake and drinking some coffee and you can talk to him if you want. Gabriel will be leaving later today for Bombay for work and you’ll learn that Zoë isn’t quite sure what to do with her life at this point in time with everything that has happened to her recently. You can leave the house if you want and you’ll get to explore the city of Casablanca. Walk through the arch to Zoë’s right and follow the path to watch a scene where a large airship flies overhead and you’ll get to see just how large Casablanca truly is. Follow the path down a couple flights of stairs and you’ll see some people walking around here. Talk to them if you like, but we’re more interested in Olivia, the woman standing in front of the shop. She’ll ask if you want to see something cool, and while you can choose not to see it, I recommend that you do because you’ll get to see another video like the one Zoë saw in her bedroom. When you enter the shop, walk down the stairs and towards the door at the end. Olivia will come out and start talking to Zoë about a device that will make her mobile invisible so that The Syndicate can’t trace it. Olivia can install it later, and the conversation will end when Olivia gets a phone call. Feel free to leave the shop now. Follow the road down into the central plaza and as you enter, a friend of Zoë’s will run up and remind her that she needs to get to the gym or Jama, the martial arts instructor, will not be too thrilled. Follow her into the next screen and you’ll see a taxi parked nearby and a set of stairs leading up to a door. Enter the door to find the gym. You’ll be introduced to Jama, and you can answer her however you want because soon after you’ll get into a sparring match that’ll introduce you to Dreamfall’s lame combat system. Fighting Controls: L (or left mouse button) – Light Attacks – Light attacks are quick moves designed to inflict minimal damage on your opponent, but also ensure that you don’t open yourself to a counter-attack. K (or right mouse button) – Heavy Attacks – These are designed to inflict as much damage as possible to your opponent, but they are slow and will open your character up to a counter-attack. These should only be used when your opponent is left completely vulnerable. Space – Block – In order to protect yourself from an opponent’s attack and counter-attacks, use the spacebar to block. In addition, you can also dodge attacks by holding the space bar and the directional arrow in the direction you wish to dodge. Jama may seem tough at first if you don’t know what you’re doing, but she’s actually more of a pushover. Whether you beat her or not, you can continue fighting with her as many times as you’d like or quit and continue on with the game. As you leave the gym, Zoë will see the all too familiar video play on a screen near the stairs. When you get outside, she’ll then get a phone call from her ex-boyfriend, Reza. He wants her to meet him at the Moca Loco, so let’s go there. The Moca Loco is to the left when you re-enter the fountain plaza. You’ll see Reza sitting by himself, so go over and talk to him. A dialogue choice will pop up where you can either invite Reza to the party later on or not. If you do, he says that he’s a bit busy but if he gets his work done early he’ll stop by. He’ll then ask Zoë to do a favor for him which involves picking up a package from the Jiva Corporation that is located inside the Seshadri Building. The person who has the package is Helena Chang and while she only wants Reza to pick it up, Reza says he’ll send a message to her to let her know that Zoë is coming. After Reza leaves, go to the taxi stand and hop in to take a ride to the downtown area. Go up the stairs and push the button to call the elevator. You’ll see a dirty blonde-haired woman using the computer behind the desk. When you talk to her, you’ll see that she looks like someone from the Matrix. She’ll act rude towards Zoë, but let her know that you have an appointment. She’ll continue to become mad when a woman appears on the screen behind her. Ask her about it in order to get into a fight. The woman is pretty easy and while she might attack a couple times, heavy attacks will take her out in no time. Alternative solution: If you want to avoid a fight with the woman, distract her from the screen and then plead with her to check around for the package. She’ll enter a room to her right and while she is rooting around, use the control panel to shut the door and lock her inside. (Credit: S. Prince, P. Adamowicz, O. Dim) Whether you knock out the woman or lock her up, use the computer on the desk to open the other set of doors and an alarm will be set off in the process. Go through the door and you’ll see a man dressed similarly to the woman doing something with a door. You’ll also see a woman trapped behind it. He’ll spot Zoë and then run off, but ignore him for now. Try to open the door to find that it won’t budge. The woman behind it will point upwards, suggesting that there’s something above the door that Zoë can use to open it. Look at the box to the left of the door and Zoë will comment that she can climb onto it. Do so and then climb up to the top of the door. Crawl over to the panel and open it to find the manual release. Pull the lever and then climb back down. Open the door and the woman will thank you for your help before running off. Go back to the elevator to have the woman say that it’s jammed. She’ll go over and do something to fix it, so press the call button when it turns green and then get into the elevator. At the bottom, the woman will introduce herself as Helena Chang. She’ll wonder what you were doing in her laboratory and Zoë will explain everything to her. You’ll learn that Helena never got Reza’s message. She’ll give you the package and she’ll tell you that it needs to get to Jericho (Reza) as soon as possible. You’ll be given an option to ask her about the package, which Helena tells Zoë that it’s none of her business, or you can ask about the way she reacted to hearing Zoë’s last name. Helena will explain that she once knew a Castillo, but it wasn’t anyone related to Zoë. Helena will leave, and Zoë will be alone once again. Call a taxi to go back to the marketplace and if you decide to open the package, you’ll find an encrypted data cube inside. It’s time to go to Reza’s apartment to make sure he’s okay. To reach his apartment, go through the blue arch between the sushi and fruit stands and go up both flights of stairs to a red door and go through it. If you look at the mailboxes, Zoë will say that Reza is in apartment 8. Go up the stairs and follow the hallway to the right. Zoë will see a cat standing outside his door, which proceeds to jump out the window. She’ll also notice that the door to Reza’s apartment is cracked open, which isn’t like Reza at all. Enter his apartment and Zoë will find the body of a woman on the floor with a flower sticking out of her mouth. The video will make an appearance here, which shows EYE commandos storming the building and making their way up to Reza’s. You have several choices available to you, but each will have the same outcome. You can leave the room and make a break for it, wait in the room for the commandos to show, or I discovered that if you enter the bathroom, you can hide behind the door. The commandos will find Zoë no matter what you decide to do and then stun her. She’ll wake up inside an interrogation room and you’ll have to answer several questions that are being asked by an unseen interrogator. You can make the interrogator mad by counteracting or you can choose to be cooperative and comply with the interrogator’s wishes. Next you can either lie or tell the truth. Lying won’t accomplish anything since they already know the truth, so you might as well come clean. The last choice will allow you to plead with the interrogator and insist that Zoë had nothing to do with the current situation, or you can try to reason with them. Chapter 2 – Lost: As the chapter opens, we’ll see that Zoë has made it back to her apartment and is trying to reach Reza on her phone. She’ll leave a message for him and then try calling her dad, only to learn that he’s not available either. Go into her room and Wonkers will come over with a message. You’ll learn that Reza has re-programmed him to play the message if Reza hasn’t checked in after 24 hours. The message says that there’s a notebook in Reza’s apartment that’ll have all sorts of information so that Zoë can better understand what is going on. Leave the apartment and go over to Olivia’s shop. Zoë will tell her what has happened and she’ll upgrade Zoë’s mobile phone with a hack to open the seal on Reza’s door as well as the software cloak that she had told you about the other day. Head over to Reza’s apartment and you’ll see the seal on his door. Use the mobile phone on it and you’ll have a puzzle to solve. It looks confusing at first, but all you need to do is match the symbols along the bottom to their counterpart above them. You’ll have a set amount of time to solve it, otherwise the code breaker will disconnect and you’ll have to wait a few seconds before trying it again. Once you’ve successfully broken the seal, go into the apartment and Lucia will come running up to Zoë. This triggers a spider robot that’s sitting on the floor to go off, which ends up frying Lucia. You’ll now need to figure out a way to take out the spider, and there are two ways to do it. The first way involves sneaking into the bathroom by holding CTRL as you walk and avoiding the broken glass. Make your way between the toppled chairs and head over into the bathroom, which is near the spider. There is a panel next to the sink that you should turn on, which begins playing music. Stay where you are and when the spider enters the shower, close the door and the water will turn on, frying the spider. Alternative solution: Make your way over to the back of the spider and look at it so that Zoë makes a note of the logo on the top of it. Go back to Olivia’s and ask her for the software needed to hack into it and she’ll upgrade your mobile. Go back to the spider and hack into it using the mobile and it’ll be fried. Now that the spider is no longer a problem, go over to Lucia and take out the Watilla parts. Take them to Olivia’s and you’ll learn that they have been completely destroyed. She’ll give you a new power source, but it’s up to Zoë to find a working Watilla brain. This means taking the one out of Wonkers. Go back to Zoë’s apartment and take the brain out of Wonkers. Back in Reza’s apartment, put both the power supply and the brain into Lucia and she’ll come back to life. Talk to her a second time and Zoë will say the password. Lucia will recognize it and take you to where the notebook is being kept. Pick it up and Zoë will be attacked by a couple of twins. One of them will pick up Zoë by the throat and slam her up against the wall before they take off. I wonder what that was all about? After Zoë recovers, pick up the notebook and take it to Olivia. After Zoë explains what just happened, give Olivia the notebook. She’ll only be able to decrypt the final entry of the notebook for now, which contains notes on “Venice, Newport”, “The Fringe”, and “Charlie”. Zoë decides that she must go to Venice but before we do, you can choose to put Wonkers back together by taking the brain back out of Lucia and then going back to Zoë’s apartment. Once you’re back, you can put the brain back into Wonkers if you have it and then take the backpack out of the closet. You’ll see a scene where Zoë has boarded a train to begin her journey to Newport. Meanwhile, in another world, we see a group of rebels hiding from a group of soldiers. One of these rebels you might recognize as April Ryan, the heroine from the first game. Another rebel by the name of Na’ane will cast a spell that causes a toxic cloud to form within the group of soldiers. Prepare yourself for a fight! As April, you’ll want to dodge the soldier’s attacks and counter using heavy attacks because they’ll easily block the light ones. After you take out the first soldier, another one shows up and you’ll have to fight him too. When the battle is over, the rebels will continue on their way towards Marcuria. Chapter 3 – 201: We see that Zoë has arrived in Venice, where it’s currently dark and rainy; a stark contrast from the Venice in the first game. Proceed down the alley to find a somewhat more familiar scene. You’re now at the crossroads that April used to get from the Border House to wherever she needed to go. Our first stop is the Fringe because if you remember, Charlie worked there in the first game as a bartender. Follow the path to the right and then turn right again. The Fringe is located at the end of the path and when you’re there; use the intercom to hear Charlie’s voice. Zoë will tell him who she is and why she’s there and he’ll eventually let her in. How the times have changed. The Fringe used to be a hangout for the art students, but it appears that it has since changed into a nightclub. The hostess will point you in Charlie’s direction, where you’ll find him sitting at a table in the back of the room. Go over and talk to him and you’ll eventually be given a choice on whether to plead, bargain, or threaten Charlie to get the info you need. Choose what you will and then talk to him about all conversation topics. You’ll learn that Charlie used to be a bartender back when it was a popular hangout, but he now manages it after the new owners hired him back after his failed attempt to actually run the place. He’ll also tell you about the Victory Hotel, formerly known as the Border House. After the Collapse, no one wanted to live in Venice anymore if they have a choice. The Border House used to be an apartment complex, but now it’s a seedy hotel. Leave the Fringe and go back out to the crossroads. When you reach the clock, turn right and follow the path as it forks diagonally. Here you’ll see a staircase and a stand with a Chinaman nearby. The Chinaman will call you over to his stand and you can talk to him if you’d like. Head up the stairs near the stand and cross the bridge. Follow the far path to the right and then turn left when you can. Turn right down the alley and follow the path. The Victory Hotel is on the opposite end of the canal, but instead of going inside through the front door, we’re going to find our way using an alternative method. Climb down the scaffolding to the left of the entrance and follow the canal down to a ladder, which you should then climb up. You’ll find a padlocked door, so look at the padlock before calling Olivia. She’ll explain to you that a simple lock pick can take care of it, but at the moment, Zoë is fresh out. Make your way back to the Chinaman’s stand. Talk to him and he’ll tell you about how he can get you anything you want, except for drugs since the competition is too strong. When you ask him about a lock pick, he says he has one available, but he won’t let it go for just anything, but he will let it go if you can get him a software cloak for his mobile phone. Call Olivia and she’ll transfer a cloak over, which you should then give to the Chinaman. He’ll agree to give you the lock pick and you can go back to the locked gate to start your next puzzle. This puzzle can be a bit difficult if you don’t know what you’re doing, so I will try my best to explain it. You’ll see four chambers, each with different shapes. You will also see a shape above and below each chamber. Your goal is to line up the shapes inside the chamber with the shapes above and below them. A shape can be transferred from one chamber to another by placing it in between two chambers and then clicking on the second chamber to move it over. The trick is to get the shapes in the 3 o’clock and 9 o’clock positions so that all you have to do is turn the chamber to line them up, making you one step closer to unlocking the padlock. Even if you have to move the chamber out of alignment in order to move the shapes from one chamber to the next, it shouldn’t make the puzzle any more difficult because you’ll just have to turn the chamber again to realign them. I know my explanation isn’t too incredibly clear, but it’s the best I can do for now. It really doesn’t take a genius to figure it all out. Once you’ve managed to unlock the padlock, step through the door to see that there is a guard dog sleeping nearby. It’s best to sneak through here because walking or running will wake him up. You’ll only want to sneak when the train is roaring down the tracks and when it’s gone, stay where you are until another train appears. If you happen to wake up the dog, run back to the ladder and climb down. Make your way to the shed and open the door. Take the axe off the wall and make your way back to the ladder. Climb back down and go down the alley to the right. Zoë will spot a boarded up window with light peeking out. Pull the bar out of the dumpster’s wheel and push it until it’s underneath the window, and then climb up and use the axe to chop up the boards. Zoë will drop the axe inside the building, so climb through the window. You’ll see that the blade has broken off the axe, so pick up the handle that’s left over. Take a rag off of the work table and then smell each of the cans on the table until Zoë finds one that smells like gasoline. Go into your inventory and combine the rag with the axe handle to make a torch. Dip the torch into the gasoline and then go over to the heater and turn it on. Stick the torch into the flame to set it ablaze and then go through the door nearby. Proceed down the hallway until Zoë spots a trail of blood and follow it to find even more blood. In the security room, Zoë will find Reza’s lighter and take it with her. Take a look at the monitors and then use the mobile to hack into them. You’ll unlock the door at the top of the staircase, so leave here and head upstairs. Head over to the man in the orange shirt and he’ll wonder who you are and just what you’re doing inside the hotel. If you’re not careful, you’ll have to fight the guy. To avoid a fight, ask him about vacancies and then lie to him. Stay calm and ask him about the manager and then you’ll be free to look around, with only a short time to do so before the guy figures out what you’re up to. Run upstairs and follow the hallway to a room where Zoë will find a woman with the flower thing on her face. Continue down the hallway until you see a bathroom and take the window handle off of the window inside. Outside the bathroom, head past the stairs and into the room nearby. Use the handle on the window and climb through. By this time, the man got up and was on his way to see what I was up to, but it won’t matter since you’ll be outside and climbing up the ladder to the next screen. The ladder will break off once you reach the top, so you’re stuck. Go through the nearby window and you’ll want to be careful here as well. There is a drug addict wandering the halls and if he sees you, you’ll have to fight him so that he doesn’t draw too much attention when he tries to call for help. If you want to be sneaky, start sneaking as soon as you enter the hallway and after you see the addict continue further down, enter the room he just left and swipe his towel. Follow the hall to the end to find a window and an old radiator. If you look out the window, you’ll see April’s old room below you, but it’s a long way down. The towel’s too short, so you’ll have to find something longer to add to it. Carefully backtrack until you see the addict’s room on the right. By this time, the addict was heading back to his room and spotted me, forcing me to fight him. Swipe the sheet off of his mattress and go back to the window. Open the window and then combine the towel with the sheet. Tie them to the radiator and climb down to the walkway below. Follow it around and climb through the window to enter April’s room. Open the closet and take the photo that’s lying at the bottom. Zoë will mistakenly think it’s Charlie’s room after seeing the picture, when Marcus will enter the room. Marcus is also from the first game, so you may or may not remember him. He apparently runs the hotel now, so be courteous towards him and then say no to his question. Explain to him you’re looking for a reporter and he’ll agree to help you. Afterwards, he’ll show you the door. From the hotel, go back to the Fringe. Show Charlie the photo and then push him for more information. A long cut scene will begin in which Charlie tells Zoë what he knows before going to call Emma. Once Emma has joined the pair, they’ll fill Zoë in more about what has happened since The Longest Journey. When Zoë tells Charlie about Marcus, he’ll comment on how it’s turning into a “damn family reunion” and then she’ll tell him that she has to go make a phone call, and Charlie will give her access to one of the VIP room upstairs. The stairs are near the entrance, so head upstairs and go into the last VIP room on the left. Use the mobile and Zoë will attempt to call Reza, to no avail. After she’s finished, Marcus shows up with some company. It’s the twins that attacked Zoë earlier! They’ll go after her and one of them does something with a knife and then hooks her up to one of those flower devices. I sure hope Zoë will be okay! Chapter 4 – Winter: Zoë will find herself in the vision she’s been having wearing nothing but her underwear (*growls*). Run forward until you get a cut scene in which the little girl appears and sends Zoë falling into a pit. When Zoë comes to, she’ll awaken inside an underground cave with trolls patrolling the area. She’ll have some better clothing on this time, and there are two ways to go about dealing with the trolls. The first way is to beat the living snot out of them, but be careful as they can take out a large chunk of your health every time they hit you. The other solution was provided to me by one Kitten831, and here is what she had to say: “As soon as you regain control of Zoë, look around the general vicinity and you will find two small white pebbles. When you inspect them in your inventory she will point out that they look like they would be good for throwing. Sneak up to the first troll until you have a clear line of sight and using the focus field, use one of the pebbles on the troll. This will make Zoë throw the pebble out into the water, diverting the troll's attention and allowing you enough time to creep by using CTRL + movement. As you stated, climb up onto the ledge and walk across the landing to the other side. Watch the second troll from a safe distance up on the landing and wait until he's down at the water's edge, so that he's looking away from you. Throw the second pebble the same way you did the first one. While he's distracted, you will have plenty of time to come around the steps, creep up to the pole to take the glowing egg, and creep away up the path towards the demolished bridge. I found that this method is much more fun in that it allows you to use the objects in the game as they were intended to be used, and avoid taking a beating from some ugly brutes!” After they’ve been dealt with, follow the path and climb up the ledge. Climb down the other side and take the glowing egg off of the stick nearby. Continue to follow the path until you see a small set of stairs leading down and head down and then immediately head up another flight of stairs. You’ll see a wheel up against the wall here with a platform behind it for something to sit. Put the egg on the platform and then turn the wheel, making note of the tune that plays. The water wheel will start to move, so take the egg and go down the stairs. Stand near the water wheel and have Zoë grab a hold of it. She’ll ride it up to the scaffolding and as you follow it to the end, one of the planks will break off; leaving a gap that Zoë will have to jump across. On the other side, there’s a long ladder for you to climb, so you might as well have at it if you want to continue on with the game. Luckily for you, once you’re about a quarter of the way up, the screen will change and Zoë will magically appear closer to the top. The path at the top leads to a dead end, but with the glowing egg in your hand, three symbols will be uncovered on the wall. You can press each of these symbols to generate a different tune from each one. If you can remember the tune you heard when you got the water wheel moving, you can recreate it by using the symbols here. Press the first one, then the second, the first one again, and then the last and watch as a doorway is created for Zoë to pass through. The doorway will drop you off into a basement of a building. At the top of the stairway is a locked door, so bust it open and advance. I sure hope you recognize where you are now because you’re in the Journeyman Inn and as you can see, Benrime Salmin is still running the place, even after all these years. You can see that Brynn is here enjoying a meal and he’ll alert Benrime to Zoë’s presence. She’ll be startled and wonder where she came from until she realizes that Zoë must be another Shifter coming through from Stark. At some point, Zoë will mention April’s name, prompting Brynn to look her way before getting up and leaving the inn. Benrime will say that you need to talk to Minstrum Magda to learn how to get back home, and in order to find out where she is, you’ll have to talk to Blind Bob. When the discussion is over, head out the door and take your first steps back into the world of Arcadia. Just down the road is a beggar looking for alms and talking to him will reveal that he is Blind Bob. If you want information on how to find Minstrum Magda, you’ll have to give him mulled wine. Go back into the inn and ask Benrime about the wine. She says that in order to make it, you just have to boil some red wine and mix in some of Mrs. Mullins’ Mixed Spices. She’s all out, and the delivery person hasn’t shown with her order. She’ll direct you to where you can find the spice merchant, and you can pick up her order for her. Head past Blind Bob and go into the next screen. Follow the long road into the main courtyard and then hang a right and take the ramp down into the marketplace. The spice merchant will be on the left as you enter the area. Talk to him and in a roundabout way, he’ll tell you that he’s all out of spice right now because the ghetto is closed while the Azadi soldiers are conducting a raid to look for any contraband. You’ll have to talk to a guy named Ary Kinryn if you want to get what you so badly need. Agree to get them for the merchant and you can find Ary just south of the Journeyman Inn. He’s standing in front of the entrance to the ghetto near his wagon. He’s bit of a jerk, but Zoë will be able to deal with him in her own little way. Eventually Ary will become so fed up with Zoë that he’ll give her the spices. You can either deliver them to the merchant and get Benrime’s order, or you can just go directly to Benrime and hand them to her as either way you’ll have spices that you can use. Benrime will tell you that the wine is boiling, and all you need to do is mix in some spices. Go over to the boiling pot and toss in the spices. Pick up the wine jug behind you and fill it up with some freshly made mulled wine. Go outside and give the wine to Blind Bob. Talk to him again and he’ll tell you that if you want to find out where Magda is, you’ll have to talk to Crazy Clara. To find her, you’ll have to go through the gate next to the spice merchant and follow the road. You’ll see a woman sitting alongside the road, and so talk to her to find out that she is Clara. Clara likes to ramble on about things that people have told her. Her only concern is finding her “baby”, which turns out to be a pet that the Azadi confiscated from her. Zoë will decide to go rescue her “baby” so that Clara will tell her where to find Magda. Head back down into the marketplace and if you look down the alley near where the giant animal is circling, you’ll see a cage and I bet that’s where they’re holding Clara’s pet. When the animal is obscuring the view of the soldier standing closest to the alley, run down the alley to the cage and free the animal before the soldier sees you. The animal will take off, but not before scaring the giant beast and causing it to run off as well. Go see Clara and the animal you set free will come running up after you. It’ll jump into Clara’s arms and she’ll be happy again. Talk to her about Magda and as she rambles some more, Zoë will begin to realize that Magda is the soup lady that she had run past so many times before. Magda is standing next to the spice merchant, so go talk to her and you’ll have to tell her that the innkeeper, Benrime Salmin, sent Zoë to find her before she actually tells you what she knows. She doesn’t like being called Minstrum because the Azadi banned the Sentinel from the city and now they have ears everywhere. You can’t talk ill of the Azadi unless you want to be tossed into a place called Friar’s Keep. The only help she can provide right now is to point Zoë in the direction of someone who can assist her further. After you’re finished talking to Magda, you’ll see Brynn hiding behind the merchant’s stall and will call Zoë over to talk to him. As they retreat to somewhere more private, Brynn says that he heard Zoë mention April’s name and that he can help her. Zoë understandably distrusts him at first, but she has no choice other than to follow him after he promises her that she won’t be locked up in any basements. Brynn will escort Zoë over to the Salty Seaman, where he calls out his partner. His partner will restrain Zoë while Brynn obscures her face as they take her to an unknown location. You’ll overhear a conversation between Brynn, his accomplice Chawan, and Na’ane. After Zoë’s face is uncovered, she’ll find April Ryan staring her in the face. She’ll begin to ask all sorts of questions and Zoë will explain to her what she knows. April seems very bitter about how things have turned out for her and she won’t offer any help other than trying to get her back to Stark. She will bring in Na’ane, who attempts to hypnotize her when Zoë suddenly disappears, leaving her clothes behind. No one knows where she went, but Na’ane feels that she isn’t really a Shifter after all. In a distant part of Arcadia in a place called Sadir, we see a man getting ready to fight. You’ll be given control of the man and all you have to do now is fight the others until there are no more to fight. Talk to the man with the red hair and you’ll learn that the man you’ve been controlled is named Kian and that the person you’re talking to is his master, Garmon. After the conversation is over, a little girl will come and let Kian know that he has been summoned by the Six. Follow the girl until she stops at a door being guarded by two soldiers, and enter the door. Watch the sequence and as you can see, the Six appear to be children. They have a mission for Kian: Go to Marcuria and “convert” the one called Scorpion, who is a leader of a rebel group fighting against everything the Azadi stand for. You’ll also find out that Kian’s last name is Alvane, which is something only the players of The Longest Journey will understand. Afterwards, head back and talk to Garmon to learn about his true views on the Six and the whole religion in general.
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