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Dreamfall: The Longest Journey – Part 1

by OutRider 13 sections about 63 minutes to read

Preserved exactly as it was written, spacing included: this guide contains maps or tables that reflowing the text would destroy. It scrolls sideways rather than wrapping.

Chapter 5 – Alchera:

You’ll see that Zoë is alive and well and back inside the Fringe. Charlie is
sitting next to her and he lets her know that he had been watching over her all
night. The twins that attacked her ended up drugging her and Charlie says that
a couple of guests found her passed out in the booth and ended up staying that
way all night. You can pick the dialogue choice how you want, although I
insisted that everything she witnessed in Arcadia was real. Zoë will eventually
get up and leave, putting her outside the Fringe. Walk forward until you get a
call from Olivia, which results in Zoë leaving for Japan. While she’s off
gallivanting in Japan, we’re going to see what April is up to back in Marcuria.

April will be having a conversation with Chawan and afterwards, leave the room
to bump into Brynn. You can make your own choices here and then leave the inn.
Head to the tower, and do you see the scaffolding on the far side? Go there and
walk along the right side until you reach the cement pillar. Sneak over to the
guard and dispose of him so that he doesn’t sound an alarm. Climb up onto the
scaffolding and April will handle the rest.

When you reach the balcony, go over to where you see a partially opened window.
Use the focus field to focus on the two people and eavesdrop on their
conversation. After they’re finished, you’ll be back at the bottom of the
scaffolding. As you head back out to the courtyard, April will see the cloaked
figure emerge from the tower and will decide to follow him.

Follow him into the Journeyman Inn and go into the kitchen to find Benrime. She
says she hasn’t seen anything, but I can’t imagine how she wouldn’t if the
person walked right by her. You can see that the door leading to the cellar is
wide open, so let’s go check it out. April will see the person open a portal
similar to the one Zoë used to get into the inn in the first place. April will
jump through at the last minute and we’re going to see whether or not Zoë has
made it to Japan.

Zoë will have arrived in Wati City, home of WATIcorp, the creators of the
Watilla, BunnyBot, and more. As Zoë steps off, walk over to the vending machine
and use the mobile on it to get a pack of gum. Open it to find a sticker and
then walk up the stairs to see a sequence with a man who appears to be waiting
for someone.

Talk to the man, make your choices, and watch as he rips his ticket before
tossing it into the trash as he leaves. Dig the pieces out of the trash by
picking through it twice and then go into your inventory and use the sticker to
make the ticket whole again. Walk over to the cable car and run the ticket
through the reader to gain access to the car. Hop in and you’ll take a ride
over to the WATIcorp museum.

Alternative solution to getting museum ticket (thanks to Max DC!):

after you talk to the guy waiting for his date and he rips up his ticket,
you retrieve it from the bin. then talk to the girl waiting on the bench,
she needs a ticket. Then after waiting for a certain amount of time,
not sure how long, the guys date turns up at the ticket office, 
she is wearing different clothes to everyone else, talk with her 
and at the end she gives you a ticket. then you give the ticket 
to the girl on the bench and she comes to the museum with you.
She plays a certain role in helping you gain access to wATI Corp.

Get off the car once you’ve reached the other side and head into the museum.
Watch the sequence where a boy triggers an alarm and the prick guard will walk
over and berate him. His grandmother will walk over and apologize for his
behavior, but she’ll get the attitude too.

Make your way to the back of the room and push on the red panel to set off an
alarm. The guard will tell Zoë that the room is for staff only. Go over to
where the boy, Hiro, is standing and touch the exhibit to set off yet another
alarm and the guard will complain some more. Give the gum to Hiro and then talk
to him to have him agree to distract the guard.

Hiro will go into the exhibit and activate the BunnyBot, which comes to life
and takes off. Go back to the red panel and use the mobile to hack into it.
Once you’ve unlocked the door, go into the room and into the locker room across
from you. Open the nearby locker and take the uniform to have Zoë change into a
worker’s uniform.

Go back into the previous room and wait for the cleaning robot to come back
out. While the grate is still open, crawl inside and Zoë will emerge on the
other end. When you’re out, go to the other end of the hallway. You’re supposed
to sneak up the woman and knock her out, but during my first time through the
game, I experienced a glitch.

The glitch was that I ran up to the woman waiting for the elevator, who
realized Zoë was there and I was given a set of conversation options. However,
they quickly disappeared and while the woman was still looking at her, Zoë
remarked that the woman doesn’t realize she was standing behind her and so I
went ahead and knocked her out anyway and was able to continue on with the game.

Get into the elevator and use the mobile on the panel to hack into it. After
you’re finished, ride up to the top floor and as you attempt to enter the new
hallway, you’ll be stopped by what Zoë refers to as a security bird. It’ll tell
you to wait behind the line for an authorized escort, but we don’t have time
for that. Screw the bird and wait for its back to turn so that it’s facing you.
As it disappears around the corner, follow it and you’ll have to be careful not
to get caught. You can hide in the alcoves, but it’ll only work if you have Zoë
press her back up against the wall.

If at any time you’re caught by a security bird, it’ll track you and zap Zoë
until you run back to the starting point. You’ll then have to start over again,
but the goal here is to make it to the first hallway leading off to the left
and exit through the door at the end.

You’ll find yourself inside an office, so run around until you find a man
sitting at one of the desks. Talk to him and you’ll be introduced to Damien
Cavanaugh, but be prepared to watch a long cut scene that explains a lot of
what has been happening. The flower devices you seen earlier on are actually
called Dreamers, and they allow for a type of lucid dreaming. They are supposed
to revolutionize the media industry because why would anyone want to watch TV
when they can dream about something they want to see and be able to interact
with it?

The problem is that someone is trying to take over DreamNet, the computer
running it all and it just so happens that it is the cause of the Static.
Damien was hired to look into it and fix the bugs, but decided to look deeper
into the situation when he met Rio, the dead woman inside Reza’s apartment who
was also beginning to get a sense of the larger picture.

Eventually Zoë will agree to help uncover the conspiracy and the two decide to
hatch a plan. A guard will come into the room, forcing Zoë to hide. After he
leaves and Zoë re-emerges, they’ll continue talking. You’ll be led to a
stairwell, where you’ll have to make your way down to sublevel 58 and wait for
the lights on the door to turn green. Once they do, open the door and go into
the next room.

There is a spider patrolling the area, so wait for it to pass and be careful
about following it down the hall. Zoë doesn’t seem to make any audible
footsteps that would set the spider off, so once it was far enough away I was
able to run the entire time without worrying about the spider too much.

Make your way around until you see a slight indentation on the right wall (or
left, depending on which way you went). Examine the indentation to uncover a
panel and use the mobile on it to have Damien unlock the doors. You’ll now want
to make your way to the door with the blue decals and head inside. Take a
capsule off of the stand to your right and put the worm inside of it.

Look out before stepping back out into the hallway just in case the spider
shows up. Once it’s clear, go to the medical lab, which is the room with the
green decals on the door. Once there, step into the large biometric scanner and
then place the encapsulated worm inside the small scanner on the other side of
the lab.

Go to the security room, whose door is denoted by the shields and attempt to
enter. You’ll see a laser grid running along the floor, and in order to
deactivate it, you’ll have to go to the cybernetics room. The cybernetics room
is the one with the red decals on the door. You’ll find an inactive spider
there, so use the mobile to turn it on and you’ll get to control it remotely.

Find the patrolling spider and have the remote spider destroy it. Upload its
data and then go into the security room. Maneuver it onto the floor panel and
use it to deactivate the laser grid. As Zoë, go back into the security room and
search the lab coat to find a data key.

Go to the only unopened door you haven’t visited and use the data key to unlock
it. Use the panel to the right to turn on the decontamination chamber and then
head inside to get decontaminated. Here’s where things are going to get a
little tricky.

There are two scientists watching the area. A woman can be seen patrolling the
upper catwalk while the other is down below, but will occasionally come
upstairs. You can study their patterns if you want, but I decided to throw
caution to the wind.

When the female scientist is looking at something on the left side and the male
scientist has gone back down to the lower catwalk, run along the right side and
head downstairs. As long as the male scientist can’t be seen, you’re in the
clear. Find the small panel on the right and use it to insert the encapsulated
worm. Watch the sequences and we’ll be revisiting April back in Marcuria to see
where she has ended up.

April will be inside the subterranean city that Zoë initially visited and will
be climbing down from the scaffolding that Zoë broke on her way through. Walk
down the stairs and follow the path to find the cloaked figure rowing a boat
down the river to a building on the far side.

Continue down the path until you see a scene where a creature goes up to a door
and hums a tune to open it. You won’t be able to make it through the first
time, so hide next to the stairs for another creature to come along and open
it. After the door opens, run up the stairs and through the door before it
closes. If you miss, you can keep trying again until you finally make it through.

Once inside, look at the altar and then go around behind it to hide. When a
creature comes in and goes over to open the next door, use the focus field on
it to get the combination to open the door.

Repeat the creature’s actions and take the stairs leading down until you see a
statue in the wall holding a disc. Turn it so that the triangular 8 is at the
top and then continue on. You’ll come to a room that is being guarded and if
the guard sees you, he’ll send a rancor-like beast to come after you. If that
happens, just go back to the stairwell and wait for it to move along.

You can use the broken columns to hide from the guard and when he isn’t
looking, take a left at the intersection to find a statue similar to the one
you found in the stairwell. Turn the disc it’s holding so that the envelope is
facing up and then turn around and go back down the stairs and straight through
the intersection, being ever vigilant in case the guard is in the area.

Look for a third statue and once you find it, turn that disc so that the
crosshair is at the top. Go left from there until you reach a dead end. You can
see that the wall isn’t entirely stable, so push on it three times until April
falls through the hole and into another part of the catacombs.

Run straight down the path until you reach a fork. Follow the path to the right
to find the last statue. Turn the disc so that the arrow-like symbol is at the
top and you’ll see that you’ve managed to unlock a gate leading into a room
with a sarcophagus.

Go back the way you came and follow the path as it branches off to the right
and you’ll eventually find the sarcophagus. Open it to find a glowing egg and
take it with you. Backtrack until you come across a broken statue that April
thinks is a bit scary and take the path to the left once you find it. Continue
straight through and hang a left to find a gate with an egg-shaped indentation.
Put the egg inside of it to unlock the gate.

The next path you follow will take you out to a balcony and as April gazes over
the edge, a guard will send a couple of rancor beasts to patrol the area. Go
down the left staircase and get the beast to follow you. Don’t let it get too
close as you run back up the stairs and down the other side. Go straight up the
next set of stairs and part of them will crumble underneath April’s feet,
leaving her hanging from the ledge. She’ll pick herself up and you can continue
up to the top.

Go over to the edge of the next balcony and climb down through the hole to
reach a ledge. Jump down from the next one and then jump down again to wind up
behind another beast. Sneak into the room behind it and exit off to the left of
the sarcophagus.

You’ll watch a sequence in which April finds a “fountain” of sorts that has
millions of voices crying out. As she is left to ponder what is going on, we’re
going to see what kind of mischief Zoë has stirred up in Wati City.

Listen to the conversation between Gilmore and the two scientists and you’ll
learn that the core room is about to be locked down. When you regain control,
run up the stairs and through the decon chamber. Run out into the hallway and
hang a left. As you traverse the corridor, a group of soldiers will emerge from
the elevators to look for intruders.

Make your way to the elevators while using the alcoves to hide from the
soldiers. Once you’ve made it, hop in and the elevator will take you for a
ride. Its first stop will be on a floor with more soldiers, but the doors will
close as one of them fires a shot.

Chapter 6 – Morpheus:

You’ll wind up in what appears to be an atrium. Go towards the back of the room
to find this huge green blob that somewhat resembles a person. He’s running the
show and knows everything about Reza and Zoë, and that would explain the
strange cat you saw early on in the game. Talk to him how you will and he’ll
fill you in with some more background information.

He’ll stall long enough for the twins to show up and now you have to make a
break for it unless you want the twins to catch up and knock Zoë out, which you
don’t. Run to the left of the blob and go down the stairs. Run to the small
building and go through the door and out the other side.

Here, run down to the silver box and climb on top of it and then jump out onto
the hovering robot. It’ll take you down into an alleyway, where Zoë is dropped
off into a garbage bin. Zoë will climb out and decides to call Damien. More
dialogue choices here and after you’re done, we’re going back to Marcuria.

Listen to what Na’ane has to say and then leave the room. Take April downstairs
and talk to Benrime and during the conversation, you’ll meet an old friend in
Brian Westhouse. While I wonder what exactly happened to him during the
prologue, an explanation from A. Adamo has this to say:

“Just thought I’d fill you in on what happened to Brian Westhouse since the
point in the opening sequence. See in the last game he tells April a story
about how he first traveled to Arcadia from the far east and during that
initial journey he was stuck in between worlds for quite a long period of time,
essentially anyone who has not played the first game would be naturally left
incredulous to whatever the hell was going on and in fact I hadn't even
remembered that part till I read your walkthrough and it got me thinking about
it.” Catch up on old times and ask Brian about his recent travels.

Leave the inn and it’s time to visit the magical ghetto and to get there, just
go to where you got the spices to see that the path is now unblocked. No
stopping in the ghetto for now, so pass through it and follow the path towards
the right to enter the harbor.

Talk to the dark figure on the docks to learn that he is a Shadowguide. April
will ask him for passage on his ship, but they only collect and trade. Attempt
to bribe him and he’ll say that the Dark People don’t crave such things, but
rather they’re out to collect one-of-a-kind books to add to their library.
There are no books in your possession right now, so go back into the center of
the ghetto.

Talk to the merchant in red and April will realize that it’s Roper Klacks, the
once evil alchemist that April trapped inside a calculator in the Longest
Journey. He’s obviously managed to free himself from it and has since reformed
himself by denouncing his evil ways. He’s now a simple merchant and a published
author. Ask him about his career as an author and then about the book. He uses
to have tons of copies available until a charm made its way onto page 108 and
caused the book to explode whenever anyone turned to that page. 

Roper has the only decharmed copy of the book available and he won’t let it go
so freely. April will convince him that it would be an honor for him to have
his book stored in one of the greatest libraries in Arcadia and he’ll agree to
let her take it. Give it to the Shadowguide back on the docks and he’ll grant
you passage to the Dark People’s library.

While April is making her way over, a scene plays in which Zoë is with Damien
back inside his apartment and the two get into a discussion. There’s obviously
some sexual tension in the air, but nothing happens because of it. Meanwhile,
Kian has arrived in Marcuria and is now standing outside the awe inspiring
tower. Head inside and watch the ensuing sequences. While Kian is talking to
the woman, they’re interrupted by Commander Vamon, who doesn’t seem to like
Kian very much. After Kian leaves, Vamon reveals why he doesn’t like Kian very
much and we’re off to the next chapter.

Chapter 7 – Destiny:

April has made it to the Dark People’s city and she’ll be welcomed with open
arms. While the Dark People know who she is, the guide that brought her here
didn’t know her and no one knows why, even though there are certainly ideas.
From here, just follow the Dark Person until he comes to a stop inside the library.

After he stops, talk to him and he’ll go retrieve the White of the Draic Kin.
While you’re waiting, my favorite character from the Longest Journey makes an
appearance. The smart-aleck Crow is back and he’s still got the same old
attitude. He’s harboring a bit of resentment towards April leaving him behind
on a mountain path eight years ago, but even he can’t resist the urge to “hug”
April.

After they’re done talking, the White Dragon will arrive in a human form that
is quite appealing to the senses. Listen to what she has to say and she’ll tell
April that she hasn’t lost her power to Shift, but rather she’s probably
forgotten how. Eventually, April will open a Shift, although she isn’t sure how
she did it, and Crow will join her as she steps through to enter the Guardian’s
Realm.

Another scene with Zoë and Damien that sees them reveal their true feelings for
one another and they share a couple of passionate moments.

In the Guardian’s Realm, you can see how beautiful Gordon has made this place.
Cross the bridge to the island and make your way up the spiral staircase.
Listen to the conversation between April and Gordon before going back through
the Shift with Crow.

Zoë is getting prepared to go back to Arcadia, so Damien injects her with the
Morpheus drug and then activates the Dreamer. We find that Zoë is back in
Winter, so like the first time, run forward until the girl appears and drops
Zoë into the pit.

Chapter 8 – Convergence:

Kian finds himself confronted by a couple of rebels. Take care of them and
afterwards he’ll threaten the merchant into revealing what he knows. Ask him
about Scorpion and he’ll say that he doesn’t know anything but he does know
some of the rebels because he’s done business with them. An Azadi guard will
come up and let Kian know that they’ve captured a witch and sent them to
Friar’s Keep. The guard offers to show him the way, but Kian insists on finding
it himself and has the guard take care of the merchant.

Go into the ghetto and follow a path until you see Brynn run past Kian on his
way to do whatever it is he may be doing. Kian will find his way to Friar’s
Keep and have a brief discussion with Zoë in which he tries to have her set
free. Leave the Keep and head down the path to encounter April and they’ll get
into a heated conversation, with perspectives changing as new dialogue choices
are presented.

After Kian takes off, you’ll have control of April. Head up to the Keep and
rather than trying to go in through the door, look for a hole in the right wall
and follow it down to a side yard where you’ll find Crow. April will have Crow
tell Zoë to use some investigative searching and report back with what she sees.

Zoë has been locked up in a cell while she waits for transport to Sadir. Knock
on the door to get the guard’s attention and Zoë will convince him to leave the
hatch on the door open. Look through the hatch and Zoë will notice that the
door is bolted and she can’t move it. Report your findings to Crow, who’ll pass
them along to April.

Take April back on the long trip to the ghetto and talk to Roper Klacks about
getting a couple of potions. He’ll give you a smoke bomb and a vial of acid,
which you should take back to the Keep. Give the items to Crow and he’ll fly
them up to Zoë.

Use the acid to melt the bolt off the door and then open it up. Walk out of the
cell to find the guard preoccupied with another prisoner. Sneak up on him and
when you’re close enough, use the focus field to hurl the smoke bomb and render
him unconscious. Search his body to find the keys and use them to unlock the
gate nearby. Follow the stairs down until you come across another guard and
note that he’s hungry. Go back up to your cell and report your new findings to
Crow.

As April, you’ll need to get a sandwich for the guard to eat. Make the long
trip to the inn and ask Benrime for a sandwich. She’ll make one up for you and
you’ll have to make the return trip to the Keep.

Alternative solution: Before getting a sandwich from Benrime, you can go to
Roper Klacks to get a sleeping potion to put into the sandwich. This would make
more sense for you to do since the guard will fall asleep after eating it.
(Credit: O. Dim)

Go up to the door and use the speaking tube and the guard will let you in. Head
up the stairs and around the back of the spiral staircase to find a gate. Open
it to find a boiler and a dumbwaiter next to it. Use the lever next to the
dumbwaiter to open it and place the sandwich inside. Use the lever again to
send the sandwich up to the guard, who’ll begin eating it voraciously.

The game play switches back to Zoë, so feel free to leave the cell whenever
you’re ready and go back to the guard’s post. While he’s asleep, use the keys
to unlock the gate and sneak past him. Continue down the stairs while unlocking
a couple more gates until you reach the bottom and are reunited with April.

With Zoë in tow, go back towards the entrance and go through the small door to
the left of it to enter the kitchen. Go through the next door to enter a
storage area and have Zoë help you push the large crate up against the wall. As
Zoë, take the rope from behind the door and then climb onto the large crate.
Tie the rope onto the hook and use it to escape Friar’s Keep.

Follow April to the main road and then they’ll get into an argument once
they’re back inside the inn. Zoë will leave and Crow will become fed up with
April for the way she’s acting and will take off after Zoë.  When he finally
catches up to her, Zoë will be inside the ghetto. Ask him for any suggestions
and then about Westhouse to learn that he’s in the South Gate Market.

As you make your way there, Zoë will see that the Azadi are raiding the
Journeyman Inn. Kian will threaten Benrime and while his soldiers don’t find
anyone in the cellar, Kian decides to check out the second floor. You’ll have
to fight a couple of rebels along the way and after you’ve killed them, go into
Na’ane’s room and he’ll threaten her into taking him to see the Scorpion.
She’ll reluctantly agree to do so, but only if he lets her, Benrime and the
shipment go.

Zoë is on the other side of the inn, so continue forth to the market. Once
you’re there, run around near the lumbering beast and Crow will call you over.
He’s behind the woman’s stand with Brian standing nearby. Talking to Brian will
have you end up going to the Dark People’s city in an airship that he’s loaning
from a friend that owed him a favor. Crow is none too thrilled about the idea
of a bird without wings as Zoë and Brian share a laugh at his expense.

As the airship sails toward the city, Brian and Zoë will begin to talk so that
Zoë can learn more about the man and what life was like for Arcadia before the
Azadi came. After you’re done, go through the door behind Zoë to go onto the
next chapter.

Chapter 9 – All That We See or Seem…:

Simply follow the guide down to the library where you’ll find the White Dragon
sitting at a desk. She’ll realize that you’re there and start a conversation
with Zoë that results in her “waking up” from whatever she may be dreaming. I’m
still confused about Zoë’s role and her talents as Zoë is whisked away to
another far off land.

Chapter 10 – Crossroads:

Follow the path laid out for you until you see a sequence where Zoë spots
something going on between someone who she thinks is April and another person.
The perspective will then change to April where is she seen talking with a man.

Go past the guy after he walks away and climb up the ladder. Cross the bridge
and head down the stairs. There’s a small staircase behind the house so follow
it down and head towards the ramps to initiate a conversation between April and
a woman named Kara. After you’re done, walk up the ramp in front of April and
then take the ramp down that’s off to the left. At the bottom, hang a right and
talk to Na’ane.

Once the conversation is over, go past her and walk down the path to the left.
Cross the main area to a dock leading upwards to see a sequence where April
encounters a mysterious stranger.

You’ll see that Kian has now arrived at the swamp and from your present
location, go forward and go right down the narrow staircase.

Go to where you found Na’ane with April and talk to her. Go to where April is
and watch as the pieces of the puzzle become connected. Kian is the mysterious
stranger that Zoë and April both saw and after Kian talks to April about his
newfound revelation, a couple of airships appear in the sky and Azadi soldiers
rappel down to the ground.

Commander Vamon makes an appearance and more events ensue. You can choose
whichever dialogue choice you want, but in the end, April is stabbed in the
stomach and is presumably dead after she falls into the water below.

We’ll go back to Zoë who looks on in shock when she is suddenly grabbed from
behind. You’ll see that Brynn and Chawan have found her and are now seeking
refuge in one of the shacks. Chawan tells Zoë that she needs to fall asleep
again and in order to do that, Brynn grabs a pouch and Chawan tosses its
contents into the fire. Zoë eventually breathes in the fumes and she begins to
fall asleep when she suddenly disappears. The sequence ends as Brynn barges out
into the open and attacks the soldiers.

Chapter 11 – Faith:

Zoë awakes insides of Damien’s apartment, but Damien is nowhere to be found.
You will see that there’s a message waiting on the console. Play it to learn
that it’s from Damien and that WATIcorp has found the worm. They’ll be able to
trace it back to him, so Zoë needs to leave. There is a change of clothes in
the bathroom on the other side of the room, so get changed and exit the apartment.

Zoë will board a scramjet bound for Saint Petersburg, Russia and she’ll then
hop aboard a taxi to reach her next destination.

When you arrive at the building, go to the right and through the open gate.
There is a vehicle parked here so go along the right side until Zoë focuses on
a small panel near the mirror. Use the lock pick to open it and you’ll have
another lock pick puzzle to deal with.

Once it’s unlocked and opened, use the mobile to activate the vehicle and watch
as it takes off in reverse. It’ll slam into some junk piled behind it but it’s
a good thing because it’ll allow Zoë to reach the fire escape. Climb up onto
the fire escape and then up the long ladder to reach the roof.

You’ll see a security robot patrolling the area, so when it’s moving away,
trail it until you reach a ladder along the right side. Climb up and head down
the walkway until Zoë finds that the K can be pushed off. Do so and watch as it
crashes through a skylight.

Be careful as you climb back down because the robot is still around and once it
has moved on again, run down to the broken skylight and jump down. Follow the
catwalks to the right until you reach a set of stairs and follow them to a
ladder to continue your journey downward.

On the floor, go around the assembly line and on the wall is a panel that
routes the power to this place. Open the panel and press the switch to turn the
power on. Go back around the assembly line and into the control room. Use the
right panel to move the winch all the way up and all the way left and then use
the left panel to lower it to the floor.

Go back to the hook and latch it onto the grate before raising the winch back
up. It’ll raise the grate out of the floor, allowing Zoë to jump into the shaft
to the floor below.

Once you’re in the underground room, walk over to the desk and open the drawer
to find a small key. Use the key to unlock the left locker behind you to reveal
an access card. Swipe the card through the reader next to the door on the other
side of the room and enter. Press the switch on the next panel to enter the
bedroom and take the data cube from the dollhouse.

Go back out into the main room and use the data cube on the console on the left
side of the desk. Watch the movie and you’ll get a better idea of what’s going
on. After you’re done, it’s time to leave. Go to the glass doors and swipe the
card through the reader to open them. Go upstairs and head back over to the
control room. You’ll see a green light just outside of it, and underneath it is
a door with a card reader. Swipe the card and go through the next set of doors
to see the outside world once again.

Use the card on the reader to unlock the large gate and hop in the taxi to go
home to Casablanca.

Chapter 12 – Reversal:

From the taxi stand, simply go back to Zoë’s apartment. She’ll collapse on her
bed and begin to cry. If you put Wonkers back together, he’ll hop on the bed to
let Zoë know that she has a visitor. The visitor asked him a lot of questions
that he couldn’t answer and they’re outside on the balcony. The visitor is none
other than Helena Chang, and she knows about everything that has been going on
since she had placed a bug on Zoë. More gaps are filled in and Zoë’s about to
be hooked up to a Dreamer once again.

Chapter 13 – The Longest Journey:

Run towards the house and it’ll open up for Zoë. Run up the stairs and watch
the sequences. Zoë will convince Faith to move on and you’d think that
everything will be fine now, but you’re far from the truth. The game is almost
over, so hold tight.

Conclusion – Dreamfall:

You’ll see that things have come full circle as we come back to the scene where
Zoë is in a coma with her dad sitting by the bed. Reza miraculously appears,
but an apparition of Zoë warns her dad that he isn’t who he thinks he is. Watch
the rest of the scenes and the game will come to an end as the credits begin to
roll. After the credits are over, a little scene plays. Basically it says
'1933: Tibet' and it has Brian Westhouse struggling up a mountainside in the
middle of a blizzard. He falls over and as he's lying face down the camera pans
back to the back of someone’s head. It turns around and it's Cortez from the
first game. He says something like 'This isn't the end' or something similar (I
can't remember because at the time I was focusing too much on how awful the
voice actor was). Then they keep walking. It's not terribly interesting but it
suggests that Cortez may have known something and that Brian Westhouse may be
more important than you think (I'm guessing it was he who killed the White of
the Draic Kin. It was only when I went onto the Dreamfall forum that I
considered the possibility it might have been someone else). (Credit: J. Williams)

=========================
Credits:
=========================

To the many readers of this walkthrough – thanks to those who emailed me and
filled me in on things that I left out of the last version of the guide. You
know who you are as I credited you where I added in your contributions.

Funcom – Thanks for yet another fulfilling adventure. I can’t wait to see the
conclusion, and I hope that you guys will be smart enough not to include any
combat segments, or at least take the combat system back to the drawing board
as I believe that it was the weakest part of the entire game.

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