Dreamfall: The Longest Journey – Part 1
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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