
By
FUNCOM & Ragnar
Tornquist
Walkthrough by
MaGtRo August, 2002
Game
play: TLJ is a mouse driven game. After installation
and hardware setup, the Game Menu shows the diary and several drawings –
game settings, credits, begin, continue and end the journey. The Book of
Secrets can later be opened when triggered in the game. This is an extra
treat and contains outtakes, additional music and images. The game
settings page has choices for the game and the volume settings. The main
game screen shows the toolbar when the cursor is placed at the top of the
screen. The toolbar has the inventory, options (diary) and exit icon. The
cursor during game play is normally blue, red at an exit and lights up
when on an active spot. The hotspot or active site will have a choice of
eye, mouth and hand icons. Double clicking will make April run. To combine
items in inventory, click on an item and the cursor will change to that
item. Place it on top of another item you want to combine with and if it
flashes the combination is possible. Click the item and it will combine.
Right click and the cursor will return to normal. Press the X key on the
keyboard and it will show all available exits in the game frame. To exit
first person view in case of examining and inventory or looking at the
map, move the cursor to an edge of the screen and when it turns red, click
and will return to the previous scene. To save or load a game, 1) either
use the F2 (save) or F3 (load) keys or 2) open the diary in toolbar or by
pressing F1 and then selecting the various options. Check the diary and
conversation log frequently for clues. During any conversation, exhaust
all the dialogue options and possibly talk to them a second time to
see if there are new dialogues triggered. Press ESC to skip dialogues.
Prologue
– A Lion is in the streets
An old woman tells a
story of the Balance’s crucial turning point. It begins and ends in a
tower in a realm that is no more.
Watch a man awakened
by a force of light in a tower. In Newport at Stark, April Ryan dreams…
again. Find yourself in an alien landscape. Check the storm cloud, various
landscape and April herself. Go right towards the tree, the world shakes,
see an egg fall out of the nest and get caught on the roots of an old
tree. You have to save the egg. Check the egg. Look close (eye icon) on
the nest by the tree and see scales. Pick up (hand icon) the scale.
Look close (eye icon) and take the twig-branch from the tree and
the tree or the wood spirit complains. Exhaust all dialogues and learn
that the tree is dying because of the battle raged by Mother and Chaos.
The water that fed the tree was diverted away. Go right and look at the
stream. To divert the water of the stream to the tree, in inventory,
combine the scale and branch to make a funnel. Use the funnel on
the stream. Return and talk to the tree. Mother, White of the Kin arrives
– April, daughter I have been waiting for you. I am the
mother of what is. You are the mother of a future that may yet be and I
will guide and protect you.
Chapter
one – Penumbra
April’s
bedroom – April wakes from her nightmare. A cash card is
automatically placed in inventory. Look around the room. Take the
photograph and diary from the table at the foot of the bed.
Look close at the diary in inventory and take the timesheet. Read
the diary and learn about April’s past and her feelings about her family.
Open the closet and note the drawings. Take the toy monkey and look close
in inventory. Turn the screw of Constable Guybrush and note what he does
and says. Take Guybrush’s eye that is falling out by clicking on it
2x. Open the window and look out. Note a rubber ducky under a grill,
clothesline, chain and a hungry seagull. Release the clothesline and it
drops close to the rubber ducky.
Border House
– At the hallway, talk to obnoxious Zack. Take an organic leaf from
the plant at the foreground. Look at the Free Access Terminal. Go
downstairs. Look at the items on the corkboard Take and read the pink
note. A pushpin goes with the note. Give the pink note to
Fiona. Get the ‘sweet sixteen’ gold ring given to April by her dad.
Talk to Fiona and learn about Mickey’s nightmare, plumbing problems, how
Charlie brought her to the boarding house, Border House and other
background information. Take the matchbook from the coffee table.
Go outside. Check out the water pump machine at the left screen, murals on
the walls and Cortez sitting on the bench. Talk to Cortez and hear about
destiny and a reference to old movies. Go to the bridges (press X to see
all the exits), to the park and then to the academy.
VAVA – Venice
Academy of the Visual Arts – Enter, take rubber gloves from trash
can and go upstairs to your studio. Take the paintbrush and palette
from the table and click it on the canvas to start painting. Emma arrives
with a message from Cortez – to meet with him where children visualize
their dreams. Emma leaves after asking you to meet her at the Fringe.
April experiences a waking dream of the holosculpture dragon taking solid
form. Exit the academy, go to the park, to the bridges and then to the
cafe.
The Fringe
Cafe – While outside, click several times at the death star in the
foreground for funny dialogue. Note the mystery door and enter the door to
the cafe. Talk to Charlie – find about Cortez’ interests on the poster by
the jukebox, Cortez’ love of old movies and be reminded that today is
payday. Take some hard candies from the candy jar by Charlie. Go to
left screen and talk to Stanley in red sitting by the bar. Keep on asking
to be paid and give him the timesheet. Choose – You need
the money now and Forget
it, I quit. You can choose to work or not. Go to the poster by
the jukebox. Take a ticket for the exhibition of Growing Pains at
the Roma Gallery. Look close at the gallery ticket in inventory to
find the address to the gallery. Take some bread from the table in
front of Emma. Talk to Emma and find about Zack’s words about April. Go
back to Border House.
Border House
–
Machine: Go to the machine on the left screen by the door. Save
game here.
1. Use the ring on the 2 separated wires
to get power to the machine.
2. Set all 4 levers to the horizontal
position by flipping the left and right screws. The left screw holds in
place any of the levers (seen with red light) and the right screw moves
the other 3 levers.
a. From Left to
right – Keep the red light on #1 lever and click on right screw to have 1
and 2 levers similar in position.
b. Click on left
screw to move red light to #3 lever and then move the right screw so that
1, 2, 3 are in the same position.
c. Click on left
screw to move red light to #4 lever which should now be in horizontal
position (if not in horizontal position start over using the saved game)
and then click on right screw to have them all in horizontal.
3. Turn the valve of the tank on the
left and that will move the pressure gauge from 100 to 37.5.
4. Turn the wheel to drain the water.
5. Take the clamp off the tubing.
When you exit, April will take her ring back or take the ring
before exiting.

Rubber ducky
(can be done on chapter 2): Enter the Border house and go to your
bedroom. Look out the window (if you have not released the clothesline
before, do so now) and use bread on rubber ducky. Watch the seagull eat
the bread, releases the rubber duck and the grate submerges. Pull the
chain up and get the clothesline. Go to the cafe and on the way see
the blue rubber ducky float by. In front of the death star by the cafe,
take the deflated rubber ducky. Look close at rubber ducky in
inventory and take the band-aid. Go to the subway.
Subway – Use
hand on Gene scanner. Buy a week pass, place cash card in front of the
lens and then get scanned. Enter the train, look at the subway map above
you and click on Watertown bridge
exit. Roma Gallery –
Enter the door on the right of screen. Talk to Cortez and learn about
Warren Hughes, truth vs. illusion, waking dream and to meet him tomorrow
for answers. Take the subway to the East Venice exit. If you are not
working tonight, go to Border House – Talk to Mickey and Fiona
until you watch TV and see another waking dream jump out of the TV. If
you’re working tonight, go to the Cafe Fringe – Go to Stanley and
tell him you’re ready to work. A waking dream jumps out of the
jukebox.
Chapter
Two – Through the Mirror
Border House
– Upon waking, April decides to look for Cortez to get answers. Go
downstairs and talk to Fiona. They discuss the waking dream/s that
occurred last night. Ask Fiona about Cortez. Go upstairs and knock on
Zack’s door. For a date at the Pavilion, Zack tells April that Cortez
might be at the Mercury Theatre at the East Gateway from Metro Circle. Go
to the subway.
Subway
– Iron Key: Go out
to the platform and look at the sparks by the rail at the left of the
screen There is a large key stuck between the rail and high voltage cable.
Save game here. In inventory, use mouth on rubber duck to blow it
up. Look close (eye icon) at the rubber duck in inventory. Then, while at
close up of the duck in the background, right click to get inventory. Use
clamp on inflated rubber duck to open the clamp. Combine this with the
clothesline. Immediately, click this makeshift fishing pole on the spark
to get the iron key. If not fast enough, the clamp closes
because the rubber duck is deflated again and have to start
over. East Gateway
– Take the subway and select the Metro circle exit. Take the right
exit to East Gateway and then take the right exit to ‘down the
street’.
Mercury
Theatre – Look around and talk to Freddie, the fat guy. Note that
Freddie is upset about the marquee and that the whole
world wants to know where Cortez is. Talk to the conspicuous
guy and find out that he ate an hour ago but missed his ‘sweets’ but
doesn’t have the urge to go. To remove the cop out of the way: Note
that the trash can has some glowing green yuck underneath it. Push the
trash can. Use the candy on that virulent green ooze to get a stinky
candy. Give the stinky candy to detective. Watch the fast-acting
virulent candy work and Freddie’s chase. Freddie laughs about the cop and
says that he dropped his hat. Go to the left
screen and pick the detective’s hat at middle of the street. Go
back to the theatre.
To get Freddie out of the way: Look at the fuse box by the post. Use
hand icon on fuse box to get a close-up. Use the iron key on lock and see
a loose connection. Use the band-aid on the torn rubber glove and then use
the patched rubber glove on the sparks of the loose connection. Watch
Freddie open the door to the alley to get a ladder to fix the
marquee. Follow Freddie into the alley beside the theatre. He goes to the
theatre through the fire door. The fire door is locked.
To get in the fire door to the theatre: Note the shadow on the wall
and the garbage heap. Place Guybrush, the toy monkey on top of the garbage
heap and the hat on top of the garbage bag. Hear Guybrush do
his spiel. Look at the shadow now – looks like the detective with the gun.
Open the trashcan by the fire door under the fire alarm. Use the matches
on the opened trash can and watch. When Freddie does the monkey, enter the
door to the theatre.
Talk to
Cortez. I will show you the truth. I’m sending you through
the looking glass. It’s a mirror to reflect your dreams.
Whatever answer you give, you cannot go forward unless you
agree to go through the looking glass. Go through the swirling light
portal. Cortez remembers to tell you to visit Brian Westhouse when ready
to go back.
Temple in
Arcadia – Go to the right until the priest. Talk to the priest and
realize that you can not understand him. To understand the priest:
Use these dialogue choices and use the scroll arrow to check for hidden
dialogues – Shake head, listen (note some English words are now
interspersed), listen (more English) and listen again to completely get
all English words in the conversation. The priest is Vestrum Tobias
Grensret. Go down and look around. Go back to the temple and talk to
Vestrum Tobias. He explains about Balance, one world, magic and science, 4
Draic-Kins, Sentinels, tower, tower, disc, Arcadia and Stark, Vanguard and
the missing guardian. Talk to Tobias again and ask about Brian Westhouse
until Tobias gives his name as Rolling Man. Go to any of the
stalls.
Marketplace –
Talk to the map merchant at the right of the screen. Ask about Brian and
then rolling man. Talk to him until he fires his delivery boy and then get
the job as delivery person. He gives the delivery list and
map to be delivered to a Captain Nebevay of the White Dragon. Get
the Captain to sign the delivery list. Exit to the city at either north
roads. See framed destination points. Click on City Gates.
Docks – A
musical instruments stall is to the left of the city gates. Go to right
screen. Go to the ship at the right of the lighthouse. Talk to the sailor
standing by the ship – Captain Horatio Nebevay. He is not out to sea
because there is no wind. Roper Klacks, an alchemist stopped the winds.
Give him the map. He gives an aren-coin as tip. Give him the
delivery list to sign. He goes on about not signing and will place his X
mark only if the Mo-Jaal is distracted by music. Go to the music
instrument stall by the city gates. Talk to the instrument merchant and
buy a flute for one aren. Go back to the Captain and give him the
delivery list again. After the music and signing, go back to the map
merchant.
Marketplace –
Note the blackbird in a cage at the stall across the mapmaker. Talk and
give the delivery list to the map merchant. The next delivery is a
map for Westhouse, the rolling man. After a very long, very
confusing and unnecessary direction, go to the city exit and select the
Westhouse bungalow.
Westhouse – Talk to Westhouse and then give him the map. After
talking to him, get him to sign the delivery list. Try to leave the
bungalow and Westhouse remembers that Manny-Cortez gave him a broken
pocket watch. He made a reference about Manny saying that
when his heart started beating again, he would know – a
beacon. Look close at the pocket watch and note that the winder
is broken off. Use the pushpin on the pocket watch and a portal opens.
Theatre alley
– After passing through the portal, talk to Cortez. The way to save the
world is to – Find the lost Guardian, find the gateway to
the Guardian’s realm, find the key to the guardian’s realm, defeat the
Vanguard and fight Chaos. Exhaust all conversation. Yes, let’s
save the world. Find about the Vanguard by talking to Warren. Father Raul
at Cathedral in Hope Street will help to find Warren. They will meet at
the Cathedral tomorrow.
Fringe Cafe – Talk to Charlie and then go sit down in the cafe
lounge. Emma comes in and talks about Zack. A decision about going on a
date with Zack or to stay in the cafe is yours to do.
Chapter
3 – Friends and Enemies
Border House
– April decides to look for Warren at Hope street and hide from Zack. Exit
the room and talk to Zack. Either decision last night will end with Zack
being mad at April. Take the subway to the Hope street
stop. Cathedral – Go to
cathedral exit at right of screen. Go to the confessionals at the right
side of screen. Talk to the priest, Father Raul and he says that Warren is
down the street at building 87. Exit the
cathedral. Building 87 –
Enter and talk to the boy sitting on the steps. To help April, Warren
wants her to break into Newport Police Department, get information about
his family, erase his criminal record and possibly find some information
about the Vanguards in the archives. Agree and ask for directions to the
police station. Take the subway to Metro West.
Police
Station – Outside: After a news broadcast of a shuttle accident
in front of the police station, enter the station. Talk to the actor-cop
and find out that only cops, prisoners and garbage can enter the building.
Exit and go back to the left screen by the subway exit. How to get in
the police station – Look at the garbage truck that passes every now
and then. Look close at the street sign – Calavera crossing MCW and street
ID 0092. Look close at the roadblock on the street and then change the
display panel by using hand icon on roadblock. The road block will move
and a light will flash in the container by the pavement. Climb in the
container and a garbage truck will take the container-dumpster. Find
yourself inside the station.
Reception area: Talk to the sergeant about the archives and
eventually learn that the door is broken and the workers are there to fix
them. How to get through the broken door at the police station–
Talk to the workers in red on their extended lunch break until they say
they will need a signed and in triplicate work order of the Short Term
Suspension of Union Benefits to get back to work. The form can be found
from any office they perform services. Look at the red toolbox by the door
and take the paper-petition. Look close at the petition in
inventory. It’s an old copy of Form 09042 – the ones the workers needs to
get them to work. Give the old work order to the portly guy. Talk to the
sergeant and ask for form 09042. Give the Union Petition #09402 to
the workers and April will fill it up first. Now ask the sergeant for form
09042-A and then give it to the workers. The workers then stands up
and open the panel by the door. The workers are taking forever to fix the
door. Look at the left vidphone in the foreground and learn that its
number is 099-12090. You can call home if you want and learn something
about April’s family. Use the right vidphone with a broken camera and
screen to dial 099-12090. While the phone is ringing, tell the portly
worker that there’s a phone call for him. If the phone stops ringing
before you talk to the workers, dial it again. The fat worker goes to the
phone. Try to put the wires together and April will say that she needs a
distraction to get the workers away from there. Tell George, skinny worker
that there’s a phone call for him also (will not occur if you don’t try
the wires first). Both of them will now be by the vidphone. Connect
the loose wires hanging from the panel and the doors open. Enter the door
and the sergeant will stop you. You have to distract her then. Look at the
shelves behind the sergeant and April will select a form that is hardest
to get to. Ask the sergeant for that form #31366. While she is distracted
connect the wires and enter the door to the
corridor. Corridor: Use
cash card to get a soda can from the soda machine. Go to doorway at
left exit and be at a locker
room.
Locker Room: Hear somebody getting sick. Look at the lockers
and read all the names on the locker doors – only one female. Go to the
stall on the left and talk to the man there. It’s Minnelli, the cop you
gave the stinky candy to. Tell him you are Sgt. Hernandez. He gives his
locker key for you to get his stomach medicine. Use the key to open
Minnelli’s locker. Look close at open locker. Take his medicine and
see a receptacle for a synthetic eye. Look at the mirror and take the
mirror shard at bottom right of the mirror. Read the note behind the
shard – Archive access login: fminnelli. Password: wife’s birthday. Give
the medicine to Minnelli. Talk to Minnelli about Mrs. Minnelli. Learn that
tomorrow is her birthday and other things. Minnelli sneezes once too often
and drops his synthetic eye. Flip the light switch at right of the stall
to turn it off. Take Guybrush’s monkey eye from inventory and click it on
dropped synthetic eye on the floor to replace Minnelli’s glass eye.
Archive: Exit and go to the door at right
of the pop machine. Use Minnelli’s eye on retinal scanner. In the Archive
room is a printer, computer and control panel. Use the computer and search
for Warren Hughes. Click on ‘Erika Hughes’ to remember her colonization
number. Click on ‘delete’ and then ‘print’ on the screen. Click on ‘Main’
and search (scroll down) for the col#0050123185353260 (if you search for
Erika Hughes or Vanguard, there will be no info available). Print the info
about Erika Drake. Click on ‘main’ again and search for Church of Voltec.
Click on Jacob McAllen’s name on the screen. Search for Jacob McAllen and
after the warning, click continue and look close at the code at bottom
right (make note of it). Go back to ‘main’ and select Log off. Take the
printouts from the printer. Look at and use control panel. Enter
the code seen on Jacob McAllen’s search. Click on buttons 11, 16, 1 and 8.
Look at the Vanguard folder automatically placed in inventory and
find the Vanguard datacube.
Reception area: Exit archive and go to the reception area. Pick
up the screwdriver on the floor by the toolbox. Exit at bottom of
screen and out to the streets. Outside: Talk to
the cop guarding the crash and notice that he coughs every once in a while
because of the dust. Look at the hanging blinking thing at the crashed
shuttle and April says it’s an intact Antigrav control unit. Go to subway
and take the Hope street stop.
Building 87: Talk to Warren and will automatically give him the
printout. Warren will give the directions to Burns Flipper. Take the
subway and Newport Docks stop.
Burns Flipper
– After the subway, go upstairs, right at the construction yard and
then to the garage. Knock 3 times on the garage door. After a long and
rather loaded with not socially acceptable words ‘discussion’, enter the
garage and go down into the pit. Talk to Burns Flipper – he has really
flipped. Give him the datacube. Watch Jacob McAllen on the screen and
listen to Burns talk about Gordon Holloway, who sounds like one of the
altered new guardians Cortez talked about. The Vanguard is behind the
Malkuth Technologies – MTI found at Grendel Avenue. You need a proper ID
to go to Grendel Ave. Talk to Burns again to fix some fake ID. Something
went wrong with his chair. A working anti-grav unit is accepted as
alternative payment for a fake ID. Remember where we saw one but there was
a coughing cop guarding it. Exit the garage and look at the machine under
Burn’s ‘loudspeaker’. It’s a paint shaker. Idea!! Place the soda can in
paint shaker. Go back to the police
station. Outside the Police
Station – Give the ‘volatile’ soda can to the cop. He leaves to get
cleaned up before he short-circuits because of the soda shower. Use the
mirror shard on the laser fence. Use the screwdriver to take the
Antigrav unit. Go back to Burns at Newport
dock. Burns Flipper
– Give Burns the AG unit and he will try to get a fake ID by tomorrow
night. Go meet Cortez at the Hope St. Cathedral.
Cathedral –
Go to the confessional and eavesdrop on Father Raul and Cortez. They
talked about the situation in Arcadia, the Vanguard’s influence on the
Tyrens and about April. Talk to Cortez about Arcadia and the plans for
tomorrow. The Vanguards are hunting for
Cortez. Go back to
Border House – Go to your room and see Zack by your door. Emma and
Charlie are in the room. Explain the situation to them and Charlie
believes you. April asks them to look out for suspicious people after her
and Cortez. April gets ready to rest. Watch the Vanguard get
Cortez.
Chapter
4 – Monsters
April wakes up with
a light coming from the closet. She gets pulled in and comes out in
Arcadia in her underwear.
The Journey Man
Inn – Enter the building where the sound of a party is coming out
from. Talk to the woman, the innkeeper. It is the Feast of the Balance.
Learn about April being a ‘wave’ and the different practitioners of magic.
See and talk to the strange creature that came out of the room where the
dancing is held. Abnaxus of the Venar doesn’t perceive time as common man
does. The Venars perceive time in the past, present and the future at the
same time. A veil created by Chaos is in the future and obscures the have
been and will be. April is to be and was and is invited to visit him in
his place at the Marcuria City Green tomorrow. When he leaves, click to go
to the dancing room, realize you’re tired and then click to sit down in
the comfy chair. Watch things being done to Cortez. April is wakened up by
the innkeeper. Try to exit the inn and the innkeeper dresses you up in
exchange for help to clean up the place. The innkeeper gives you some
coins after the cleanup. Exit, go to the alley (city exit) and
select City Green.
City Green –
Time to visit Abnaxus. Book of Secrets:
After April steps down, look at the flower bed and she says there’s
more room to plant in there. So plant the organic plastic leaf taken from
the corridor at the Border House. Watch it grow into a purple flower and
hear April say that The Book of Secrets is now open – check it out later
when you quit the game using CD1. The Book of Secrets will also open after
completion of the game.
Back to the game, enter the stone tree house. Talk to Abnaxus about
everything. Learn about his perception of time, dark veil and prophecies.
He mentions about Silver Spear of Gorimon, a
book that talks about the white dragon. A god that fell from the sky might
be a clue about the other draic kin. As advised, we have to visit Vestrum
Tobias to learn more.
Temple: Talk
to Vestrum Tobias. Ask about going home, the disc, entrance of Guardian’s
realm 2x and the 2 Draic Kins. All of the above questions can be answered
by researching at Great Library at the Sentinel Enclave and each book must
be mentioned by Tobias. Check with Minstrum Yerin, the keeper of the
books. Read the Scriptures of the Balance to
find out about the 4 magical people that was given a part of the key -disc
to enter the guardian’s tower. Read the Histories of
Arcadia, of the Divide, the Scriptures to learn where the
guardian’s realm is, which may not be in the ground. Check The Secrets of the Draic Kin written by Minstrum Elneak
to find where the 2 Draic Kins in Arcadia might
be. Westhouse
Bungalow – Talk to Brian Westhouse. He advises to check about the
people with wings ‘flying people’ that record stories. Time to read up on
things and go to the library at the Enclave.
The Enclave –
Look at the stone dragon and the medallion mark on the floor with 4 outer
hollow and a central circle. Go downstairs at the bottom right side of the
tower. Talk to priest, Minstrum Elneak. After the long commentaries, say
I’m looking for some information, but I’m not sure which
book to ask for and then about flying people. Read the book
about Alatien – April should say Island of Alais – maybe I should go
there. Ask Minstrum Elneak for and read the Silver
Spear of Gorimon, a book on the history of
Marcuria and Arcadian folktales.
Look at the pool at the center of the library with wheel to control the
water gates of the sea water. Time to find a way to get to the island of
Alais and find the flying people.
Pier – Talk
to Captain Nebevay about the island of Alais. To get to Alais, you have to
pass through Ge’en. No wind, no navigator and no women on the White
Dragon, really! Old
Sailor: Go to the small pier just in front of the galleon. Talk to the
old sailor and ask about the chest. Eventually,
talk about the bird and learn that it is now a
prize on a game of cups in the market. Ask about passage
going south and about cash in the favor with
Nebevay if I get your bird back. If you want to fall asleep,
you can ask about maritime stories. Go to marketplace.
Marketplace –
Look at the black bird in the cage at the left stall and learn that it
talks. Cups Game: Talk to cups handler. Learn
about his feelings on the situation in the city, sentinel and vanguard. No
magic used in playing the cups game and the bird is the top prize. Place a
coin (Arcadian iron coins) on the table. A cup is placed over it.
Cups are shuffled and guess where the coin is. Win 3xs and get a prize.
Use the screwdriver on cups and the cup with the coin will move. He gives
a calculator to let him be. Give him the screwdriver in exchange
for an exotic prize. If you haven’t talked to the sailor about “cashing in
favor’ April will need to take the time to decide what to get. If the
‘cash in favor’ dialogue was done, ask for the talking bird. Talk to
bird and name him Crow. Map
Merchant: Talk to the map merchant and give him the delivery list. The
map merchant gives you the map of the Northlands for Tun Luiec at
the Journey Man Inn where you stayed overnight.
The Journey Man
Inn – Ask the innkeeper about Tun Luiec, a navigator looking for work
and find out she is not
there. Pier – Give
bird-Crow to old sailor. Go to Captain Nebavay and talk about Umber Ianos.
He cannot sail because Roper Klacks, alchemist captured the winds and has
no navigator. Go to city gates and choose The Road North
destination.
Northland
Forest – Lucky, you have the map of the Northlands or else you
cannot get here. When you click ‘into forest’ exit, Crow flies in panting.
Click on forest frame. Walk the path and Crow finally lands and gets
together with April. To catch Crow’s attention, April will use the flute.
Go deeper in the forest and meet a Banda-mole, Ben-Bandu looking for his
brother. April asks Crow to be on the lookout for the lost Banda. Look at
the bridge that is out. Go back, talk to and help an old lady sitting on
the ground. Pick up the old woman and then take her
home. Old Woman-Gribbler: Enter the hovel and the
gribbler leaves. Check the door, find yourself lock in and hear a noise.
Notice a loose floorboard-plank under the table. Pick up the small
skull from the table. Look at and try to open the chained cabinet.
Pick up the broom on the right side of the cabinet and use it on
the cabinet. The cabinet falls down and releases Bantu-uta, Ben-Bandu’s
brother. Throw the skull on the window and push Banda-uta out the window.
The gribbler comes back and gets mad. Immediately, push the plank
from under the table and it will tilt the wood trunk by the door. The
trunk hits the gribbler throwing it to the fire. Exit, Ben-Bandu arrives
and invites April to his
village. Banda village:
Talk to the Elder sitting on the hammock in the foreground about the
prophecy and gets invited to sleep at the Spirit Dig. Talk to Crow on the
tree trunk, Ben-Bandu and his brother. Go to the Spirit Dig cave behind
April. Lie on the bed and sleep. April talks to her other self,
Charlie-the spirits. Learn about April’s family, Cortez the red, Bak-Baar,
and new Banda name.
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