The Longest Journey
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.
THE ENCLAVE
-----------
Walk west into the Enclave and walk downstairs to talk to the priest. Say "Are
you Minstrum Yerin?", say "Tobias said I should talk with you.", say "Vestrum
Tobias recommended that I look at some books.", say "I'm looking for some
information, but I'm not sure which book to ask for." and say "I need to find
out which four magical people of Arcadia were given a piece of the stone disc
that serves as the key to the Guardian's Realm.", and Yerin will get a book,
which he places on the table. Read the book on the table (Chapter Sixteen in
the Eighth Scriptture. The Scripture of Breaking), then exit the view of the
book so that Minstrum Yerin puts it back on the shelf.
Talk to Minstrum Yerin again and say "Could I see some more books?", say "I'm
looking for some information, but I'm not sure which book to ask for.", and say
"Are there any books about a flying people who observe and tell stories?".
Read the book on the table (Alatien), and April will read about an uninhabited
island of Alais, in the Bristan atoll. Exit the view of the book, talk to Yerin
again and say "Could I see some more books?", say "I'm looking for some
information, but I'm not sure which book to ask for.", and say "I'd like to
learn about dragons, about the Draic Kin." Read the book on the table ("Secrets
of the Draic Kin" by Minstrum Elyak), and exit the view of the book.
Talk to Minstrum Yerin again and say "Could I see some more books?", say "I'm
looking for a story called "The Silver Spear of Gorimon"." Read the book on the
table (The Silver Spear of Gorimon), then exit the view of the book. Talk to
Minstrum Yerin again and say "Could I see some more books?", say "A book on the
history of Marcuria would be interesting.". Read the book on the table
("Travels in the Northlands" by Jemein the Discoverer), then exit the view of
the book. Talk to Minstrum Yerin again and say "Could I see some more books?",
and say "I'd like to read some Arcadian folktales.". Read the book on the table
("Sadra, the Faithful Wife"), then exit the view of the book. Walk north to
exit the library, walk east to exit the enclave and walk north to the city.
PIER
----
Talk to Captain Nebevay and say "Do you know the island of Alais?" to find out
that he knows the place. Say "Why aren't you out at sea?", and he will say that
there is no wind for the boat to sail. Say "How long's it been since the last
wind?" to discver that an alchemist has cast a spell preventing wind. Say
"Who's this alchemist who cast a spell on the wind?", and the captain will say
that the alchemist's name is Roper Klacks. Say "Can you give me a lift to Ge'en
on your ship?", and Nebevay will say that there is no wind and he needs a
navigator. Say "Bye.", and walk east to the small pier.
Talk to the old sailor sitting on the chest and say "What've you got in that
chest?", say "No, really -- what's in the chest?", say "I'm still curious about
that chest.", and he will say that he used to keep his talking bird in there.
Say "What happened to your talking bird?", and he will say that he was cheated
out of him by the cupshandler at the marketplace. Say "Do you know how I can
get passage on a boat going south?", say "I need coin to travel on a boat,
unless... what?", and he will say that Captain Nebevay owes him a favor. Say
"Would you "cash in" your favor with Nebevay if I got your bird Bird back?",
and he will agree. Say "I'd better get going.", and exit the pier. Run west to
the city gates and run through the gates to the city.
MARKETPLACE
-----------
Walk to the stalls and give the delivery list to the maps merchant to receive
the map of the Northlands for Tun Luiec at the Journey Man Inn. Talk to the
cups handler and he will ask if April wants to play the cups game. Say "Okay,
let's go.", and use the coin with the cups game. After he shuffles the cups,
use the screwdriver with the cups until you find the one that moves. Get the
moved cup and April will pick the cup with the coin below. After winning the
calculator as the prize, give the screwdriver to the cups handler and choose
"The talking bird." as the reward. Walk north twice to exit the marketplace.
PIER
----
Walk east to the small pier and give Crow to the old sailor, who agrees to give
April his favor from Captain Nebevay. Walk north to the big boat and talk to
Nebevay. Say "You know old Umber lanos, don't you?", and he will agree to take
April if she can find a navigator and restore the wind. Exit to the city.
THE ROAD NORTH
--------------
Walk north into the forest and Crow will land briefly before following April.
Select the Forest and walk east to have a conversation with Crow, who has
decided to join April on her adventure. Walk north into the forest and continue
east to see a broken bridge. April turns back to the left and meets one of the
Banda people. Select either speech option when he asks April not to kill her,
then say "Why are you sad, Ben-Bandu?", to hear that he has lost his brother.
Say "What happened to the Banda that disappeared?", and he will say that there
is something evil in the forest. Say "Good luck on your search, Ben-Bandu, sad
Little One.". April will use the flute to call Crow, who she tells to search
the forest from his vantage point to find Ben-Bandu's brother. Walk west back
into the forest and talk to the old woman sitting on the floor. Say "All right,
I'll help you home.", then pick up the woman and talk to her. She invites April
back to her home. Say "Lead the way, ma'am.", and walk into the house.
GRIBBLER'S HOUSE
----------------
The Gribbler leaves the house to look for some berries, locking the door on the
way out. Get the small skull from the table. Get the broom at the right side of
the cabinet and use it on the cabinet to tip it over. Ben-Bandu's brother,
Bandu-uta will crawl out. Use the skull with the window to break it, then pick
up the Bandu-uta and throw him through the window. The Gribbler will return at
this point and changes into her true self. Use the plank below the table and
the pillar will fall, knocking the Gribbler into the fire. Exit the house, and
Ben-Bandu will ask April to visit the Banda Village.
BANDA VILLAGE
-------------
The Banda people are celebrating that the Gribbler has gone. Talk to the elder
mole sitting in the hammock and he will tell April to join in the party. Talk
to Ben-Bandu and say "What is this Spirit Dig the Elder told me about?" to be
told that it is a sacred place where the Banda can speak with their ancestors.
Say "Where is the Spirit Dig?", then say "Enjoy the party, guys." to end the
conversation. Talk to Crow, then walk into the Spirit Dig and use the bed.
Select "Go to sleep", and April will be visited in the night by the spirits of
April and Charlie. She will fall asleep again and the chapter will end.
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2.6. Chapter 5: There and Back Again
-------------------------------------------------------------------------------
BANDA VILLAGE AND SWAMP
-----------------------
Walk outside the Spirit Dig and talk to the Elder mole and he will ask where
April heard the name Bak-Baar. Select either speech option, and the Elder will
give April the Banda stone. Talk to Crow to wake him up, then walk east to the
swamp and walk east to cross the bridge. Get the purple flowers at the right
side of the area, then walk north up the hill to see Roper Klacks' floating
castle. Walk north down to the plains and look at the bush on the right to see
that some berries are growing on it.
Attempt to get the berries, then use the flute to call Crow and use him on the
berries. Use the statue at the top of the path and it will start to talk.
Combine the berries with the moisturising flower in the inventory and use the
moisturising cream on the petrified man. Say "What happened to you?", to hear
that the alchemist cast a spell on him. Say "What do you mean, the Vanguard
were right?". The alchemist will pull the chain, which creates a steep slope.
Walk up the slope to enter the castle.
ROPER KLACKS' CASTLE - LABYRINTH
--------------------------------
Use the coins on the gargoyle at the bottom-right corner of the room and blow
on both flaming hands to turn the door at the top of the room. Use the coins on
the gargoyle again and get the salt shaker and pepper shaker. Use the hourglass
held by the statue at the bottom-left corner of the area, which will make the
steps change to lead up to the path above. Quickly run up to the top of the
steps before the hourglass turns the other way.
Attempt to get the parchment in front of the mirror to be blocked by April's
alternate self. Use the door near the top-right corner of the room twice and
the door will turn to reveal an hourglass. Use the hourglass, then quickly run
over the platform and walk through to the door at the left side of the room.
Use the pepper shaker on the gargoyle and walk through the doorway. Try to Walk
to the tower at the top of the steps to meet Roper Klacks.
ROPER KLACKS' CASTLE - DEFEATING ROPER KLACKS
---------------------------------------------
Roper Klacks will ask who April is. Select any speech option, say "Prepare to
be defeated!", then say "How about a proper challenge?". Give the calculator to
Roper Klacks and April will ask him a series of questions which Roper Klacks
can't answer. He takes the calculator from April and uses it, which kills him.
Run up the steps to the tower to enter Roper Klacks' study.
ROPER KLACKS' CASTLE - STUDY
----------------------------
Move the curtain and get the green vial. Get the white vial on the bottom shelf
at the right side of the curtain. Use the skull on the table at the right side
of the study and get the blue vial. Look at the big book on the desk and look
at the first spell to see the ingredients for the invisibility spell. Exit the
book. Look at the cauldron and get the yellow flask. Use the white essence,
green essence and blue essence on the cauldron to get the invisibility potion.
Walk downstairs, go east through the doorway to the labyrinth and then use the
invisibility potion on April. Get the parchment in front of the mirror, and
then return to the study. Look at the big book and use the torn page with the
Tome of Alchemy to reveal four more spells. Exit the view of the book and look
at the cauldron. Use the yellow essence, white essence and blue essence on the
cauldron to get the light-as-a-leaf potion.
Exit the view of the book, use the light-as-a-leaf potion on April and get the
red vial on the top shelf near the ceiling of the study. Look at the cauldron
and use the white essence, red essence and blue essence on the cauldron to make
the wind potion. Use the red essence twice and the blue essence on the cauldron
to make the big bang potion. Use the green essence, yellow essence and blue
essence on the cauldron to make the bind magic potion.
Exit the view of the cauldron and use the bind magic potion with the glowing
crystal on the desk. Use the big bang potion on the crystal, and the creatures
that Roper Klacks turned to stone will return to normal. Open the window and
use the flute to call Crow. Say "I could use some help.", then give him the
wind potion. Get Crow and use him with the window. Crow will fly out to use the
potion, which causes the wind to blow the castle away. After April returns to
the meadow, walk south to Marcuria to view the map.
PIER
----
Talk to Captain Nebevay and say "I did defeat Roper Klacks!", say "Can we set
sail for the Alais now?" to end the conversation. He doens't believe April, so
use the wind potion with Nebevay, and he will agree to set sail for Alais if
April can find a navigator. Exit to the city.
THE JOURNEY MAN INN
-------------------
Walk into the inn and give the map of the Northlands to the woman standing near
the left doorway. Say "Why are you going to Corasan by foot?", and she will say
that she can't afford the passage to the Bay of Fire as she has no job. Say
"Are you from Corasan?", say "Why are you so depressed?" and she will say that
she is a navigator. Say "You're a navigator?", say "I have a job for you, if
you want it.", and she will agree. Exit the inn and run north to the city.
MARKETPLACE
-----------
Enter the temple and run west to the back of the temple. Continue walking west
and talk to Vestrum Tobias. Say "What trouble?", and he will say that the Tyren
are coming. Say "What did you mean when you said, "after all, you are..."?",
and he will say that April will be the thirteenth guardian of the Balance.
Select any speech option and Tobias will give her the talisman of the Balance.
Walk east and exit the temple, then walk north to the city.
PIER
----
Talk to Nebevay and April will board the ship, which sets sail for Alais.
-------------------------------------------------------------------------------
2.7. Chapter 6: The Chaos Storm
-------------------------------------------------------------------------------
This chapter starts with April looking over the side of the ship. Walk up the
steps to the bridge at the right side of the ship and look at the orb. Talk to
Tun Luiec and select any speech option when she asks if April is enjoying the
ride. Say "I have a question about your compass.", say "What kind of compass
are you using?", and Tun will say that it is a normal spirit compass. Say
"What's a "spirit compass"?", and Tun will explain that a spirit compass points
to the magical north pole, and is precise unless affected by a strong magical
force. Say "Keep her steady, Tun.", walk down the steps to the main bridge and
one of the crew will say that a strong storm is heading toward the ship.
Walk back up the steps to the bridge and talk to Tun. Say "What do you mean by
"no ordinary storm"?", and Tun will explain that it is a Chaos storm. Say "What
have you heard about Chaos storms?", and Tun says that they signify terrible
events in the near future. Say "Can we escape a Chaos storm?", say "Will you
still be able to get me to Alais tomorrow?", and Tun says that the captain has
changed course. Say "You still need my magic to get wind in your sails.", say
"I have a question about your compass.", and say "Won't the Chaos storm affect
the accuracy of the spirit compass?", to be told that only a focused magical
field would be able to affect it.". Say "Thanks, that's all I needed to know.",
and say "I'll let you get back to work." to end the conversation with Tun.
Walk downstairs to the main deck and look at the apple barrel at the right side
of the ship. Get an apple from the barrel and continue down to the hold. Get
the axe near the barrel at the bottom-left corner of the room. Eat the hard
candy in the inventory, then use the sticky candy with the flour sack. Wait for
the worm that crawls between the two holes on the flour sack to get caught on
the sticky candy, then combine the worm with the apple in the inventory. Walk
back upstairs to the main deck and continue up to the bridge. Show the apple to
Captain Nebevay and he will go down to the hold to save the apples.
Talk to Tun and say "Do you want me to relieve you at the wheel for a while?".
She will walk down to the bridge. Use the talisman on the compass and it will
change the direction of the compass. Talk to Tun and say "I think I may have
strayed off course a bit when I was at the wheel.". Tun will check the compass
and will correct the course to head for Alais. Say "Is it my imagination, or is
the storm getting closer?", and Nebevay returns to the bridge.
Walk up to the bridge and get the talisman from the balance. When Nebevay asks
what April has, select any speech option. When he asks what April was doing,
select any speech option and Nebevay will leave the bridge. Walk downstairs to
the main deck and continue down to the hold. Use the axe with the chest and
April will attempt to knock the lock off of it, but instead creates a hole in
the floor of the ship. The ship will sink, and the chapter ends.
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2.8. Chapter 7: A Deep Blue Mirror
-------------------------------------------------------------------------------
OCEAN SURFACE
-------------
The chapter begins with April lying on a piece of the ship. Crow appears and
tells her to wake up. Say "What happened to the crew?", and he will explain
that the rest of the crew escaped in the lifeboat. Say "Any idea where the
lifeboat is heading?", and he will say that the lifeboat is heading south to
Tagate. Say "Any idea how I'm gonna get to the islands now?", say "Why don't
you try to find the closest island?" and he will fly off. April is left on her
own, and the head of a strange creature appear. Look at the head and talk to it
when it appears again. Try to get the head, and it will appear again to drag
April underwater to a breathing house at the bottom of the ocean.
BREATHING HOUSE
---------------
Look at the wall, use the speech icon on the wall, then use the wall to get a
polyp. Look at all three drawings on the wall, then use the polyp on April so
that she can now breathe underwater. Exit the breathing house and swim north to
the city to enter the house of the merperson.
MERPERSON'S HOUSE
-----------------
Get the glowing green stuff from the wall and get the crystal at the left side
of the spear. Exit the house and open the shell at the left side of the area.
Get the black pearl from inside the shell and return to the breathing house.
BREATHING HOUSE
---------------
Use the pushpin on April to get the blood. Use the blood with the glowing green
stuff, then use the black pearl with the green stuff with blood to make the
golden pearl. Use the golden pearl with April, and she will now be able to talk
to the merpeople. Exit the breathing house and swim north to the city.
MERPERSON'S HOUSE
-----------------
Talk to the merperson and she will say that April can serve the Maerum now. Say
"Serve you?", and she will say that she has been brought here to serve as the
gatherer of the Yanyenn. Select any speech option, then say "Where does Tanyenn
come from?", to hear that it is found in the caves and shores of the islands.
Say "How does Tanyenn do all those things you said?", say "Why can't you gather
Tanyenn yourself?", and she will say that the Snapjaw will kill them if they
move far from their cities. Say "Who are the Wingdemons?" to hear that they are
leathery winged creatures who live on an island.
Say "Don't the Snapjaw kill the Gatherers?", and she will say that the Snapjaws
rarely do. Say "Are your people called the Maerum?", and she will say that they
are. Say "Who are you, ma'am?", and the merperson will reveal that she is the
queen of the Third City of the Maerum. Say "Do you know where my ship went
down?", and she will say that it is not far from the breathing house. Say "Do
you know the island of Alais?", and she will say that Tanyenn can be found
there, but the merpeople can't risk letting April go there yet.
Say "I've been told that you worship an old god who lives in the deep.", then
say "Thanks for your time." to end the conversation. Attempt to get the spear
to be told that it belongs to the Waterstiller. Talk to the merperson and say
"Who or what is the Waterstiller?", to be told that the Waterstiller is a
landwalker who will unite the people. Say "What else can you tell me about the
Waterstiller?", then say "What is it that the Waterstiller will come to take
from you?", to hear that the Waterstiller will destroy a Snapjaw with a spear.
Say "Thanks for your time." to end the conversation. Show the first crystal to
the merperson to be told that it was found in a cave, then exit the house.
CAVE
----
Outside the merperson's house, use the seaweed to find a second crystal. Use
the seaweed to move it, then continue west into the cave. Get the two crystals
on the floor and look at the altar. The top of the altar has four movable rings
around a rock. Look at the four stone tags (harpoon, one-eyed pyramid, water,
fish). Move the fire ring three times so that it faces the water. Move the bird
ring twice so that it faces the fish. Move the maerum ring twice so that it
faces the one-eyed pyramid. As the pot ring is already facing the harpoon, a
click will signify that the first section of the puzzle has been completed.
Use the first crystal on the bottom-right slot, use the second crystal on the
top-left slot, use the third crystal on the top-right slot and use the fourth
crystal on the bottom-left slot. Turn the bottom-right crystal once, turn the
top-left crystal once, turn the top-right crystal twice and then turn the
bottom-left crystal twice to open the rock in the middle of the altar. Look at
the drawings on the wall of the cave and April will read the history of the
Maerum and the Alatien. Exit the cave and swim north to the city.
MERPERSON'S HOUSE
-----------------
Talk to the merperson and say "Why was the cave with the altar and the wall
paintings just outside the city abandoned?", and the merperson will visit the
cave. She says April may be the Waterstiller, but that not all parts of the
prophecy have been fulfilled. Say "How can I prove that I'm the Waterstiller?",
and she will tell April to take the spear and slaughter a Snapjaw. Get the
spear, exit the house and swim east to the shipwreck.
SHIPWRECK
---------
Swim into the wreck and use the harpoon with the Snapjaw to kill it. Use the
Snapjaw to get a tooth, then swim into the wreck and get the talisman. Exit the
wreck, swim east to the city and swim west to the cave.
CAVE
----
Use the talisman of Balance with the symbol at the left side of the cave, then
look in the niche to see a shard of stone. Get the maerum stone from the niche,
then exit the cave and swim north to return to the merperson's house.
MERPERSON'S HOUSE
-----------------
Show the snapjaw tooth to the merperson, show the Talisman of Balance to the
merperson and show the Maerum stone to the merperson. She says that all but one
prophecy have been fulfilled: To unite the people. Talk to the merperson and
April will explain about the Maerum and the Alatien drawings from the cave. The
merperson says that April must go to them, and the chapter will then end.
-------------------------------------------------------------------------------
2.9. Chapter 8: Reunification
-------------------------------------------------------------------------------
BEACH
-----
April arrives on the beach of the island. Get the rope from the debris, then
walk east through the arch to look at the big crab. Walk west to beach and west
again to the ruins. Use the rope with the sapling at the right side of the
hole, then climb down the hole. Climb down further and look at the rubble, then
use the rubble to find a stone key. Climb back up the rope to the ruins and get
the rope from the sapling, then walk east to the beach. Use the flute to call
Crow. Say "I'm gonna walk around for a bit, Crow." to end the conversation,
then get Crow and use him on the jungle in the background to exit the beach and
view the map of the island.
VOLCANO
-------
Look at the big mouth and April will climb inside. Look at the aperture and
April will note that it is a telescope. Look through the telescope and April
will see a reflection, so the icon shown is the volcano. Use the stone key with
the triangular keyhole and turn it once. Look through the telescope and April
will see a statue standing in the ruins of a city. Turn the stone key again and
look through the telescope to see a statue on a cliff overlooking the sea. Turn
the key four more times and look through the telescope to see a statue below a
tall tree. Get the key and exit the statue mouth. Look at the large tree in the
distance, then walk north to the jungle to exit the volcano area.
LARGE TREE
----------
Walk down to the bottom of the area and April will nearly sit on one of the
stickmen. Select any speech option, then say "What's a Stickman?", to be told
that they that live in the shadow of the mother tree. Say "So you guys are
Stickmen?", and he will introduce himself as Wick, and will point out his
friends Willow and Woody. Say "What's a Mother Tree?", say "What do stickmen
do?", then say "Where do the Alatien live?", to find that they live in an old
city up in the volcano. Say "How do I get into the volcano?", and he will say
that the road collapsed a few centuries ago. Say "What's that constant rumbling
noise?", and he will mention Q'aman, the quiet giant.
Say "Who's Q'aman, the quiet giant?", and he will say that he's a human that
was banished from the village. Say "What happened to get the quiet giant
banished from that place?", and he will say that Q'aman accidentally stepped on
one of their young ones. Say "Who are the Orlowol?", and the Stickman will say
that they're the crab-like creatures that live down by the sea. The Stickman
will say that Q'aman has gone west to the far side of the island, and has been
sleeping for the past month. Say "I still don't understand what this has to do
with the rumbling noise.", and he will say that the Dolmari put statues up when
they used to live on the island, and that the statues are connected through
magic. He says that Q'aman is sleeping right next to a statue's ear, and April
figures out that Q'aman's snoring is the source of the rumbling noise.
WAKING Q'AMAN - LARGE TREE
--------------------------
The four icons that were shown by looking through the telescope in the big
mouth at the volcano are important here, as we now need to send a message to
Q'aman using the statues. At the base of the large tree, look at the statue
foot and use the stone key in the triangular hole. Turn the key left twice to
move the top disc to the volcano icon, and turn the right key six times to move
the bottom disc to the large tree icon. Get the key from the triangular hole,
then exit the view of the statue and walk west to the jungle.
WAKING Q'AMAN - BEACH
---------------------
Walk east through the arch and walk north to the cliff. Look at the stone foot
and use the stone key in the triangular hole. Turn the key left three times to
move the top disc to the ruins icon, and turn the key right six times to move
the bottom disc the large tree icon. Get the key and exit the view of the
statue. Walk down the steps, go west to the beach and run west to the ruins.
WAKING Q'AMAN - RUINS
---------------------
Look at the statue base and use the stone key in the triangular hole. Turn the
key left five times to move the top disc to the volcano icon, and turn the key
right six times to move the bottom disc to the cliff icon. Walk east to the
beach and north to the jungle.
WAKING Q'AMAN - LARGE TREE
--------------------------
Talk into the ear of the statue and the voice will echo off the various statues
on the island until it reaches the location of Q'aman, who wakes up. Talk into
the ear of the statue again and select any speech option to talk to Q'aman. Say
"Could you please stop snoring?", say "Do you want to talk about your problems,
face to face?", say "Please let me be your friend.", and Q'aman will reveal his
location on the island, by the ruins of the old temple. Run west to the jungle.
QUIET GIANT'S GLADE
-------------------
Talk to Q'aman and say "What happened between you and the Orlowol?", and he
will say that he almost killed one of the Orlowol from the village by stepping
on it's shell. Say "Could you find another place to live where your snoring
won't disturb everybody on the island?", and he will say that he can't find
anywhere. Say "Would you like to move back to the Orlowol village?", and Q'aman
will agree to help. April and Q'aman walk to the beach.
BEACH
-----
Q'aman frees the Orlowol from it's shell, and it invites him to stay by the
cliff above the beach. Run up the steps to the cliff and talk to Q'aman to find
out that the fish aren't biting because he has no lure. Say "Happy fishing.",
then give the candy wrapper to Q'aman. Walk down the steps, run west to the
beach and walk north into the jungle.
LARGE TREE
----------
Climb the tree and look at the wooden crossbow. Climb down the tree and talk to
Stickman Wick. Say "Who built that big crossbow in the tree?", and he says that
he did, but that there are a few pieces missing. Say "Did you say "blast off
for Luna"?", then say "How come you're not working on your lunar cannon now?",
and the Stickmen will agree to work on the cannon now that Q'aman has stopped
snoring. Climb up the tree and talk to Stickman Wick, who will say that they
don't have a bowstring for the propulsion drive mechanism of the lunar cannon.
Climb down from the tree and run west to the jungle.
BEACH
-----
Run east through the arch and run up the steps to the cliff, where Q'aman has
caught a fish. Get the fish bone and the fishing line from the fishing rod,
then run down the steps. Run west to the beach and run north into the jungle.
LARGE TREE
----------
Climb up the tree and give the fishing line to Stickman Wick. Talk to Stickman
Wick and he will ask April to test the lunar cannon. Combine the fish bone and
the rope in the inventory, then use the rope with the lunar cannon. Use the
lever at the left side of the cannon, and the skull will fire over to the path
on the mountain. April climbs along the rope to the mountain path.
MOUNTAIN PATH
-------------
Use the wind potion on the updraft, then use the light-as-a-leaf potion on
April and she will float over to the other side of the chasm. The guard will
ask if April is the Windbringer. Select any speech option, then walk through
the tunnel entrance and run up the path to the city.
ALATIEN CITY
------------
Run up the path to the castle and say "I'm the Windbringer.", and he will ask
April to prove this by by telling the four tales. When he asks if April is
ready, say "No, give me some time to prepare.".
THE FOUR TALES
--------------
Return to the mountain path and talk to the Alatien guard. Say "Do you know one
of the four tales of Winds, Stars, Sea and Homecoming?" to be told the tale of
Winds. Walk north to the castle and talk to the Alatien child. Say "Do you know
one of the four tales of Winds, Stars, Sea and Homecoming?" to be told the tale
of Stars. Say "Have fun, Sa'ena." to end the conversation.
Return to the mountain path and talk to the Alatien sitting on the rock. Say
"Do you know one of the four tales of Winds, Stars, Sea and Homecoming?" to be
told the tale of Sea. Walk north to the castle and talk to the young Alatien
woman at the right side of the area Say "Do you know one of the four tales of
Winds, Stars, Sea and Homecoming?" to be told the tale of Homecoming. Say
"Thank you, Neema.", to end the conversation. Talk to the castle watch and say
"Yes, ask me the questions." to be asked four questions.
ANSWER 1: Tale of Winds - Mount Bak'ta'ana, the tower of Light.
ANSWER 2: Tale of Stars - The spirits of five Tellers.
ANSWER 3: Tale of Sea - The Octa'wo.
ANSWER 4: Tale of Homecoming - A broken pot, to teach him that absence may
break a heart in two.
UNITING THE PEOPLE
------------------
After correctly answering all four questions, walk north into the tower and
talk to the Alatien teller. Say "I came to you to find answers to some
important questions.", say "Have you heard of an ancient god, or dragon, that
lives beneath the sea?", say "What do you know about the Draic Kin?", say "I'm
the Windbringer.", and April will take the Alatien guard to the cave at the
bottom of the hole in the city ruins. The Maerum queen will appear to make
peace with the Alatien guard. After giving April the Alatien stone, the queen
then takes April to the sleeping god at the bottom of the sea.
THE SLEEPING GOD
----------------
Move the sand at the bottom of the large rock, then look at the small orifice
to see that it is a sensor. Talk to the sensor and swim through the large
orifice at the top of the rock. Use the circular protrusion and it will open to
reveal an eye that talks to April. Select any speech option, then say "I'm
looking for a jewel called the Dragon's Eye.", and April will take it. Say
"What is the Day of Ascension?", and he will explain that it is when the Kin
return home. April will ask about the Guardian's Realm, and he will explain
that when the earth was divided a doorway was left open. He says he will allow
April to meet the dark people aboard their ship.
Talk to the cloaked figure, and he will tell April that she is a wave. Say "Why
am I a... a wave?", to be told that everything April does affects the universe.
Say "The ancient dragon, the Blue of the Draic Kin, told me you had a map for
me?", and the cloaked figure will give April the map. April asks about the
stone, and he gives April the stone. He tells April to sleep aboard the ship
while it sails back to Marcuria, and the chapter will end.
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2.10. Chapter 9: Shadows
-------------------------------------------------------------------------------
MARCURIA HARBOUR
----------------
April wakes up aboard the ship and steps out onto a deserted Marcuria harbour.
Walk north to the city and a vortex will appear, which rushes toward April. A
shift opens just in time and April steps through to the cathedal in Stark.
CATHEDRAL
---------
Talk to Father Raul and April will ask him where Cortez is. He says that he
hasn't seen Cortez in a week. Say "Is there anything you're not telling me,
Father Raul?", and he says he will try to answer April's questions. Say "Who is
Cortez?", say "You still haven't answered my question about Cortez.", say "What
do you mean when you said Cortez found you?", say "How did you become a
Sentinel Minstrum?", say "Have you ever been to Arcadia?", then say "I have to
run, Father." to end the conversation. Exit the cathedral, run to the subway on
the right side of the road and look at the subway map.
EAST VENICE
-----------
Run to the bridges at the top-right corner of the area, then run up the steps
at the bottom-left corner of the area. Enter the Border House.
BORDER HOUSE
------------
Fiona will be crying on the couch, and soon one of the Vanguard will appear to
tell April to wait in the house. Gordon Halloway will walk downstairs to talk
to April. Say "What do you want from me?", and he will say that he wants the
items that April brought back from Arcadia. Say "All right, release my friends
and you will get what I have.". April runs upstairs to find Zack standing
outside her apartment door. Talk to Zack and he will admit to telling the
location of April to the Vanguard. The guard walks upstairs and shoots Zack,
and April runs into her bedroom. Look out the window and select the river to
jump in. After April climbs out of the river, use the invisibility potion on
her and run east to the bridges. Run north to the cafe and the Vanguard will
surround April. The mystery door will open and April will step through.
HOUSE OF ALL WORLDS
-------------------
Talk to the old woman, Lady Alvane, and she will explain that Emma was not
killed by the Vanguard, but that Charlie and Fiona blame April for not telling
them the truth. Alvane says that she wants April to go to Marcuria to see for
herself the courage of those who are not willing to surrender. After the
conversation, April will leave the house and the chapter will end.
-------------------------------------------------------------------------------
2.11. Chapter 10: Rebirth
-------------------------------------------------------------------------------
THE JOURNEY MAN INN
-------------------
April arrives outside The Journey Man Inn in Marcuria. Walk north to the city.
THE CITY GREEN
--------------
Knock on the door to the house and April will walk inside. Abnaxus will give
April the Venar stone. Exit the perculiar house and walk west to the city.
THE ENCLAVE
-----------
Walk west into the enclave and use the Alatien stone with the top hollow, the
Banda stone with the right hollow, the Dark People's stone with the bottom
hollow and the Venar stone with the left hollow. A sound will be heard, but
nothing happens. Use the flute to call Crow, then get Crow and use him with the
stone dragon to remove the bird droppings. The stone dragon will blow fire at
the enclave, which makes a stone disc drop into the room below.
Walk downstairs and talk to Minstrum Yerin. Say "Is Vestrum Tobias around?",
and Yerin will say that he has been murdered by the Vanguard. Say "Shouldn't
you be leaving the city?", and he will say that he is going to stay in the
enclave with the rest of the minstrum. Walk downstairs to the pool and try to
turn the wheel. Talk to Yerin and say "What's the rusty wheel downstairs for?",
then say "Do you know why the drainage wheel is stuck?". Walk downstairs and
turn the wheel to drain the pool. Get the stone disc from the pool, then exit
the enclave and walk north to the city to complete the chapter.
-------------------------------------------------------------------------------
2.12. Chapter 11: Kin
-------------------------------------------------------------------------------
STUDIO
------
April will walk out of the shift into the studio in East Venice. Get the
paintbrush and palette and use it on the canvas to paint a picture of April's
dream that was seen in the epilogue. She makes a shift and travels through it.
DREAM
-----
April will see her mother, the White Dragon. She says that it is time for the
new to replace the old, and gives April the crystal. April steps back through
the shift and arrives in the cathedral.
CATHEDRAL
---------
Run west and exit the cathedral, then return to the subway and look at the map.
NEWPORT DOCKS
-------------
Run east three times to enter the warehouse, climb down into the pit and talk
to Burns Flipper to receive the ID-card. Give the star map to Burns, and he
will agree to decipher the star map. Exit the warehouse and run west three
times to return to the subway. Look at the map.
METRO CIRCLE
------------
Run west and walk into the elevators to travel up. Get the pizza box from the
garbage bin, then look at the fashion shop at the bottom-left corner of the
area. Go shopping in the shop to change clothes, then use the shuttle to travel
to the other side of the city. Talk to the cop and April will ask where the MTI
building is. Walk east to the street to enter the MTI building.
MTI BUILDING - RECEPTION AREA
-----------------------------
Show the pizza box to the receptionist, and he will open the elevator doors.
April steps inside to ride up to Jacob McAllen's office.
MTI BUILDING - JACOB MCALLEN'S OFFICE
-------------------------------------
Use the desk and Jacob will enter the room. Select any speech option for both
answers, then say "All right, I give up -- here's the disc and the jewels." to
give him the disc and the jewels. Say "What happened to Cortez?", and he will
say that he had Gordon take care of him. Say "What will you do once you open
the gateway to the Guardian's Realm?", and he says that Gordon will take the
Guardian's place in the tower. Jacob will take April to the laboratory.
MTI BUILDING - LABORATORY
-------------------------
When Jacob asks what April thinks, select any speech option and Jacob will ask
where the entrance to the Guardian's Realm is found. Select any speech option,
and Jacob will leave the room. Suddenly the glass will smash at the left side
of the area and an experiment will walk toward April. Use the computer at the
right side of the room and exit the laboratory.
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