Prologue: A Lion is in the Streets
You start off standing next to a cliff. First walk right and watch the egg
into the tree roots. Then take the twig from the tree. Speak to the tree spirit
and offer to help. Look at the nest on the left of the tree and pick up one of
the scales. Next, walk to the far right and use the branch and the scale with
stream. Walk left and talk to the tree again.
Chapter 1: Penumbra
You wake up in your room. First, open the cupboard and take the small toy
look at it and remove its eye by using the hand on it twice. Then take the
picture and your diary from the table next to your bed. Look at the diary and
remove the timesheet from it. Now, leave the room and talk to Zack on the way
out. Head downstairs. Look on the corkboard and remove the pink note and read it
in your inventory. Get the matchbook from the table and talk to Fiona. After
talking to her, give her the pink note. She'll give you your ring back.
Go outside and look at the machine on the left. Use your ring on the cables in
the top right corner. Now the machine is on you can turn the screws in the
right. The idea is to change the bars until they are all horizontal. Once this
done the green light will come on. Use the valve in the top left corner and then
turn the main wheel. Now you can take the clamp. Take the ring and then leave
machine. Walk off to the right and talk to Cortez. Once continue to the right.
left from here and you will end up at the subway entrance. From here walk to the
park. Then head under the bridge to the academy. Enter and remove the rubber
glove from the bin. Go upstairs and collect the palette and paintbrush from the
counter. Use these on the main canvas. When you are finished talk to Emma and
then leave the academy. Head back through the park to the bridges and then on to
the cafe. Go inside.
Pick up some sweets from the bar and talk to Charlie. When finished head left
look at the poster next to the jukebox. pick up the free tickets. Look at the
tickets to get the address. Walk to the table and pick up a piece of bread then
talk to Emma. When finished talk to Stanley at the bar and give him your
timesheet. When he asks you if you want to work tonight you can say either yes
no. This changes which cutscene you will see at the end of the day, but does
little else. Now leave the cafe and head back to the Border House. Go up to your
room and open the window. Use the bread on the rubber duck and then pull the
chain. You now have a clothesline. Go back outside and back over to the cafe.
Pick up the rubber duck. Now go to the subway. Enter it and use the gene
Buy a weekly pass and wave your cashcard in front of the eye. Enter the main
subway area and look at the sparks in the bottom left. This is caused by a metal
key. Attach the clothesline to the clamp and look at the duck. Remove the band-
aid and blow up the duck by using the mouth on the tube. Use the duck on the
clamp and clothesline. Go back to the key and use this contraption on the key.
Enter the train and look at the screen near the top. Go to Watertown Bridge and
enter the art gallery. Walk right and talk to Cortez. When finished he will
leave. Walk out and go back to the subway. go back to East Venice and then back
to the Border House. Talk to Fiona and at this point if you chose not to work
then you will sit down and watch the video. If you chose to work then head back
to the cafe. Go inside and head left. Now watch the cutscene.
Chapter 2: Through the Looking Glass
You wake up back inside your room the next morning. Go downstairs and talk to
Fiona. She'll tell you that Zack knows where Cortez is. Go back upstairs and
knock on Zack's door. He will tell you where Cortez is. Go to the Subway and
to Metro Circle. Once there, go right to East Gateway. Go down the street and
talk to the fat guy. When finished push the trashcan and talk to the conspicuous
guy. Keep talking to him until he tells you that he wouldn't mind something to
eat. Examine the ooze on the floor then use one of your sweets on it. Give this
sweet to the detective. When Freddie Melon returns head left and pick up the hat
on the street. Go back to the theatre and look at the fuse box. Use the hand on
the fuse box and then the metal key on the key hole. Once it is open use the
aid on the glove and use the glove on the sparks Follow Freddie into the Alley
and walk towards the door.
Look at the shadow on the back wall and place the hat on the garbage that is
causing it. Now place the monkey on the garbage heap and open the trashcan. Use
the matchbook on the trashcan and wait until Freddie comes out. When you get
control again enter the theatre. Go over to Cortez and talk to him. When the
light appears tell Cortez that you will walk through it. Then click on it.
When you regain control walk off the screen to the right and talk to the priest.
Firstly shake your head and then keep listening until you understand what he is
saying. He will then show you Marcuria. Walk down to the stalls and look at the
bird. Talk to the cups handler and the map merchant. You cannot play the cups
game yet. When you have finished talking to them leave and walk to the city. Go
to the City Gates and then to the docks. Walk to the small pier and talk to the
old sailor. Ask him about his chest until he tells you about his Bird. Then ask
him to tell you a story. Now go to the Big Boat in the background. Talk to the
sailor and then head back to the Marketplace and into the temple to talk to
Vestrum Tobias. He'll tell you the most of the background story. Don't worry if
you don't understand much of it. When he has finished go back to him and ask him
about Brian Westhouse. Keep asking him until you find out that he is known as
Rolling Man. Now go to the marketplace and over to the map merchant.
Ask him repeatedly about the Rolling Man and when the delivery boy is fired
to help. He will give you the list and a map. Go to the Big Boat in the harbour.
Talk to the sailor and then give him the map. When he takes it give him the list
to sign. He will refuse unless you play some music. Go back to the city gates
look at the stall on the left of the gates. Talk to the merchant and then give
him the coin. Head back to the boat and give him the list. Now return to the map
merchant and give him the list. He will then give you directions to Brian
Westhouse's Bungalow. Don't worry about the directions he gives, it will appear
on the city map. Go there and talk to him and when you have finished give him
list to sign. As you leave he will give you a pocket watch. Use the pushpin in
the watch. This will open up another shift. When you get back talk to Cortez and
ask him about everything.
When this is finished head over to the cafe and talk to Charlie. Head left and
talk to Emma when she arrives. She will ask you about the date you made with
Zack. You can either go and see Zack or watch the show. Both choices lead to the
same conclusion, so it doesn't matter which you choose.
Chapter 3: Friends and Enemies
Leave your room and talk to Zack outside. When he leaves head over to the subway
and catch a train to Hope Street. Enter the cathedral and walk to the
confessionals. Talk to the priest and ask him where you can find Warren Hughes.
Go outside and enter building 87. Talk to the kid on the stairs. He'll
ask you to break into the Police Department. Accept the offer and then ask him
where the Police Department is. Go back to the subway and go to Metro West.
Look at both of the street signs and then the roadblock. Now use the roadblock
move it. Head down the street to the P.D. Watch the news report. When it is
finished look at the blinking device on the side of the crashed ship. Talk to
cop and when finished walk up the stairs to the P.D. entrance. Talk to the
patrolling cop and when finished head back to where the roadblock was. Look at
the container beside the road and then get into it.
You are now inside the Police Department. Talk to the Sergeant and ask her about
the archives. Then look at the toolbox on the floor near the door. Remove the
sheet of paper. Walk over to the two workmen and ask them about fixing the door.
Then show them the petition form. Look at the petition form and go back over to
the Sergeant. Ask her for the form and give it to the workmen. Now go back and
ask for the other form. Show this form to the workmen and they will finally get
back to work. Look at the two vidphones and get the number of the left phone.
Then use the phone to dial home. When finished go to the right vidphone and dial
the number for the left vidphone. Tell the portly fella that he has a phonecall
and then tell the thin fella that he has a call. Connect the wires together and
the door will open. Attempt to go through and the doors will shut again. Use the
wires again and then look at the shelves behind the sergeant. Talk to her and
her to retrieve the form. When she walks off head through the open door. Use
cashcard in the soda machine and walk through to the locker room.
Look at the names on each locker and then walk to the occupied stall. Switch the
light off and talk to the cop inside. Tell him that you are Sgt. Hernandez and
take the key he gives you. Unlock his locker and look inside. Examine the broken
section of the mirror and take the shard. Read the note underneath. Take his
medicine and look at the receptacle. Return to the stall and give him his
medicine. Talk him into revealing his wife's birthday. When you have finished
talking to him wait for him to sneeze and when his eye falls to the ground, swap
it with the eye from the toy monkey. Go back to the corridor and use the eye on
the retinal scanner. Enter the archives and look at the printer. Now use the
computer at the top of the screen.
Look at Warren Hughes' record and edit it. Then print it off. Look at the name
his sister and search for that as well. Print off his sister's details and
for the remaining information. When you look at the Church of Voltec click on
Jacob McAllen's name. Search for this as well. Click continue and remember the
symbols at the bottom right corner. Log off, collect the printout and use the
control panel at the bottom of the screen. The buttons to press are 11, 16, 1
8. Read the folder returned to get the datacube. Leave the Police Department,
stopping to pick up the screwdriver next to the toolbox. Go back to see Warren
Hughes in Hope Street.
Give him the printout and he will tell you where Burns Flipper lives. Go to the
Newport docks and keep walking until you get to the garage. Knock on the door
three times and talk to Burns Flipper. Go through the door and down into the
Talk to him and then give him the datacube. Listen to what he has to say about
the data on the cube. When finished ask him if he could get a fake ID. Keep
asking him until he tells you about the anti-grav unit. Leave the garage and
at the machine on the right side of the door. Use the can of soda on it and head
back to the cop guarding the crashed craft outside the P.D. Give him the can and
when he leaves use the mirror on the laser fence. Try and take the AG control
unit. Now use the screwdriver on the unit. Go back to the docks and give the
to Burns Flipper. He will get the I.D. ready for tomorrow. Go to the cathedral
Hope Street and listen to what the priest and Cortez are talking about beside
confessionals. When the priest leaves talk to Cortez. Go back to East Venice and
into the Border House. Go upstairs and enter your room. Talk to Charlie and
Chapter 4: Monsters
You start off standing outside 'The Journey Man' inn. Go inside and talk to the
woman. When she walks away a creature will enter. Talk to him. His name is
Abnaxus. He will tell you that you visit him in the morning. When he leaves wait
around until April says that she feels tired. Sit down in the chair and go to
sleep. When you wake up try to leave the inn. The innkeeper will give you some
new clothes and ask that you work off your debt. Agree to work and when you are
finished leave the inn and walk to the city.
Go to the City Green and knock on the door. Wait for Abnaxus to come down the
stairs and then talk to him. Ask him for help on your quest and talk to him
everything. He will tell you about a 'God' who fell from the sky. When you are
done, leave and go to Brian Westhouse's Bungalow. Talk to him about everything
and he will tell you of the flying people. Go to the marketplace and into the
temple. Talk to him about everything and he will tell you of the Enclave. Now,
to the maps merchant and give him the delivery list. He will then give you the
next delivery. Use a coin on the cups game and when you get to chose a cup use
the screwdriver on each cup. Chose the one that moves. You will win a
Now leave the marketplace and head over to the Inn. Ask for Tun Luiec. you will
be told that she is looking for a job. Leave and head down to the small pier.
the sailor to tell you a story about the 'God' who fell from the sky. You will
then learn about the Mermen. Leave the docks and go to the Enclave. Walk into
Enclave and downstairs. Talk to the Priest and ask to look at some books. Read
all of them, especially the book about the winged storytellers. This will tell
you of the island of Alais. When you are finished go back to the big boat in the
harbour. Talk to the Captain about Alais. He'll refuse to let you aboard so go
the small pier and talk to the sailor about getting on a boat. He'll ask for you
to retrieve his bird and in return he'll call in a favour. Go back to the cups
handler and trade the screwdriver for the bird. Give the bird to the sailor and
then go back and tell the Captain about the favour. He will tell you about the
wind and navigator problem.
You can now go to the Road North and a mini-adventure to stop the wizard holding
the wind hostage. Head into the forest and talk with Crow. When he flies off
deeper into the forest and keep walking towards the bridge. You will then meet
Ben-Bandu, who has lost his brother. Talk to Crow again and head back left. You
will now see an Old Woman lying on the ground. Offer to help her up and take her
Enter her house and when she leaves pick up the skull from the table. Use it on
the small window and then pick up and use the broom next to the cabinet on the
cabinet. Now you've found Bandu-uta. Use him with the window. The Gribbler will
return and start to chase you. Use the loose plank below your feet and you will
have defeated it. You are now free to leave. Outside talk to Ben-Bandu and head
off to the Banda Village. Talk to the Elder Mole then Crow and then Ben-Bandu
his brother. When you are finished head into the Spirit Dig and go to sleep on
the bed at the bottom of the screen. Watch the sequence.
Chapter 5: There and Back Again
When you wake up go and talk to the Elder Mole. Tell him you had a Bak-Baar.
He'll give you a piece of the disc. Wake up Crow and go to the swamp on the
right. Continue across the bridge and pick up one of the purple flowers. Go up
the hill and you will find the floating castle. Head down to it and touch the
statue. Look at the bush in the bottom right and use the hand icon on it. Then
use your flute to call Crow. Ask him to pick up some berries. Use the berries
with the purple flower and use this cream on the statue. Talk to the statue and
he will open up the entrance to the castle. Enter it.
Walk to the gargoyle in the bottom right and give it a coin. Blow out the
hands and then place another coin in the hands. Now pick up the salt and pepper
from the hands. Go to the bottom of the screen and turn the hourglass. As soon
you have done this run to where the stairs move. Climb them before they go down
again. Look in the mirror and try to pick up the parchment. Knock on the stone
door and you will reveal another hourglass. Use it and quickly run to where a
section of the floor moves up. Once again cross before it goes back down. Open
the next door and go through. Now use the pepper shaker on the gargoyle face to
lower it. Head through the entrance. Try to head to the tower and you will meet
the evil Roper Klacks. Talk to him and challenge him with a proper challenge.
Then give him the calculator. When he disappears go into the tower and draw back
the curtain. Pick up the vial below the curtain and open the window. Call Crow
using the flute. Pick up the white vial from the bookcase and then move the
on the desk to reveal the blue vial. Take this and examine them all. The white
vial is clouds, the yellow vial is silk, the blue vial is ice and the green vial
is spiders web. Now look at the spell book and look at the first spell. Go to
cauldron and pick up the yellow flask. Pour in the white essence then the green
essence and then the blue essence. Take the potion and leave the tower. Head
to the mirror and use the potion on April. Take the parchment and go back to the
tower. Read the big book and place the parchment into it. You now have the
recipes for the remaining potions.
Go to the cauldron and cook up the second potion. The light-as-a-leaf potion.
the yellow, white and blue essences in that order. Leave the cauldron and use
potion on April. Now you can reach the Red vial near the roof. Pick this up and
go back to the cauldron. Cook up the rest of the potions, which are as follows:
white, red, blue - Wind Potion; red, red, blue - Explosion Potion; green,
blue - Binding Potion. Make these and then leave the cauldron. Us the Bind Magic
Potion on the crystal and then the bang potion. Give the Wind Potion to Crow and
use him on the window. Now head back to the city.
Go to the Pier and talk to the Captain. Tell him you defeated Roper Klacks and
when he says that he still can't go. Use the Wind Potion on him. Now he needs a
navigator. Head over to the 'Journey Man' inn and give the map to the blue
Keep talking to her and tell her about the job. When she leaves head back to the
temple. Go to the back room and talk to Tobias. Tell him that you are leaving
Alais and he will give you a Talisman of the Balance. You are now ready to set
sail. Go down to the Pier and talk to the Captain.
Chapter 6: The Chaos Storm
If you played the demo then this part will be familiar to you. Go over to the
barrel of apples on the right side of the boat and take one. Go up the stairs
look at the orb. Talk to Tun Luiec. Find out about the compass and than talk to
the Captain. Go down to the main deck and you should hear about the Chaos Storm.
Go down below. Eat one of your sweets and use the sticky candy on the flour
When the worm gets stuck pick it up and use it on the apple. Go back to the
bridge and show the apple to the Captain. When he leaves ask Tun if you can
the boat for a bit. When she leaves place the talisman on the compass. Tell her
that you may have strayed off course and she will adjust the heading. Tell her
that the storm is getting closer.
When the storm hits go to the bridge and retrieve your talisman. The Captain
see you and take it off you. Go down below and pick up the axe next to the flour
sack. Use it on the chest. Now look what you've done.
Chapter 7: A Deep Blue mirror
Talk to Crow until he flies off. When a small head appears to the right of the
wreckage. Look at it, try and talk to it and then try to reach it. Look at the
left drawing and then the right drawing. These tell you how to breathe
and how to understand their language. Now look at one of the walls and use the
mouth on them. Take a polyp and use it on April. Now you can breathe underwater.
Use the pushpin on April to get some blood. Leave this room using the exit hole
at the bottom. Swim left and open the shell. Take the black pearl. Head to the
city and take some of the green stuff from the wall. Return to the breathing
house and use the blood with the green stuff. Use the black pearl with this and
swallow it. Go to the city and take the crystal from the wall. Talk to the
Merperson and learn about everything. When finished show it the crystal and
leave. Look at the seaweed to the left and push it. You will find another
crystal. Push the seaweed again and pass through into the cave. Pick up the
crystal closest to you and then the other crystal. Now look at the altar.
The crystals need to be placed into the correct slot with the sides pointing to
the correct slot. don't worry about the side facing the slot it is in. The first
crystal must go in the bottom right slot. Rotate it once. The second crystal
in the top left slot. Rotate it once. The third crystal goes into the top right
slot. Rotate it twice. The fourth crystal goes into the bottom left slot. Rotate
it twice. Now you need to rotate the inner rings. The fire ring must be at the
top left, the bird must be at the top right and the Maerum must be at the bottom
right. The altar will now open and light up the room.
Read the drawings on the walls and look at the symbol on the wall to the left.
Leave here and head back to the city. Tell the Merperson of your findings and
will be allowed to take the spear. Take it and leave the city. Head right past
the breathing house and you will find the shipwreck. Try and enter and you will
be pushed away by the Snapjaw. Use the spear against it and you will kill it.
the hand icon on it and you will remove a tooth. Enter the wreck and take the
talisman. Go back into the cave and use the talisman on the symbol. Look inside
the niche and then reach into it. Go back to the merperson and hand over the
Snapjaw tooth. Then hand over the half of the stone disc. Then show it the
talisman. Finally talk to it.
Chapter 8: Reunification
You find yourself on a beach. Pick up the rope from the debris and then use your
flute. Talk to Crow and then use him on the jungle. Go to the volcano and look
the large tree in the background. Go back to the jungle and then to the large
tree. Walk to the centre of the screen and watch the scene with the stickmen.
Talk to them and find out about Q'aman the giant and the telephones. When
finished head back to the beach and walk left to the path. Use the rope on the
rope on the sapling and head down into the hole. Look at the nests and then
down. Look in the rubble and then pick up the key. Look at the sea and then
back up and out. Pick up the rope and walk right twice until you see the giant
crab. Look at it, talk to it and try to remove the shell. Now go to the cliff.
Look at the remains of a fire and the water. Return to the volcano and look
inside the big mouth. Use the key in the keyhole. Turn it and look in the
telescope hole. Keep turning it until the symbol at the top right goes back to
the beginning. Remember which symbols relate to which views through the
telescope. You should find that the Arrow to the right relates to the Ruins
phone, the circle with two lines out the top relates to the cliff phone, the A
inside a pair of brackets with lines coming out of either side relates to the
volcano phone and the sort of S-shape relates to the Large Tree phone.
The idea is to bounce your phone message between the phones and around the
island. You cannot get a direct message because they are all broken. Take the
back and head to the Ruins. Look at the base of the statue and insert the key
into the hole. Turn the key to the right until the cliff symbol is shown at the
bottom and turn it to the left until the Volcano symbol is shown at the top.
the key and head to the cliff. Look at the base of this statue and insert the
key. Turn it to the right until the Tree symbol appears at the bottom (about 6
turns to the right). Then turn it to the left until the Ruins symbol appears at
the top (about 3 turns to the left). Take the key and head up to the Large Tree.
Look at the statue base and insert the key. Turn the key to the right until the
Tree symbol appears at the bottom (about times 6 to the right) then turn it to
the left until the Cliff symbol appears in the top (about 2 times to the left).
Now take the key and look up. Shout into the ear and the giant should wake up.
Talk into the ear and convince the giant that you are his friend. He will tell
you where he is. Go there and talk to him. Ask him about the Orlowol and tell
about the hurt one on the beach. He will then go to the cliff.
Follow him and talk to him. When he talks about a lure give him the candy
wrapper. Go back to the large tree and climb it. Look at the crossbow. Climb
and talk to the stickmen about it. Tell them that the noise has stopped and then
follow them up the tree. Talk to Stickman Wick. Now return to the cliff. Pick up
the fish bone and the rod. Talk to the giant and then return to the crossbow.
Give Wick the fishing line. When they have finished talk to Wick. Then connect
the fish bone to the rope and use it on the lunar cannon. Pull the lever and you
Talk to the Alatien and he will refuse to help you across. Now use the wind
potion with the updraft and the light-as-a-leaf potion on April. You will now
across the gap. Head through the tunnel and then towards the castle. Talk to the
little girl and then to the young woman on the far right. Tell the woman that
will find out if the guard likes her. Now try and enter the castle. You will be
stopped. Return to the updraft and talk to the guard. Ask him about the Alatien
woman and then ask him to tell you his story. Go back through the tunnel and
to the Alatien sitting there. Get him to tell you his story and then go back to
the child. Ask her to tell you her story and then ask the woman to tell you her
story. Return to the castle and answer the guards questions. The answers are
always the answer above 'I've no idea'. Even if you didn't actually read the
stories they told you it is still obvious which the correct answer is. Now go
inside the castle. Talk to the Teller. You will now reunite the two peoples and
receive another part of the disc.
You will find yourself in front of a large rock. Move some of the sand away and
look at the small orifice that appears. Speak into it and then enter through the
large orifice at the top. Touch the protrusion. Now talk to the Dragon. You will
receive the blue jewel and be taken to the Dark People. Talk to the figure and
you will be given a map to the Guardian's realm and another part of the disc.
Chapter 9: Shadows
When you arrive at the pier try walking to the city. Watch the sequence and you
will find yourself standing in the Cathedral. Talk to Father Raul. Ask him
everything and then leave. Go back to East Venice and the Border House. It
doesn't matter what you say here. The result will still be the same. When you
regain control talk to Zack. Now open your window, look outside and jump.
Drink the rest of your potion and head off the screen to the right. Go to the
cafe and watch the sequence. Talk to the old woman.
Chapter 10: Rebirth
Back in Arcadia. The inn is deserted so go to the city map and head to Brian
Westhouse's Bungalow. Talk to him and then go to the temple. You will find the
doors locked. Go to the city green and knock on the door. He will give you the
remaining part of the disc. When he leaves go to the Enclave. Head to where the
dragon's mouth is. Place the stones in the small circles around the outside. The
Dark People's stone goes into the bottom hollow, the Venar stone goes into the
Left Hollow, the Alatien stone goes into the top hollow and the Banda stone goes
into the right hollow. Use your flute and use Crow on the Dragon's mouth. Now
head downstairs. Use the wheel next to the water. It's stuck so talk to the
Priest. Ask about everything and he will unlock the wheel. Try turning it again
and the water will drain away. You can now pick up the stone disc. Leave the
Enclave and watch the cutscene.
Chapter 11: Kin
You are now back in the Academy. Pick up the Paintbrush and Palette. Use them on
the canvas. Watch the sequence and you will receive another jewel. Now you
to the Cathedral. Go to the subway and head to the docks. Go back to Burns
Flipper. Talk to him and give him the starmap. Go to the subway and Metro Circle
Exit left and use the elevator.
Take the pizza box from the garbage bin. Look at the clothes store to the left
and enter it. Now that you have a change of clothes you can get onto the
When it arrives ask the cop where the MTI building is located. Then exit to the
street. Talk to the receptionist and then show him the pizza box. When you get
McAllen's office search the desk. Talk to McAllen when the alarm goes off and
then watch the sequence.
When you get control look at the computer and use it. Run out of the door at the
top left. Run to the bottom of the screen. Talk to Cortez and then watch the
sequence. Go back into the lab and look at and use the computer. Take the
elevator and then the main elevator in McAllen's room. Go all of the way back to
Burns Flipper's garage. He will show you where the realm entrance is. Go back to
Metro Circle and take the elevator up. Exit to the tubes and talk to the
representative. Tell her that you would like to register as a colonist.
Chapter 12: Dreamland
Try and open the door to the ladies' room. It's locked so open the door to the
men's room. Look at the dispenser and use your cashcard on it. Move the trashcan
out of the way and use the coin on the grill. Now remove the grill and enter the
passage. Look at the screen at the bottom left and click on Service Duct Exit
Look at the security camera and then pull out the cable. When the guard comes go
back into the Service Duct, look at the screen and go to Exit #2. Drop the
Instant Heat into the Coffee Mug and return to the duct. Stay at the Exit #2 and
watch the guard drink his coffee. As soon as you can search the coat and take
key. Look at the security board on the left. Select the Guard at the Cell Block.
Order him off-duty. Look at the computer behind the coat to find the cell number
for the old Guardian. Now leave the security office through the door and head
down the far corridor. Open the sliding cover of lock 5 and use the key on it.
Exit left and go back inside the security office. Look at the security map and
order the guard in the rest area off-duty. Now order the guard in the airlock
duty. Go back to the cell block and exit right. Exit right again. Talk to Adrian
and press the Red button. Look at the pod on the right and then look at the
panel. It's missing an oxygen filter. Go back to the security office and order
the rest area guard off-duty, then order the cargo bay guard off-duty. Leave the
office and exit down the left corridor. Enter the cargo bay, look at and use the
computer terminal on the right. Look at all of the boxes until you find the
correct box. It's at the very back. Use the hand icon on the box and go back to
the security office. Send the Rest Area guard off-duty and the airlock guard
duty. Go back to the airlock and replace the oxygen filter. Now talk to Adrian
and press the button. Launch yourself and watch the cutscene.
Chapter 13: The Longest Journey
You are now in the Guardian Realm. Look at the pod and then walk into the
In the next screen you will see Adrian's pod, but he isn't around. Keep walking
towards the tower. You will be confronted by the Chaos Vortex. Use the Bind
Potion on the Talisman and then the Talisman on the Chaos Vortex. When it
disappears click on the far side of the chasm and then continue towards the
Tower. When you regain control use the ring on your father. When you are back in
shape walk to the tower.
Use your flute to call Crow. Use him on the Cone Structure and when he returns
use him on the canyon. Next, use Crow on the Well of Making and then on the
Canyon. Now walk along the Mist Bridge. Use the hand with the Well of Making and
then use the Stone Disc with the Well. Use your hand with the Hand. Watch the
sequence and when you regain control use the talisman on Gordon.
You can now watch the Epilogue: Threads.
Congratulations you have finished The Longest Journey and now have access to The
Book of Secrets. It is also possible to access the Book of Secrets from within
the game. I'll let you figure this one out. Sit back and hope for another
adventure game from FunCom.