The Longest Journey Walkthrough
(The following walkthrough is by Jim Blanchard, and remains his
copyright. The original version is hosted at CanofWorms.com.)
Introduction
The Longest Journey is a trip through/between two worlds: Stark, a
world governed by science and logic, and Arcadia, a world of magic and
mystery. You play 18 year old April Ryan. April has the ability to
shift between the two worlds, although at the beginning of the game
she doesn't know it. The balance between the two lands has been upset
by the disappearance of the Guardian of Balance. As April, you must
traverse the two worlds to discover the fate of the Guardian and
restore the balance.
This game seems to be a level above most adventure games being
published nowadays. It is also pretty non-violent. There are few
action sequences and no combat.
Be ready to shift gears as you play this game for it has an
excitingly rich story line. The depth of the two worlds, Stark
and Arcadia, are presented to the player through lengthy and absorbing
dialogs between April and the characters she meets. The Longest
Journey is not a game to be played quickly. Play it leisurely
and with your full attention otherwise you will surely have less than
the full experience.
Prologue
1. Move to the far right until the screen scrolls to the view where
there is an earth tremor and the egg rolls down onto a branch hanging
from the cliff edge.
2. Take the twig from the left side of the tree. Listen to the tree
and then talk to it.
3. Take the scale from the nest that’s to the left of the
tree.
4. Go right one more screen to the stream. Use the branch and then
the scale on the stream to divert water to the tree.
5. Go back one screen to the left until you can see the egg. Talk
to the tree then watch the animation that ends the prologue and starts
chapter one.
Penumbra
1. Take the diary and the picture from the nightstand at the end of
the bed.
2. Open inventory and look at the diary. Take the timesheet from
between the pages.
3. Open the closet and take the toy monkey (Constable Guybrush)
from the box on the lower left.
4. Examine the monkey closer and take out the eye.
5. Leave the room and go downstairs. April can’t avoid Zack the
Jerk in the hallway so go through the dialogue but don’t promise to
go out with him.
6. Once downstairs go to the corkboard. Take the pink note from
the upper right-hand corner and read it.
7. Give the note to Fiona who is sitting on the couch and she gives
you the ring.
8. Take the matchbook from the coffee table.
9. Leave through the front door and head to the right. Talk to
Cortez who is sitting on the bench. He tells April he knows about her
nightmares and cautions her to be careful.
10. Continue off the right side of the screen and go to the
Bridges. From the Bridges, take the exit leading to the Park.
11. In the Park, take the exit that leads to the Academy.
12. Enter the Academy and you’ll see a trash can with a yellow
glove hanging on the lip. Take the glove.
13. Go upstairs and take the Paintbrush and Palette from the shelf
on the wall left of the sinks.
14. Use the Paintbrush and Palette on the Canvas on the easel.
15. Soon Emma arrives with a message for April. Talk to Emma and
find out that Cortez wants to meet April "where children
visualize their dreams."
16. After talking to Emma leave the Academy. Go back through the
Park to the Bridges and take the exit to the Café.
17. Notice the "Mystery Door" at the head of the steps
left of the Café entrance. Enter the Café and take some candy from the
candy jar on the counter.
18. Talk to Charlie, the guy behind the counter.
19. Go left into the next room and talk to Stanley, the guy in red
sitting at the bar. Keep asking to get paid until he asks for the
timesheet. Give it to him then threaten to quit when he stalls. You
need the money for the subway. After he pays you don’t agree to
work that night.
20. Go to the juke box and read the poster to the right and
discover where to meet Cortez. Take a complimentary ticket from the
lower right of the poster. Go in inventory and look at the ticket to
find out where the Gallery is.
21. Take some bread from the breadbasket on the table in front of
where Emma’s sitting. Talking to Emma and Marcus is optional.
22. Exit the Café and go back to the Bridges then take the exit to
the Boarding House.
23. At the entrance of the Boarding House, go left one screen and
look at the machine there. At the left top of the screen are two
cables (wires) hanging in front of a rusty flanged pipe. Use the Gold
ring on the two wires to make a connection.
24. Below the wires is a red light. Below the red light are two
yellow things identified as "left screw" and "right
screw." Below them are four elongated blue levers. You have to
get all the blue levers in the horizontal position. Underneath each of
the blue levers is a light.
25. If you click on the left screw one of the lights below a blue
lever will turn red. That means that lever is locked. If you then
click on the right screw, the other three blue levers turn. By
alternatively locking different levers and turning the other three you
can eventually get all the blue levers in the horizontal
position. It’s not difficult, so mess with it until you get it
right. When you are successful, the red light above the left and right
screws will turn green and you’ll hear a humming sound.
26. Locate the Valve on the left side of the screen. It’s on top
of a gray bottle just left of the round wheel. Turn the Valve and the
needle of the Pressure Gauge will drop. Now turn the Wheel and water
will drain from the Water Tank left of the gauge. Take the red-handled
Clamp from the hose.
27. Enter the Boarding House and go to April’s room. Open the
window and look outside. Down below you’ll see a rubber ducky and a
clothesline. Click on the clothesline so it falls into the water.
28. Use the bread on the Rubber Ducky and watch the sea gull
puncture it.
29. Pull the chain to bring up the clothesline and get it into
inventory.
30. Leave the Boarding House and go back to the Café by going to
the Bridge and taking the Café exit.
31. On the Café screen you’ll find the Rubber Ducky stuck in a
grate in the lower left of the screen. Pick it up, go in inventory and
look at it and remove the Band-Aid.
32. Go back to the Bridges and take the exit to the Subway.
33. Once down in the Subway, use the Gene Scanner. Click on the
button labeled "Week". Take April’s Cashcard from
inventory and click it on the Lens. Exit the Gene Scanner screen and
walk onto the platform.
34. Look at the sparks coming from the tracks in the lower
left. April discovers there’s a key down there.
35. I’ve seen warnings about a possible bug at this
point. It’s not certain that it exists in the English version but
to be safe get the key this way. Save the game. Go into inventory and
do the following quickly. Blow up the deflated Rubber Ducky by
clicking on it then selecting the mouth icon. The Ducky has a hole in
it so it immediately begins to deflate. Quickly place the Ducky on the
Clamp then the Clamp on the Clothesline. Use this contraption on the
Key to get it. The inflated Ducky holds the clamp open, when it
deflates the clamp closes on the key. If you are slow and the Ducky
deflates before you get the key, you can remove the Ducky from the
contraption by clicking on the contraption and then using the hand
icon on the Ducky in the close up. Then reassemble the contraption and
get the key.
36. Enter the Subway. Directly above April’s head is a subway
map. Click on it for an enlarged view then click on the Watertown
Bridge picture.
37. Once out of the subway go off the right side of the screen and
enter the building. Inside, go to the right until you see Cortez and
have a long talk with him.
38. After Cortez leaves go back to the Subway. Click on the picture
of East Venice.
39. Exit right and go back to the Bridges then to the Boarding
House.
40. Mickey and Fiona are on the sofa. Talk to Fiona then
Mickey. They’ll talk you into watching a movie with them during
which there’s a strange occurrence that leads to the next
chapter.
The Longest Journey > Page 2
© 2000 by Jim
Blanchard
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