Journey (Mediagenic/Infocom)

Last modified on April 19th, 2005

Journey

Solution:

Due to this game`s linear structure and the fact that you usually can`t return to a location, maps are not available with this solution. There are three random elements:

  1. The color of the residue left by spells.
  2. The cave numbers assigned to the runes in the magic mill.
  3. The names of characters.

Lavos:

Background. Start by getting advice. Enter and examine the map. Reply and buy the map. Exit, proceed, then enter. Look around and examine the customers. Buy drinks twice. Exit, accept, and proceed.

Going to the Hermit:

Get advice. Scout, go right, scout. Examine the bodies of Esher and Praxix. Proceed, scout. Follow the smoke. Examine the hut. Knock, tell the truth. Examine the hermit. Look around, then exit.

The Coming Storm:

Tell the Legend of the Wizards. Magic (note color of residue left by elevation spell). Examine Praxix' bag. Examine the lake. Proceed. Examine the stream, where you'll find Esher. Get advice. Find gold twice. Cast elevation at Tag.

Minar`s Disappearance:

Get advice. Enter the lake and dive. Scout, proceed. Enter the cave and cast a glow on the staff. Proceed, examine the pool. Get advice and enter the pool. Leave the tube and hide. Examine Minar.

The Blue Amulet:

Go left from the wide path. Pick up the torch. Go back, right, and examine then pick up the blue amulet. Proceed and pick up the cover. Drop the blue amulet. At the junction there's a smelly pool. Dive in and pick up the blue amulet. Surface and go back, back, to the cave. Tell the Legend of Nymphs.

The River:

Proceed, scout, go upstream twice. Build a raft then launch it. Cross the stream four times.

Sunset Mountain:

Scout. Cast a glow on the map. Examine the map.

The Caves of the Dwarves:

Scout. Look around. Get help. Tell the Legend of the Dwarves. Gates and Reth A-Zar. Enter and proceed. Stand twice. Parley and tell the truth. Accept. Tell the story of gates, caverns, Orcs, and elves. Proceed. Tell the story of sun towers. Tell the Legend of Elves and Bern I-Lan. Proceed.

The Runes:

Examine the runes (Hurth). Enter and scout. Go left (or right), and cast flare. Cast elevation on anyone present. Scout, right. Get advice. Examine the Orcs. Fight. Flank anyone present. Cast mud. Do combat three times. Return, and examine the brown amulet.

The Terror at the End of the Road:

Proceed three times. Go back and cast tremor.

The Sun Towers:

Go up, left and get advice. Cast elevation on anyone present. Cast wind (again noting the color of residue and combination of essences used in the spell). Leave anyone present and go up. Look around and pick up the spyglass. Go down, right, and exit.

The Forest of the Elves (Bergon):

Get advice and split up. Proceed and examine the trees. Return.

The Forest (Praxix):

Proceed and examine the stump. Save your game. Cast lightning (noting the combination of essences used). Restore your game. Cast tremor and go down and back.

The Forest and the Fire:

Praxix route. Go down and proceed. Examine the walls (Praxix and Esher). Proceed and go left or right (four times), then up. Get advice at the elf home. Examine the fire and the elves. Follow the elves. Examine the fire and the elves. Cast rain.

Back to the Caves:

Scout. Get advice. Take the northern route. Enter and confront the inhabitant(s). Tell the story of Agrith and Cedrith. Get advice and go down twice. Scout this level and get advice.

Around the Orcs:

Go around the Orcs. Go right and examine the runes (Praxix). Speak "Lorem". Go left and back.

Past the Orcs:

Go past the Orcs and cast tremor. Cast elevation on himself. Proceed, scout, proceed. Cast tremor and do combat twice.

Healing Bergon:

Examine Bergon. Mix reagent with water essence. Use the mix on Bergon. Proceed.

The Mines:

Scout then enter the tunnel. Scout, then go left. Scout the old mine. Examine the walls (Praxix). Get advice. Go back to the new mine. Enter the cleft. Examine the walls (Hurth). Go back and enter the cleft. Examine the walls (Praxix). Examine the miner (Esher). Examine the miner's sack (Hurth). Twice ask the miner about Orcs and ask about the mine. Pick up the red rock, and go back twice.

The Tomb:

Go up, right, and you come to a crude path. Get advice. Examine the crack. Go down. Select Hurth. Jump. Look around. Climb up and examine the key. Go back to the ornate path. Examine then open the door. Examine the vault and runes (Hurth). Mix the reagent with the fire essence, then use the mix on the vault. Examine the coffin. Examine the white stone. Go back twice.

The Ancient Forest:

Proceed three times. Cast flare (noting the residue color and combination of essences). Scout, proceed.

The Magic Mill (Praxix):

Ask the tree about the paths and location. Examine the talking tree. At the milky way, examine the mechanism. Cast glow on the staff, and go down, left, down, then up. Proceed three times. Go back three times, and examine the device. Save your game.

Teleporting the Pick Ax:

You`re trying to teleport the pickax in the second cave counting away from the control room into the first cave. This is a random puzzle. The first dial means "from" and the second dial means "to". There are six caves and six runes in all, but you only have access to three. The runes can go clockwise or counter clockwise. Set the left dial to (position). Set the right dial to (position). Push button and wait (when you've successfully teleported the pick ax, you`ll see a glint through the control room window in the first cave. If you fail, restore your game and try again. Go back to the pits, and go down. Pick up the pick ax, and mine rock. Save your game here! Return to the control room and teleport yourself from cave one to cave three. Set left dial to (position). Set right dial to (position). Push the button. If you fail, restore your game and try again. Go back to the pits, and go down. Follow the light.

The Ruins:

Examine the water and bridge. Cross the bridge and proceed to the tower. Go up and accept. Tell the story about the castle. Go down and examine the stones. Mix the reagent with the fire essence. Use the mix on the stones. Go back to the courtyard and the moat. Swim in the moat, then return to the courtyard. Cast rain.

Hurth's Toxic Allergies:

Proceed. Examine Hurth (Esher).

Captured by Orcs:

Proceed. Free him. Get advice. Follow the Orcs. Get advice. Scout. Check your inventory. Use the red rock. Run for it!

The Demon:

Proceed. Examine the shadow (Hurth). Hide. Mix the air essence with the water essence. Proceed.

Umber and the Mudwargs:

Stay. Ask Umber about the Mudwargs. Get advice, then examine Unber's sack. Mix the black reagent with fire. Use the mix on the staff. Leave.

Zan's Curio Shop:

Scout. Examine the emporium and curio shop. Look around the curio shop. Reply. Examine then buy the gray stone. Trade the spyglass. Proceed.

Zan's Tavern:

Order a meal at the tavern. Examine the other table. Get advice. Cast invisibility. Twice eavesdrop, noting the name of the drunk mentioned, which is different each time. Exit.

Wharf:

At the wharf, say "yes". Give the name of the drunk that was mentioned in the tavern. Get advice. Zephyr. Tell the truth, and accept.

Inn:

Check in at the inn. Accept. Exit and camp out.

In Jail:

Examine your cell. Escape. Call the sheriff. Mix the gray reagent with the fire essence. Cast tremor. Examine the sheriff. Use the mix on the sheriff.

On the Ship:

Scout. Examine the twin isles (Esher). Examine the sky and crew (Praxix). Relax. Climb the mast and examine the boat (Esher). Cast elevation Tag. Cast wind.

Misty isle:

Examine Praxix. Pick up Praxix` pouch. Save your game! Figure out the correct combination of colors for coarse and fine, using the colors from the residue left with the spells that you previously noted, the combination of essences used each time, and the process of elimination.

Lightening equals water essence plus fire essence and a pinch of earth essence.

Mix (essence) with (essence). Add a pinch of (essence), and cast the mixture. If you fail, restore your game and try again.

Return to the Journey index entry