"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""
                         -Inspired By Jules Verne-

  MMM      MMM ,:MMMMMMMM2   MMM    MMM      MM            MMM       MMMMMMM
   MM      MM  aMMMW0MM0SWa,  MM    MM       MM         MMMmmmMMM     M
    MM     M   MMWMMr 8M8aX7   MM  MM       M  M       MM       MM    M
     M    M   iMMMMMMZZZZ. :.    MM         M  M      MM              MMMMMM
      M  M     MMMMM, BaS  ;Xr;  MM        MMMMMM     MM      mMMM    MMMMMM
      MMMM     irX@MMM0 r7iZ8r,. MM       M      M     M        M     M
       MM    .iS:     ,i7r7S2S;  MM      M        M     MM     .M     M
       MM     ;Xi  ii:::iX. ,7r  MM     MMM      MMM      MMMMMX     MMMMMMM


                         -A Journey Beyond Reality-

FAQ/Walkthrough
PC 2005

Version:        1.0     released on the 14th of January 2008
Author:         odino   http://www.gamefaqs.com/features/recognition/47976.html
This guide is EXCLUSIVELY available at GameFAQs.

============================================================================.
| .========================================================================. |
| |                           TABLE OF CONTENTS                            | |
| '========================================================================' |
|============================================================================|
| 01.) Introduction                                              |   G0100   |
| 02.) Basics                                                    |   G0200   |
|----------------------------------------------------------------+-----------|
| 03.) Walkthrough                                               |   G0300   |
|----------------------------------------------------------------+-----------|
| 04.) FAQ                                                       |   G0400   |
|----------------------------------------------------------------+-----------|
| YY.) Version History                                           |   GYY00   |
| ZZ.) Credits & Thanks                                          |   GZZ00   |
'=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-'

===============================================================================
01.)                    INTRODUCTION                                 G0100
===============================================================================

Welcome to 'Voyage' for the PC, released by Kheops Studio in 2005. It is also
known as 'Journey to the Moon' in Europe and possibly some other regions in the
world.

The walkthrough is complete but does not give you the maximum of 999 points. It
is rather difficult to find EVERY single point in the game, and I do not plan
to keep track of it. If anybody wants to send me a large chunk of information
to gain more points, then I may append them in an extra section.

Suggestions, comments or errors - tell me about it. Enjoy!


===============================================================================
02.)                    BASICS                                       G0200
===============================================================================

Check your manual on how the game works, this is NOT a manual ;) One hint
though: left click to skip dialogue and sequences. This will certainly come in
handy during the long course of the game.

You can die in this game, but you always return to just before for another
chance. You can not get stuck in the game at any point as it will then return
you to just before something went wrong.

This is a very non-linear game. For one this means the walkthrough is mainly
useful for when you are following it all the way through. If you are stuck in
your own game, search through it for keywords and you may know what to do.

I always recommend exploring on your own in any adventure game. This is no
different, but it is even more important to get the hang of where you are and
what is going. The puzzle solutions in the walkthrough skip logic, and you will
often find yourself doing something you were supposed to read about on some
slab, scripture or be told by somebody. It is more fun that way, too!

The game uses an intelligence score (you will not see it until later in the
game). It keeps track of what you have explored, discovered and actions you
undertake. You do not need to have a high score to finish the game, but as I
have said before, explore a bit to find more than the walkthrough holds.


===============================================================================
03.)                    WALKTHROUGH                                  G0300
===============================================================================

Shell
`````

When you gain control, click on the man on the left, then click on the man on
the right. Finally, click on the newspaper article hanging on the wall.

Select the short strap holding the wrench and pick the wrench up after it has
fallen. Use it on the bolts that hold the plate at the floor porthole.

Select the man on the left (Barbicane) and check the blood stain. Pick up the
key that fell down and open up the cabinet above. Take the monograph book on
the left side, as well as the bag of chlorate of potash that was behind it.

Turn around and check the O2 meter. You will see it falling slowly. This is one
of the first timed events that will happen onboard the shell. You may as well
do this now, but you can wait until Michel complains about suffocation. Click
the wire frame above the flame to move it. Dump the chlorate of potash in the
frame and move it back. The O2 will rise back to mid-level.

The next timed event will come up soon, when the gravitation will make you
float along with all the potassium droplets. When this happens, get the can and
funnel floating around and combine them in your inventory. Use the can +
funnel, use it to point at the potassium droplets floating around. When you
have them all, everything is back to normal.

The next event will just be arriving in the moon orbit, but there is no time
limit on anything until then nor once you have arrived.

Open up the cabinet again, then take the small knife, cartridges, powder keg,
three food cans, the two rockets, two raffias as well as the vine plant. Open
up the shudder at the bottom ride inside the cabinet, but only select the left
glass.

Return to the left body, read the note in his hand and check out his wallet.
Grab the hat and use the knife on it to find another letter. Use a raffia to
wrap the body up again, then take the body bag.

Click on the right body to unwrap it. Examine his mouth for the poison. Take
the shotgun, check the wallet and wrap the body up with a raffia. Take the body
bag as well as the can opener underneath.

Walk over towards the sink and check the rooster. Pick up the burnt note lying
next to it. The rooster will most likely be suffocating (or soon) so remove the
wire frame once again, turn the valve for the flame until you get a small
yellow flame (not the large yellow one). Use the burnt paper on the flame to be
able to read it, then switch it to the large yellow flame and move the frame
wire back. The oxygen should now be ok for both you and the rooster. Check on
it just to make sure.

Open up the cabinet once again, then select the CN bottle and examine the right
wine glass. This should take care of all the Investigation items.

Combine the small knife on the cartridges to get the powder. Use the powder on
the empty blue rocket.

Near the porthole, move the two small rocket slides on each side and insert the
rockets accordingly. Open up the porthole and quickly dump both body bags
before it closes again. Also dump the shotgun while you are at it - you will
not need it. You might be asking why bother taking it in the first place, well
it is to lighten the shell which we need to do for it to land safely on the
moon. If it is too heavy, you will crash. For that reason, use the wrench on
the bolts to remove the metal plates on both windows as well as the ceiling
which you can reach by climbing the ladder. With all three gone, it is time to
land.

Press the button next to the porthole and if Michel says the shell is still too
heavy you have to look into your inventory for anything you can dump into the
porthole, such as the vine plant. When the speed is in the yellow area you are
safe to land. If you still need something to dump, check the cabinet.

Leave the shuttle.


Moon:
`````

Take maximum three green fruit you see, walk left to the edge and turn around
to find a yellow fruit. Point the cave high up on the side of the mountain and
leap. You have to hit the small yellow bar or else you fall (do not worry, you
can just try again). Pick up the tree coins and three of the blue fruit as they
float by. Notice the water supply, lava "stove" as well as soil. The soil here
cannot be taken.

Leap to one of the blue pillars you see down in the crater. When you have
jumped a specific route, you do not have to re-do the yellow bar action, but
for now you need to explore them all. Jump to the middle area of this plant-
filled area where you see a large blue light. First thing you will notice is
the shell plate you unbolted earlier, pick it up.

Walk to the nearby machines where you will find more coins. Also take three
blue reeds. You can use the telescope with one of the coins if you want.
Continue on to the next screen, going down the steps here. In this room you can
find some potting soil (take three as usual), yellow fruit (take two more) and
lunar raffia (take max as well). Leave the room via the steps opposite of where
you started. In this room, get close to the alien head display and look at the
panel right next to it. Click the left handle twice, right one twice, left once
and finally the right twice. Turn the switch that is revealed. You are now free
to leave this area.

You now have the starting equipment to get more colored fruit, and also know
where to find soil, raffia and where the lava is for heating the pan. This is
all used for breeding hybrids and cooking compote.

Hybrid: Two seedling plants joined together. Combine soil + fruit to get a
       seedling. Do this for another colored fruit as well, then combine both
       seedlings with raffia to receive a hybrid.

To get to each area in the crater you must have 5 different hybrid. I
personally make all five and put them on an extra inventory page for easy
access. Some of the areas also contain an alien. They will need to be fed a
compote.

Compote: Mix fruit A + fruit B in the pan. Use the pan on the lava up in the
        cave to cook a compote. You can only keep one around so if you made
        the wrong one, eat it (click it on Michel's picture) and use a glass
        of water to get rid of any unwanted effects or just empty the pan with
        the [] button.

Now that you know these two things, here is a list of what areas need to access
them. Click on both plants with the hybrid to scare them, then walk through.
Simply feed the alien a compote so it turns around.

Plants:        | Hybrid:        | Alien: | Fruit/Item(s):
---------------+----------------+--------+-------------------------------------
Purple + Red   | Yellow + Green |        | Yellow, Green
Red + Blue     | Green + Purple |   A    | Green, Purple, Plugged Conch
Blue + Yellow  | Purple + Red   |   B    | Red, Purple
Yellow + Green | Red + Blue     |        | Blue, Red
Green + Purple | Blue + Yellow  |        | Blue, Yellow

Alien A: Purple + Green Compote
Alien B: Purple + Red Compote

Go to each area and see if any shell items have dropped, as well as collect
plenty of fruit for every plant. Take the plugged conch and pick up some of the
viscous secretion the aliens drop. You do not have to keep a massive amount of
the fruit, as you can soon pick it up much more conveniently.

Up in the cave, mix up a Blue + Yellow compote. Use it on Michel and the screen
turns green. Clicking on the unknown ideograms will now tell you more about
them. Learn all you can in the area from now on. Leave this effect on for now,
even if it seems annoying. Mix up another Blue + Yellow compote and go up the
hill to the top. On the way you can also learn ideograms on each rock. Go back
down though, and make a hybrid by using the Vine Plant from the shell and a
Blue seedling. Plant this hybrid into the soil at the cliff to make a shortcut
up to the top.

At the top, look towards the crater and see a metal machine. Clicking on each
panel alters its color. See the colors of the plants down in the crater? Make
them the same on this machine, i.e.
      PURPLE
RED             GREEN
  BLUE    YELLOW
Take the gear you made. Re-do this process but this time switch the bottom rows
so it looks like
      PURPLE
GREEN           RED
  YELLOW  BLUE
Take this second gear as well. Turn around and give the alien the compote you
made earlier. It will let you pass. Insert one of the gears into the panel next
to the door and pull the handle. Through the door, look at the wall on the
right. You should still have the green effect going to learn some more
ideograms, else make another compote. Notice the three ideograms in the center.
Go to the large gate and use the panel next to it. Input the three ideograms I
just told you about to open it. It will close when you go through, but do not
worry about it.

Run along this path and look at the metal box on the left. Use the can opener
on it. It will break, but you will not need it for anything else. Take the
large iron bar, Selenite key, lunar tool and the leakproof globe. Use the iron
bar on the sarcophagus left of the gate as you face it. You can open this one.
Inside you will find a a large mechanical arm and a damaged flute. Take all
these things. To leave the area you have to check out the pad on the right of
the gate. This is a small puzzle. The shapes represent numbers, which you can
find looking at the sarcophaguses. But of course I can simple tell you what
they are:
 8   3   7  10   6
 9  11   5   4  12
Note how two of the shapes have a blue light underneath them. The blue light
means 'addition'. Thus, if there is a light underneath shapes 5 and 4, you are
to press the shape representing 9. Each time you get it right, the small metal
sphere opens a little. When it is completely opened, the gate will rise. Get
out of this place and turn right to the door. Insert the second gear you made
earlier and pull the handle. Before going down, get another gear made at the
hilltop lookout. Down in the new area you will find a hopper as well as an ax
next to the machine. Turn around and press the button next to the small room,
which is actually an elevator. When it comes down, step inside and insert the
Selenite key you picked up into the hole it fits. Press one of the lit buttons
next to it to descend. A scene will take over.

After the conversations, you will now have to raise your intelligence score to
be awarded a Level 1 Key. You will also need to learn the language, thus press
the middle button in front of the dignitary. A small quiz starts where you are
shown a ideogram and you have to say what it represents. Each correct answer is
2 points, a mistake takes 1 point off.

With the intelligence score in your display now, each time you are about to
interact with something it may flash. This means by doing something correctly
with that interaction, the score can be raised. Doing something useless like
turning a valve that does not work yet, is not point material.

Next up, turn left and use the machine at the wall. It is another mini-game, a
matching phonetics one. Click on the left buttons to hear a tone, and you have
to click on the one that it represents in the Selenite language. When you get a
match, the two buttons will stay lit. When all are lit the game is over and you
can now understand the Selenites all around.

However, before you get the Level 1 key you have to raise your intelligence
score to 200. You can replay the phonetics game with a limit on how many trial
and errors you may do, but there are easier ways to earn points:
- Return to your shell, you will see a plant. Use any red plant hybrid on it
 to fight it off.
- Re-enter the area with the sarcophaguses, when you use the panel again it
 will have a different puzzle. The shapes are now
 8   3   7  10  6
 9  11   5   4 12
 and have additional color lights. Green is still addition, but red is
 subtraction, blue is multiplication and yellow for division. This is still
 quite simple to figure out, and a calculator should help to make this an
 easy way to get lots of points.
- Create compotes you have not done before. There are only four that are of any
 use:
 Red + Blue
 Yellow + Blue (already tried that one)
 Green + Yellow
 Purple + Green
- Combine hybrids with each other. If they attack each other then you still get
 2 extra points. Not much, but better than nothing. Keep a list of stuff you
 have done to avoid needless running around for soil and raffia. You can wait
 with this until you are over 200 points for easy access to that, too.
- Do the math puzzles around the shaft. On the 2nd level from the top, turn
 left to the falling mushrooms. The wall has a panel and there are numbers on
 the floor. Numbers you ask? The number system in the game uses a dot and bar.
 the dot is 1, the bar is 5. Therefore ".-" is 6 when stacked on top of each
 other. Looking at the panel, you will see two numbers displayed at the top,
 and two squares. What you need to do, is at 6 to this number. For example, if
 the left is 3 and the right is 12, then the end result would be "3, 18". Pay
 attention to the right number, because if it goes over 20, you need to carry
 over a 1 to the left number. For example, "3 15" would be "4 1". It is not as
 hard as it sounds on paper. Press the 'Enter' button to confirm your entry.
 Doing this puzzle is another 20 or so points. You can do a similar puzzle
 later on for additional points, thus do not forget how this works.

All the exploring should give you the 200 intelligence. Push the left button at
the desk of the dignitary to get the Level 1 key. Insert that in the elevator
and remove the Level 0 key.

Next we want to make some money. Give items to the dignitary and he will offer
to buy them. Make sure you do not sell anything important because you will have
to buy it back later for a higher price. Things to sell are:
- Dented Shell Porthole
- Tin Cans
- Rifle
- Hybrids
The hybrids alone are worth a lot, and easy to make. I assume you made all five
for finding all the stuff in the forest, then it is easy to spot which one to
recreate. You also do not need that much money, only 270. Turn right to face
the wall opposite the phonetics quiz. There is a distributor to buy items.
Purchase the mechanical hand (40), mechanical elbow (40) as well as the
Yrshnouff's gluance (190). If you tried the machine earlier, it is possible the
glue was not available yet. Use the glue with the damaged flute you found, add
lunar reeds and you get a working ancient flute. Finally you can communicate
with the locals.

Ride the elevator down the level you have no visited yet. Turn left to find
another math quiz. This time you have to at 1 to the left side, and 2 to the
other side. Read up if you need more help to remember how this worked. This
gives you more points, and access to a room with soil, raffia and the usual
water and lava spot. If you sold any hybrids for money, this is a quick way to
get it back.

You should now have enough points to get the Level 2 key (300 intelligence). If
not, explore some on your own if you missed out on anything. When you request
the key, you will have another scene.

Insert the new key into the elevator and take the old one back. Ride to the
food level and turn right this time. Talk to the local (Scurvy) about helping
out. He will help when you do some logic problem solving. There are two and you
can retry as often as you like. It is a little complicated and takes some
getting used to. Guess if you are really lost. Take the key out from the
elevator and insert it into the keyhole next to Scurvy. Click on the bust to
drop it down. Pick up the pieces, use the wrench on them to get some salt, then
glue the statue back together and place it in the storage room. Take out the
key and return it to the elevator.

Go into the kitchen and make a Green & Yellow compote. Mix it into the vat
opposite the fruit stands. Michel will first make a comment, so click on it
again if nothing is getting mixed. You have just made all the creatures' food
supply extra great. Take the shovel in the corner and the cogged cylinder next
to the fruit stands.

Take the elevator down to the lab (lumen). The creature will not prevent you
from taking stuff any longer (if you tried before). Grab the shovel on the
floor, fill the empty can from the acid pool and open the cabinet across for a
globe, cogged cylinder, handle, belt and an ax.

Combine the acid in the can with the plugged-up conch from the forest (you did
go there to find it, right?!).

Go up to the kitchen and use the switch next to the vat to clear the effect of
the food from earlier. Make a Green & Yellow compote and go to the floor with
the dropping mushrooms. You probably did a math quiz there earlier. Use the
lunar tool with the broken mechanical arm to get some parts. Combine the
mechanical forearm, upper arm, hand and elbow to create a new arm. Eat the
compote and you will be fast enough to catch the falling mushrooms with the
mechanical arm. Quickly open up the inventory, put down the arm and place the
mushroom into the leakproof globe before it explodes. If you are too slow, just
catch another one. It helps to have the inventory screen prepared for this.

Go to the lab. Use the belt on the purifier to fix it, also place the shovel at
the bottom to close it up. The empty leakproof globe goes at the top. Make a
Purple & Red compote and throw it into the bottom of the purifier. The
machine's vents will not work but you cannot do anything about it right now. On
the second attempt (with the same compote), use the mechanical hand on the
vents that turn steaming red. Watch all four of them. When it worked, check the
shovel to see what you got. Combine this Zubroo concentrate with a viscous
secretion the aliens drop outside the building. You might have one already as I
told you to pick it up. The two will form a sort of grease. Use this grease on
a vent to grease the up. From now on you will not have to use the arm to run
it.

Create or use a Green & Purple hybrid and throw it in the purifier. You receive
a powder, and mixing it with the salt from the statue you get a star.

Use a purple fruit in the purifier to get a concentrate. This will be used
later.

Throw a purple seedling into the machine to get isotopes. Turn around and use
the isotopes in the machine in the corner. You have to weight the isotopes to
find the lightest one. Drag and drop three isotopes on the left and three
isotopes on the right. This will tell you in which of the three groups is the
lightest one and cross out the rest. From those three, place one on the left
side and one on the right and you will know the lightest one already.

Create or use a Purple & Red hybrid and throw it in the purifier. Use this
powder with the exploding mushroom spores from the globe to create an explosive
mixture. Recreate a hybrid and get more powder, then catch another mushroom in
a globe and use the spore on the powder you made. In the end you should have
two explosive mixtures.

Ride the elevator up to the top floor and go into the room with the machine.
Use the gear you made earlier (the third one, if you did not then go up and get
another one) with the cogged cylinder and an ax to get a crushing roller. Fit
it in-between two working rollers on the left side of the machine. Put down the
hopper in front of the rollers and dump some blue ore inside it. The funnel
goes at the top, there is a pipe for it. Pour the can of acid in the funnel.
Use glue on the pipes that have gaps, one of them is at the top and another is
near the ground. One time will glue up both holes. Grease the bolt that is very
high up, the different color should give it away. Finally, insert the handle on
the panel on the right and pull it. It should work now, so fill the empty can
with some of that blue liquid called lumen. Mix the lumen with the concentrate
from the purifier and add a blue fruit to get an oxygenizing concentrate, used
near the end of the game.

Now ride down the elevator to the lowest floor. Place the start in the top of
the machine and watch the scene. On the other side, walk forward once and look
at the rubble opposite the machine to find a mechanical hand and elbow. Face
the machine and use the empty can on the left square block of stone. Use the
top left handle to fill the can up all the way. Grease the handle in the middle
and push the button to empty the contents to the right side. Refill the can as
before, empty to the right, refill once more time and then empty as much as is
possible to the right side. Take the can with the correct amount and leave by
opening the door (handle next to it).

Leave the building and go to the shell. If you did not scare the plant away
earlier, do so now. Combine the isotope with the can containing the liquid we
only wanted a certain amount of, and add a blue fruit to create a lightening
agent. Use it to paint the shell. If you wait around too long the agent will
dry up and you have to place it on a lava stove to make it useful again. When
you are done, use the iron bar on the stone block keeping the shell of falling
down and it will float to the bottom. Take the elevator to the 2nd floor from
the top and check out the large scale. If you slide it to the second button on
the left ('one') it will open the door behind you for a short time. Go through
to have a short-cut to the hill in the forest. Before that, take out the Level
2 key from the elevator.

Go to the small hill in the forest and step to the water pools. Use the panel
in front of them and active the 'water' button in each row. For one it is very
straightforward, the other is missing some button labels so you must trial and
error. When the panel opens, switch the handle until it faces towards the steps
you took earlier. Go downstairs and look at the scale. Move the top slider to
the second button from the left, meaning 'one'. This opens the door behind you
again.

Instead, use the Level 2 key on the slot next to the instrument. Go up the
steps and play around with the water and air handles. They should now work the
properly if you set the water handles as I said earlier. Go back to the
instrument and have a closer look. There are two rows of tunes. Ignore the
lower row without any labels. Focus on the top row and mentally number them
from 1 to 8. Start playing a tune and if you get it correct, there will be an
exile returning your call. Once it starts, you have to press the lit up tunes
until the exile shows up and enters the door (that is, if you set the scale
correctly to 'one'). The starting tunes are as follow:
3 - 6
5 - 2
2 - 4
When all three exiles are in the building, go up to the mountain top and enter
the area with the sarcophaguses. Return the objects you "borrowed" into the one
at the end. The items were: Selenite Key (Zero), Iron Bar, Leakproof Globe as
well as the Lunar Tool. If you have no done all the exit panel math quizzes
until now you have to finish one more, else the door opens straight away when
you click on it. Request the next key with the dignitary and as you have
returned all the items, you are granted the Level 3 key. Take it. Go back to
the take back the leakproof globe - because we need it.

Take the elevator to the 2nd level from the top and walk to the end of the
tunnel. You can see all three exiles sleeping here, and some gas blocking the
way to the shell far away. Use the leakproof globe on the gas to capture some.

Time to leave this place behind. Before you do, get some raffia from the lab
and then talk to Scurvy about moving the shell. They will do it and you find
yourself teleported to there as well. If you still want to leave now, close the
outer door and then open the inner door to return to the 2nd level of the
building.

Use the level 3 key on the slot up on the wall to enable the explosion to
concur later. Place one of the explosive powders on the metal table underneath.
Enter the shell and burn a raffia on the open flame. Do that for another one
and use the second with the gas in the leakproof globe to create chlorate of
potash for the return trip. Michel will use it automatically later. Place the
protective shield on the porthole, use the bolts you found in the forest on the
holes and finally tighten with the wrench. Take both of the spent retrorockets
and fill one with an explosive powder and for the second, break the powder
barrel with the wrench and fill it up as well. Place both rockets into their
slots.

Ready for launch. Leave the shell and go over to the levers. Between them is a
panel. Press the red arrow pointing right until the pointer above is also all
the way on the right side. This is the timer for the explosion. When ready,
press the handle next to it and then run into the shell. Close the porthole and
you will soon find out if out neglecting doing anything.


After the end sequence, the game will present your final score. There is a
total of 999 points to be earned but you will have to do that on your own
exploration. Good luck!


===============================================================================
04.)                    FAQ                                          GZZ00
===============================================================================

Q: Scurvy took me key!
A: Make a Blue & Lunar Grapes (found at the plant you grew at the cliff)
  compote. Mix it into the vat in the kitchen and try to take the key back
  from his cubicle.


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YY.)                    VERSION HISTORY                              GYY00
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v1.0     First release, complete (14th of January 2008)


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ZZ.)                    CREDITS & THANKS                             GZZ00
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