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The Professor's Journal is the Professor Layton's record of the investigation so far. The player can check this to help remember what has happened in the game, aside from the initial reminder when the game is started again.

NOTE: Once the game is finished, the journal entries that were separated by tab will then merge to one tab.

Quick Jumps:



A Letter from Professor SycamoreEdit

A rather remarkable letter from Professor Desmond Sycamore, one of the great minds of archaeology, has piqued my curiousity. As such, I am taking Luke and Emmy to visit the goof professor aboard his airship, the Bostonius.

The letter speaks of a "living mummy", a somewhat unbelievable concept, bu given Sycamore's impeccable record, I admit I'm eager to see his finding with my own eyes.

The Snow-Clad Town of FroenborgEdit

We have arrived in the snowy town of Froenborg and are making our way to the other side of town, where it seems Professor Sycamore is waiting.

Though quite in the furthest reaches of the world, we have already encountered a familiar face. Aldus was both as helpful and singular as ever, but the poor fellow appeared to be suffering in the cold. In fact, if we're to be here long, I must remember to purchase some thermal undergarments.

Troubling NewsEdit

We have gathered some rather unsettling news from the local residents. It would appear that uniformed thugs have been prowling the town ever since Scyamore arrived. Not only that, the professor himself has not been seen since entering a cave a number of days ago.

Though it is certainly possible the two events are unrelated, I think it best we hurry along to make sure he's alright.

The Sealed CaveEdit

Having already overheard two suspicious characters discussing an impenetrable ice wall, I was hardly surprised to find that the cave Sycamore entered was blocked by a thick sheet of ice. Since it seems that neither fire nor even one of Emmy's well-placed kicks can crack the ice, we have no choice but to return to town and look for another way in.

The snowman near the cave was missing one of its gloves. Was it simply the wind that blew it away?

Open Sesame!Edit

The ice wall turned out to be a door of sorts, made of what appeared to be specially tempered glass. No wonder Emmy's signature kick was ineffective!

I would imagine that it was Sycamore himself who closed off the cave. Evidently he had faith in out ability to work out the puzzle he set for us.

I must admit I'm impressed by his ingenuity in disguising the opening mechanism as one of the local snowmen, one with a very fine hat, too.

Liberation and AbductionEdit

Sycamore and I were able to successfuly free the girl he calls the "living mummy" from the ice.

Unfortunately, immediately after doing so, we fund ourselves confronted by uniformed men carrying guns. They abducted the poor gir, who had only just woken up, and took her away on an enormous, heavily armed airship.

We simply can't let them get away! We must hurry back to the Bostonius and set off in pursuit!

Pursuing the BattleshipEdit

With little more than the pull of a lever, the Bostonius detached from its balloon, transfrorming into a high-speed aeroplane - what impressive engineering!

We pursued our quarry in out new vehicle and managed to gain on them, in spite of the waves of unmanned drones and missles sent out to stop us. It was a lengthy chase, but we finally got close enough to grapple the ship, and Luke and I made our way on board.

A Semi-Successful RescueEdit

On the ship's bridge, we met the gang leader, Leon Bronev, who claimed to be an archaeologist. He and his men were well armed, and we found ourselves in quite a sticky spot. Luckily for us, the mysterious girl somehow induced a fault in the ship (though she fell unconscious in the process).

We took advantage of the confusion to carry the girl to safety. Alas, when we were almost clear she awake in a panic, let go of my arm and fell into the dense forest below.

Siren LakeEdit

Shortly after landing in the forest, Like and I were fortunate enough to be reunited with Professor Sycamore and Emmy. It seems we have landed near "Siren Lake", so named because of the unusually high frequency of aircaft accidents.

As we made our way into town, we were told of a girl seen heading towards the train station. I hate to think what could happen to her if she staggered aboard a train, so we'd best get after her, and fast!

They Call Themselves "Targent"Edit

On our way to the station, we encountered more of those uniformed men. According to Sycamore, they are members of Targent, an organization that seeks to harness to power of the Azran civilisation.

It seems Target has already taken control of three Azran sites: the Garden of Healing, the City of Harmony, and the Nautilus Chamber. Our missing girl is also part of their plans, so its imperative that we get to her first!

Trawling the Town of KodhEdit

We did indeed find a girl at the station, but she was a local resident, not our mysterious young lady.

Our next lead proved just as fruitless. I heard that somebody had been looking for me and headed to the station platform to meet them. It was Aldus once again. Though he did not help us with our search, he did give us a splended collection box.

Now for our last lead: a strange girl has been spotted heading towards the fish market.

Always One Step Behind...Edit

The town of Kodh is a bustling fishing port, and its fish market is full of all sorts of delicacies. I imagine it would be a wonderful place to spend a weekend as a tourist.

It is, however, far from the ideal place to look for somebody. Our Azran girl was not at the market, nor was she at Boris the fisherman's hut (where we narrowly avoided running into Targent). For now, we are following Boris's advice and heading up to the town's main vantage point.

The Girl who Walks on WaterEdit

Shortly after spotting the Targent airship from the hilltop, we heard Boris shouting. He looked shocked and claimed to have seen our missing girl walking on the surface of the lake.

I was reluctant to believe that anybody would walk on water, but before long we caught a glimpse of the girl ourselves, standing on the lake just as Boris had said. I quickly realized we weren't dealing with a miraculous phenomenon at all, though I must say it is no mean feat to cross a lake on slabs of ice!

The Ruins Beneath the LakeEdit

The girl spoke in a mysterious language, and the waters of the lake parted, creating a path to th ancient ruins below.

It seems that Sycamore was correct about this town being home to an Azran relic. I wonder if it is as he surmised, and these ruins are the reason for all the plane crashes in the area.

In any case, we had better hurry in after the girl. And I must admit, I'm curious to see what's inside.

The Azran EmissaryEdit

The girl introduced herself as Aurora, the emissary of the Azran. It seems her civilsation intended her to be a messenger to the people of the future.

With Aurora's help, we solved the puzzle contained within the walls of the ruins and discovered the locations of the five Azran "aura stones" that are the keys to unlocking their legacy.

Finding these stones will likely require some time. We shuld start by going to London to prepare.

A Stopover in LondonEdit

We managed to evade Targent and return safely to London. Now it's time to make preparations for our expedition, which will take us around the world.

I expect we'll be away for some time, and I can't say I'm looking forward to all the essays I'll have to mark when I return. For now, though, I am eager to set off. It is truly an honour to collaborate with Sycamore, and on such a momentous task!

Seeing the Sights...or NotEdit

Ah, London. How nice it is to be home! We bumped into Brenda, but had to cut things short when we noticed Aurora had gone missing. Happily, we soon caught up to her at the museum, where it seems she was drawn by the presence of the Azran artefacts. I should have liked to see them, but alas, the museum was sealed off by the police.

For now we will return to our preparations. Emmy has made the exellent suggestion of purchasing a comfortable, less conspicuous outfit for Aurora.

New Outfits, Old FriendsEdit

Our perparations are going wel. Aurora looks quite different in her new outfit, and with any luck Targent will find it harder to identify her. We have also purchased what would appear to be a year's supply of food. I only hope that we haven't underestimated Luke's appetite!

We have just spotted Inspector Grosky dashing down an alley, presumably in pursuit of somebody. I find myself rather worried... Perhaps we should follow and ensure that he's all right.

A Close CallEdit

Thank goodness we followed Inspector Grosky! Emmy only just managed to save from him a gang of Targent hitmen!

It is now evident that Scotland Yard are investigating Targent, but since the case is top secret, the inspector refuses to share information with us.

I think we had better return tot he Bostonius and inform Professor Sycamore of this new development right away.

To Scotland YardEdit

It seems Emmy has brought out old friend Keats the cat with. He's already found a warm spot on the sofa, but I get the impression that poor Professor Sycamore is not entirely happy.

The professor was also troubled by our news of the police investigation into Targent. He told us both Targent and the police have been showing up at Azran sites. He wishes to look into this matter before we set off, so we are making our way to Scotland Yard, hoping to gather more information.

A Spate of TheftsEdit

Having gained special permission from Detective Bloom, we were able to search the Scotland Yard archives. We found nothing about Targent, but we did find some very intriguing reports about the closed museum. Seemingly, it has been burgled five times in the space of a year!

The police are in the midst of conducting an investigation at the museum, but I think we ought to go there and ask some questions of our own.

Forgery and CorruptionEdit

Initially refused entry to the museum we were truly lucky to have Clark show up and vouch for us.

The police officers inside were keen to inform us that all the stolen items had been recovered. After studying one of the artefacts, however, Clark and I came to a startling conclusion: the recovered items were fake! Even worse, by considering the facts of the case, we realized that Targent must have an operative within the higher ranks of the police.

Unmasking a SpyEdit

A brief conversation with Inspector Grosky allowed me to join the last few dots of the museum case.

The Targent operative who stole the Azran artefacts and replaced them with replicas was none other than our very own Detective Bloom!

It transpires that the police themselves suspected that a Targent agent was among their number. How reassuring it is to think of all the fine public servants working tirelessly to keep London safe.

A Send-Off from My ParentsEdit

Satisfied that we have ended the connection between Targent and Scotland Yard, we are now able to focus on our main goal: finding the Azran eggs.

My parents paid a surprise visit to see me off, and Ma gave me a parcel containing both a cherry fruit cake and strict instructions to share it. Professor Sycamore tells me that it was he who told them of our journey, and that he knows them from long ago. I had no idea they were even acquainted!

In Search of the Five EggsEdit

Professor Sycamore is confident that he has managed to identify the locations of the five Azran egs, based on what we learnt in Kodh.

He warns that our search may yet prove difficult, though. The egs could be sealed away or already in somebody's possession. Still, if we're to put an end to Targent's schemes, we have no choice but to persevere.

Now then, it's time to decide out first destination!

One is a Fake!Edit

Landing in the NestEdit

Mackintosh in DangerEdit

Targent Corrupted?Edit

Fleeing TargentEdit

The Azran RecordsEdit

The History of the NestEdit

Confronting BronevEdit

Bronev's GamesEdit

All Five UnitedEdit

Professor Sycamore's Real IdentityEdit

Back to FroenborgEdit

Emmy's BetrayalEdit

Working with DescoleEdit

Rejoining LukeEdit

Long-Lost BrothersEdit

To the Top of the SanctuaryEdit

Nearing the EndEdit

An Ancient Power UnleashedEdit

Bronev's DespairEdit

Putting a Stop tot he GolemsEdit

Farewell, AuroraEdit

The Sanctuary CrumblesEdit

Bronev is ArrestedEdit

Descole is GoneEdit

Parting Ways with EmmyEdit

A Letter Arrives...Edit

Phong GiEdit

A Jungle SettlementEdit

The Village of Phong GiEdit

A Bizarre FestivalEdit

The Chief who Will Not LaughEdit

Button's AdviceEdit

The Chief's AfflictionEdit

A Spot of Foraging is in OrderEdit

We Need One Last MaterialEdit

Among the StalactitesEdit

The Chief is Back to His Old SelfEdit

San GrioEdit

A Beachside ResortEdit

Exploring San GrioEdit

Eggs and PoponosEdit

The "Bringer of Happiness"Edit

An Encounter with Targent's FinestEdit

Making EnquiriesEdit

The Harmony RingEdit

Grasping the RulesEdit

The Person with the PoponoEdit

Sharing HappinessEdit


A Dry Desert TownEdit

The Ghost Town of TorridoEdit

As Luck Would Have It...Edit

An Unwelcome VisitorEdit

Old Red's IntentionsEdit

Looking for the Wolf's HeroEdit

We Were MistakenEdit

The Rescuer was Ruby!Edit

Old Red's MisunderstandingEdit

An Egg-Shaped PromiseEdit


A Terribly Windy JourneyEdit

The Rural Idyll of HooglandEdit

At the Mercy of the ElementsEdit

The Bride Inside the ChapelEdit

The Chapel is SealedEdit

Julien's HeartacheEdit

Planning a RescueEdit

Julien Back in High SpiritsEdit

The True Nature of the DragonlordEdit

The Storm SubsidesEdit


A Lonely CityEdit

The Eternal PhoenixEdit

An Unnatural SleepEdit

The Phoenix SparklesEdit

Why Won't the Adults Wake?Edit

Mosinnia's SecretEdit

The Great GateEdit

The Phoenix RevivedEdit

The Phoenix's TearsEdit

The Adults AwakenEdit

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