Warning: The following contains information that will help you solve the game. Please, DO NOT READ FROM START TO FINISH. You'll spoil the game. Someone worked long and hard to create it - why must you taunt them? Oh, forget it. Enjoy.
Journeyman Project 3: Legacy of Time
MEDITERRANEAN SEA: October 6, 1262 B.C.
Step onshore towards the windmill. Move forward again. The Agent 3 suit arrives. Click it. Go forward six times to the water's edge. Look down and pick up a rope. Turn around to the windmill and enter the opening. Get under the stairway and look up. Drag the rope from inventory and release it, highlighted, onto the end stair above you. The stair crumbles behind.
Forward once up the stairs, look at the gears. Click Arthur's thought for his opinion. Continue to the top, open the hatch, and enter the top room. Approach the ladder and face it. Look up at the roof hatch. Climb up to the roof. Look down at Agent 3's time code. Zoom in on it and Arthur records it. At the top of the screen, click Andes Mountains to time jump there.
ANDES MOUNTAINS: January 29, 524 A.D.
Inside the well, remove a rock from the drain. Pull the lever. Climb out of the well. Turn to the crank and take it. Go up the path, turn left at the fork and go up to the farm. Go left and take the big basket. Go down to the main path, turn left and go to the balloon landing. Walk to the edge, turn left and go towards the balloon. Turn left and use your crank on the winch to lower the balloon.
Attach the basket to the balloon's hanging rope. Zoom in on the rope hanging below and pull up the hook. Use it on the other balloon and pull it to you. Zoom in on the time code in that basket so that Arthur records it. At the top of the screen, click on Himalayan Mountains to time jump there.
HIMALAYAN MOUNTAINS: April 15, 1219 A.D.
Go down the slope and take the staff from the dead guard. Take the control wheel. Go up the slope and enter the gatehouse. Go through the hole in the far side and climb down the footbridge. Oops! Just inside the gatehouse, face the control mechanism. Put your control wheel on the small gear hub and extend the footbridge. Now climb down the footbridge.
Move to the destroyed building on the right and use your staff on the window. Enter and go to the blue Buddha. Use it's head to get to the window ledge. Look down at another time code. Zoom in on it to record it. Watch a movie sequence.
MEDITERRANEAN SEA: October 5, 1262 B.C.
Open the trapdoor and go down into the windmill's gear room. Pick up two gears and put them onto the gear assembly pegs. Pull the lever (five times I think) to rotate the spars until one without a sail is at the window. Climb out the window and pull the lever again. You automatically jump down to the wall. Walk along and jump onto the crane.
Move along the crane arm to the yardarm and jump onto it. Go to the mast, turn right and go down the mast to the barge. Take the silk scarf on the deck, step towards the front and get the gaff (hooked pole) on the left. Turn to the dock and jump across. Turn right and find the beggar who is speaking. Click him to capture his image, then talk. When he asks for money, say Sorry. When he asks about nasty weather, say anything then return to the barge.
Change to the beggar guise, go forward to the captive Egyptian captain and capture his guise. Talk to him and ask for coins, which you get, and he asks if you want to say anything. Answer thanks, then goodbye. Go to the dock and to the ferry. Change to the barge captain's guise. Capture the ferryman's image. Talk to him, select jplot_sse, then give coin.
Go around the corner and capture the guard's image. Talk to him and ask all that you can. Say goodbye to the guard and return to the ferry. Talk to Kashi and select Potter, then give coin. Go around corner to left. From outside the shop door, capture the potter's image, then change to the guard's guise. Enter and talk to the potter about everything. Turn right and go to the clay machine.
Turn the crank and get the clay from the basket on the floor. Go out to the walkway and go left to the oil shop. Change to captain or ferryman, then capture the woman's image. Talk to the oil vendor about everything. Turn to the vases on the table and zoom in on the imprint of the biggest one. Press your lump of clay onto the seal. Arthur says a good place for gold is El Dorado. Exit the shop and time jump to the Andes Mountains.
ANDES MOUNTAINS: January 28, 524 A.D.
Turn right and go down the path to the well. A sleeping boy is just to the right of the well. Capture his image. Go back to the intersection, turn left and go up to the stables. Change to the boy's guise. Go around behind, capture the farmer's image then talk to him about everything. Return to the intersection, turn left and go to the balloon landing area. Ride across to the mesa.
As the boy, climb the jplot_sse stairs and enter. Zoom in on the mural on the left wall. When your cursor is a ?, click and Arthur will interpret it. Repeat this on the one the scribe is working on. Approach the scribe, turn and click on the ventilator shaft in the floor. You see an image at the bottom. Capture the scribe's image then ask him everything.
Turn left and get a gold leaf from the large basket. Exit the jplot_sse and time jump back to the Mediterranean area.
ATLANTIS: Potter's Shop.
At the entrance, change to the woman, his sister, and enter. Talk to the potter and say that you will watch his pots. After he leaves, go to the kiln. Open it and step forward. Look down and place the lump of clay on the rotating platform. Place the gold leaf on the clay. Turn away, step forward, turn around and close the kiln. Rotate the pegged wheel, open the kiln and take out the gold medallion. Turn around to the side table and take the pitcher and bowl. Exit and go around the dock to the oil shop. Approach the vat of oil and use your bowl on it. Return to the ferry and hire a ride back to the jplot_sse. Change to the pottery vendor or his sister. Show the gold medallion to the guard and get back on the ferry.
Go to the basin. Put your pitcher in the basin to fill it with Healing Water. Go around the right side to the end of the walkway and look down into the well. Use the gaff to close the water gate. Return to the ferry and ride to the windmill.
Go up to the windmill entrance and change to the Egyptian captain. Just inside the door, go to the chest and open it for a clue. Go to the next room and talk to the windmill keeper. Use any response to his Nasty Weather statement. Arthur adds a special greeting to your list, Looks Like Nasty Weather! Return to the ferry as anyone but the beggar.
Change to the beggar, get on the barge and talk to the chained captain. Say Nasty Weather, the captain says, It may even rain. Arthur adds this to your dialogue. Get back on the dock and change to the captain guise. Go talk to the beggar and say Sorry. He says Nasty Weather, so you should respond, It may even rain. Then ask about everything. Return to the ferry and ride to the Windmill. Change to the captain guise, then enter the windmill.
Respond to the keeper's weather remark with: It's going to be a long winter. Ask about everything. Return to the ferry and go back to the dock. Return to where the beggar was and get his bowl. Return to the windmill.
You have the lower section to yourself. Near the door to the handcrank, pick up the end of the rope and drag it left to the fastener on the column. When the rope highlights, release it and it will fasten to the column. Turn the winch and the floor panel will raise up. Enter the secret passage and arrive at an inner chamber. Change to the beggar. Climb up the rung ladder and go to the mural. Ask Arthur about it. Turn left and step forward once.
Turn right and ask Arthur about another mural. Turn left and go to the next room. Before talking, examine the mural and ask Arthur about it. Talk to Saros the guardian about everything. He gives you a sun disc. Get a closeup of the water clock. Turn the crank. Put your sun disc on the crank and turn it again. Hear that rumbling?
Turn left and go back to some stairs that lead up to where you closed the water gate. Open the water gate and a pyramid artifact is suspended in the water. Take it and an automatic movie starts. Afterwards, choose the Himalayan Mountains.
HIMALAYAN MOUNTAINS: April 14, 1219 A.D.
Go to the Buddhist traveler lying on the snow. Capture his image, turn around and cross the narrow footbridge nearby. Click on the group of six colors and remember what Arthur says, - Om, Ma, Ni, Pad, Me, Hum - Click the inscription just to the right, ...the cause of all suffering being IGNORANCE, etc. Turn right to the yaks, and turn left to face the Green Buddha statue. Click the writing on the statue base, ...shrine of the ANIMAL WORLD! Turn around and go towards the wall grate. Continue around the wall, up the stairs and enter the greenhouse.
Capture the gardener's image. Change to the Buddhist traveler and talk to the gardener about everything. He must have a cold, not much heat in the green house. After you say goodbye, enter the tunnel vent to the right of the pond. Examine the tree roots. Use your pitcher of holy water on the bottom of the roots and they glow with new life.
Go up to the greenhouse and around the pond to the ladder and climb. Take the garden knife and the steam tunnel map. Take the fruit from the tree, climb down and go to the Yellow Buddha on the edge of the pond. Click the statue base and Arthur translates it. Put your fruit in the statue's bow and get a Yellow Sphere. Go back through the floor grating.
Go forward to the glowing area. Step past it and turn slightly left to see another tunnel. Enter it and arrive at an intersection. Look at the ceiling to see a cross symbol. Now, Arthur constantly updates your position on the map. Drag your map up to the main part of the screen. The arrow is actually backwards from the direction you just came.
Continue forward in the tunnel and the ceiling will have a two ring symbol. Continue forward past another steam vent to another tunnel. It's intersection ceiling has a Shell symbol. Pull the lever and go through the new tunnel. Go past a steam vent to another intersection and it's ceiling will show a thick horizontal horn or hat. Continue to a ladder.
CAUTION: At the top is Kahn's tent and you don't have much time to react. Climb the ladder, turn left, get the sword, climb down (or get knocked down.) You must get the sword. Once you have it, return to the horn intersection and row the stone back. Turn around and go back past the steam vent to the shell intersection. Pull the lever and enter the left tunnel.
The next intersection ceiling should have interlocking diamonds. Continue forward to a ceiling with two crossed horns. Pull the lever, enter the new tunnel and continue to an intersection ceiling with three eyes. Continue to a skeleton mural. Notice the sculpting tools. Click the writing below the skeleton mural, ...Hell's Realm... Click the writing just left of the Black Buddha. Take the butter boiler (bow) from the table.
Exit and go back through the three eyes intersection. At the two horns intersection, pull the lever. Turn around and go back to the two diamond area and on to the shell intersection. Pull the lever, turn around and use the map to find your way back to the green house. Talk to the gardener. Exit the greenhouse and go back to the narrow footbridge and across to the gatehouse.
Make sure you're the Buddhist traveler, turn left at the tapestry and go upstairs. Capture the image of the warrior. When he asks if you want to cross, say Yes and ask everything. Give the silk scarf and ask any additional questions. Say bye, go downstairs and approach the bridge. It will extend, so go on across. Make sure you're the Buddhist traveler. Enter the prayer hall.
Approach the Blue Buddha statue. Click your ? cursor on it's base to learn it's the Human Realm shrine. Enter the small alcove to the right and capture the Lama's image. Talk to him about everything. Go back to the Blue Buddha and put the begging bowl in it's open hand. Get the blue sphere. Exit the Prayer Hall, turn left and go down some narrow steps. Turn left and Arthur says the tent is Mongolian. Turn slightly left and approach the Buddha statue.
Click the writing on it's base. Give it the sword and receive a red sphere. Change to the Lama and enter the tent.
If you had entered as the Gatehouse warrior, you would know where he got the shiner. Talk to the Khan about everything. Exit, turn left and enter the first jplot_sse doors.
TEMPLE ENTRY: White Buddha.
Read the writing on it's base. Turn around to the prayer wheels. Click your ? cursor on each to hear Arthur vocalize the sounds. The upper right one needs lubricating. If you didn't get the oil in Atlantis, use the yak butter. Click the finger on the six for the following in order; Om, Ma, Ni, Pad, Me, Hum. When it's correct, you get a white sphere from the White Buddha. Enter the jplot_sse.
TEMPLE: Wheel of life.
Just inside the doors, turn right and approach the tapestry. Get a closeup and click each of the six sections. Turn around and go down the stairs to the floor and examine it. Go around and look at the White Buddha in the alcove. Exit the jplot_sse and change to the Kahn's image. Go back to the Prayer Hall.
Ask the Lama about the test, then about everything else. Ask about all the realms. After asking about the Animal realm, the Lama asks you, What is the source of all Misery? Of course you know this as 'Ignorance'; since you've read the writing near the colors at the yaks. Answering 'Ignorance' gets you the crucial Book of Life. Say bye, cross the hall to the floor grate and enter the steam tunnels.
Go to the first intersection (tree symbol), continue to the two horns area and roll the stone to the left. Go to the three eyes area and roll the stone to the opposite side. Continue to the unicorn horn (hat) area, the east steam area, the shell area, the middle steam area, and to the two rings area. Roll the stone from right to left. Arthur should detect a definite change in temperature and say, 'You did it, Gage!'
The idea was to divert two steam areas to the skeleton mural. Return there and get the Black sphere from the melted Butter Buddha. Exit to the three eyes area and roll the stone to the east on the map. Go through the two horns area to the two diamonds. Pull the lever and go to the two rings area and throw that lever. Go through the Cross area to the west steam area. Go slightly left and through the tunnel, pull the lever to the grating and exit towards the yaks.
Put the Book of Knowledge in the slot at the statue's base. Get the green sphere.
For a temporary diversion, and a bit of fun (or revenge), enter the gatehouse as the Kahn and confront the gatehouse keeper. Then, downstairs as the Lama, approach the bridge and it will automatically extend. Return to the jplot_sse where you solved the prayer wheels.
TEMPLE INTERIOR: Central pillar.
Put the white sphere in the statue's hand. Read the writing on each stairway on your way up, placing the similar color sphere at each statue. At the top, climb the golden petals, of the open lotus, to the shrine. Examine the mural of pyramids. Examine the mural of a lotus being transformed into a pyramid. Take the spinning lotus artifact.
Click the red lens between a mural's eyebrows to see the Buddhist traveler. Exit the jplot_sse, go to the main bridge, and ring the bell. On the other side, return to the Buddhist traveler just past the narrow footbridge, and talk to him. He says that you should shed your illusions. Give the lotus to him. He says you must become your true self. Change to the Chameleon suit and again give the lotus to the Buddhist. Automatic time warp with the second artifact.
EL DORADO: Temple Entrance.
As the farm boy, face away from the jplot_sse and turn right. Go towards the next large building. Try going up the stairs through the narrow stone walkway. A warrior says the Shaman can't be disturbed. Ask about everything. Turn right and step once down the path. Turn left and step through the bushes. Cut the balloon's rope with your knife.
Step through the opening in the wall and turn right. As the boy, go on up the steps to see the Shaman. A guard stops you, so talk to him. The Shaman appears and asks if you want to hear a story. Capture the Shaman's image, then ask all the questions. Now to find out about that talisman. Go back to the balloon landing and float across to the farm area.
Change to the Shaman and go down to the well. Talk to the boy about everything, and tell him your talisman is broken, to get his. At the balloon landing, ride back across to the central mesa. Change back to the boy, go up to the Shaman area and turn left. Go up the narrow stairs to an open area and a large balloon. Get in the basket and strike the flint with your flint talisman to high up in the air.
Zoom in on the lines out on the plains for a closer look. Zoom in on the Temple to see four faces arranged around the arrow shaped opening and draw rough pictures of the faces around an arrow shape on paper. Zoom in on the area next to the jplot_sse. Turn around and turn off the nozzle to drift back down. Exit the balloon and follow around the jplot_sse to the overgrown path on the opposite side.
Turn around and go through the bushes to the pool.
Zoom in on the pedestal for a closeup of the triangular opening. Put your flint talisman there and the pool will drain. Go down the steps. There are four sets of six stone heads, two sets on either side. Turn to either side and click the particular head according to the drawing you made of the jplot_sse top, from the balloon. Continue on around till you've clicked the correct head in each of the four groups. A secret entrance in the stairs will appear.
Go down the secret entrance and your way will be blocked by fire. Exit back up the pool steps and pick up your talisman. The pool fills and puts out the fire. Go back through the secret entrance to an artifact room. Approach the pedestal. Remember you saw it from the top of the air vent in the upper jplot_sse where you got the gold leaf. Click each wall etching for Arthur's translation.
Click on the tongue of the serpent, on the pedestal, and get the artifact. Automatically time jump back to TSA Headquarters.
The image on the table is a combination of the projected images from the three artifact faces. Arthur explains how the puzzle works: If any two images overlap, the overlapping parts cancel. If the third face projects the same part, the image appears again.
There's two ways to spin each artifact; rotate around on it's base to show a different image, or rotate the particular face to change the position of the pattern. The three patterns have to combine so that the result is an exact image of the Symbol at the upper left of your screen. When the total pattern is correct, the final sequence automatically starts. Sit back and watch one heck of an ending.