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Journeyman Project 3: Legacy of Time
Journeyman Project 3: Legacy of Time



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.



CENTRAL 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.



TEMPLE SHRINE.



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.



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.



DOCK.



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.



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.



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.



STEAM TUNNELS.



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.



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.



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.



RED BUDDHA.



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.



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.



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.



GREEN BUDDHA.



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.



FARM.



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.



REFLECTING 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.



ARTIFACT PUZZLE.



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.

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