By Al Giovetti
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JOURNEYMAN PROJECT 3: Legacy of Time Walkthrough
by George K. Ison
- Journeyman Project 3 Hints
- 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 waterís 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 Arthurís 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 balloonís 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
- Move to the destroyed building on the right and use your staff on the
window. Enter and go to the blue Buddha. Use itís 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 windmillís 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
- 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 captainís guise.
Capture the ferrymanís image. Talk to him, select jplot_sse, then give
- Go around the corner and capture the guardís 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 potterís image,
then change to the guardís 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 womanís 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: 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 boyís guise. Go
around behind, capture the farmerís 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 scribeís 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: Potterís 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
- 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 keeperís weather remark with ĎItís going to be a long
winter.í 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, ĎOm, Ma, Ni, Pad, Me, Hum.í
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 gardenerís 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 goodby, 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
- 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
statueís bow and get a Yellow Sphere. Go back through the floor
- 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.
Itís intersection ceiling has a Shell symbol. Pull the lever and go
through the new tunnel. Go past a steam vent to another intersection
and itís ceiling will show a thick horizontal horn or hat. Continue to
- CAUTION: At the top is Kahnís tent and you donít 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
- 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, ...Hellís 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 youíre 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 youíre
the Buddhist traveler. Enter the prayer hall.
- PRAYER HALL. Approach the Blue Buddha statue. Click your ? cursor on
itís base to learn itís the Human Realm shrine. Enter the small alcove
to the right and capture the Lamaís image. Talk to him about
everything. Go back to the Blue Buddha and put the begging bowl in itís
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 itís 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 itís 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
didnít 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 itís
correct, you get a white sphere from the White Buddha. Enter the
- 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 Kahnís 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
ĎIgnoranceí since youíve read the writing near the colors at the yaks.
Answering ĎIgnoranceí 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, ĎYou did
- 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 statueís
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 statueís
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 muralís 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 canít be disturbed. Ask about
everything. Turn right and step once down the path. Turn left and step
through the bushes. Cut the balloonís 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
Shamanís 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
- 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 youíve 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 Arthurís 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.
- Thereís two ways to spin each artifact; rotate around on itís 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.
- AUTHOR: George K. Ison