T H E J O U R N E Y M A N P R O J E C T 3: L E G A C Y O F T I M E for the Apple Macintosh Moises Baez mbaez@lausd.k12.ca.us Version 2.4 12/02/1999 ============================================================================= 1. C O N T E N T S ============================================================================= 1. Contents 2. Story 3. Characters 4. Inventory 5. Walkthrough 6. Q & A 7. Copyrights ============================================================================= 2. R E V I S I O N S ============================================================================= Date Versions 06/04/99 1.0 - First Release! 06/08/99 1.2 - Added Andes (El Dorado Ruins) Walkthrough - Added More Inventory Objects 06/17/99 1.4 - New e-mail address. 06/23/99 1.6 - Added Himalayan (Shangri-La Ruins) Walkthrough - Added a Question and Answers section - More Inventory Objects 06/29/99 1.8 - Added Atlantis Walkthrough - More Inventory Objects 07/04/99 2.0 - Updated Atlantis Walkthrough - Updated location names 10/09/99 2.2 - Added El Dorado Walkthrough - More Inventory Objects 12/02/99 2.4 - Added Shangri-La Walkthrough - Completed Inventory section ============================================================================= 2. S T O R Y ============================================================================= The year is 2329, you are Agent 5 Gage Blackwood of the TSA. Agent 5 has thwarted 2 devious plots the last few years in order to preserve history. First Agent 5 stopped Elliot Sinclair's plans to disrupt the incoming Cyrollan culture. Sinclair claimed the Cyrollans came to Earth to conquer and not make peace. Most recently, Agent 3 Michelle Visard attempted to frame Gage. Agent 3 tried to give the secrets of time travel to an alien race known as the Krynn. Along with an Artificial Intelligence named Arthur, Gage stopped her actions by sending Arthur as a virus. It sent both Arthur and Agent 3 to a time stream where they are presumed dead. Due to events surrounding time travel, the notion of safe time travel is under heavy scrutiny. The Symbiotry has no choice but to shut down the TSA and take control over all time travel. In the distance a once forgotten race is hurling toward Earth. They have come to find the lost Legacy and will stop at no cost. Agent 5 has to stop them from getting the Legacy. ============================================================================= 3. C H A R A C T E R S ============================================================================= Name: Gage Blackwood (Agent 5) Occupation: TSA Agent Gage is the person you will be throughout the game. He is one of the top agents in the Temporal Security Agency. Previously he thwarted Elliot Sinclair and Michelle Visard. Name: Michelle Visard (Agent 3) Occupation: TSA Agent Michelle was once a friend of Gage until she tried to frame him. She was stopped by Gage and was sent spiraling through a time stream. She is now thought to be dead. Name: Arthur Arthur is an Artificial Intelligence who was rescued by Gage in Kenneth Farstein's space station in the 21st century. He helped stop Agent 3 by infecting her Jumpsuit which sent her to a time stream. Arthur went along as the virus. He is now thought to be dead. Name: William Daulton Occupation: TSA's Chief Engineer William is a friend of Gage and TSA's top physicist. He improved on Elliot Sinclair's original time machine and created the TSA Jumpsuits. He is currently making a Chameleon Jumpsuit which can assume the appearance of humans. Name: Jack Baldwin Occupation: TSA Commissioner Jack was previously a member of the World Senate but is now the TSA's highest official. He is under strict orders to shut down TSA. Name: Dr. Elliot Sinclair Occupation: Scientist Elliot was the creator of time travel and the first time travel machine "Pegasus." The device was taken away from him and given to the TSA which was formed at the same time. He tried to sabotage the peace meetings between Cyrollans and Humans. He was caught by Agent 5 and sent to Vega Thalon prison, a moon near Saturn where he is on his last days of life. Name: Jhessela Occupation: Cyrollan Ambassador to Earth ============================================================================= 4. I N V E N T O R Y ============================================================================= Name: Rope Ladder Found: Mediterranean Sea Date: October 6 1262 BC Description: Made from thick twine, the rope ladder is composed of a series of hoops that allow foot and hand holds for climbing. Name: Winch Handle Found: Andes Mountains Date: January 29, 524 AD Description: A large stone wheel with an attached handle used to wind a rope and bucket system. Name: Crop Basket Found: Andes Mountains Date: January 29, 524 AD Description: A crop basket woven from twisted plant leaves, capable of holding approximately three hundred pounds. Name: Wooden Staff Found: Himalayan Mountains Date: April 15, 1215 AD Description: This wooden staff is a simple but effective bludgeoning weapon cut from a tree limb and roughly shaped. Name: Control Wheel Found: Himalayan Mountains Date: April 15, 1215 Description: A spoked wooden wheel that was once a controlling piece of some mechanical device. Name: Gears Found: Mediterranean Sea Date: October 5, 1262 BC Description: This is a large set of meshing copper gears. Name: Gaff Found: Mediterranean Sea Date: October 5, 1262 BC Description: This pole is topped with a curved look and has reach of nearly ten feet. Name Coins Found: Mediterranean Sea Date: October 5, 1262 BC Description: A sizable cache of Atlantean copper coins, the inscription on each coin reads: "Ten Dramoi." Name:Raw Clay Found: Mediterranean Sea Date: October 5, 1262 BC Description: Composed of water and a mixture of common elements this lump of clay can be easily sculpted and shaped. Name: Pitcher Found: Mediterranean Sea Date: October 5, 1262 BC Description: A simple container capable of holding a measured volume of fluid. Name: Bowl Found: Mediterranean Sea Date: October 5, 1262 BC Description: A simple container capable of holding a measured volume of fluid. Name: Gold Medallion Found: Mediterranean Sea Date: October 5, 1262 BC Description: This Medallion is composed of clay and has been gilded with a sheet of gold leaf. An Atlantean symbol has been pressed onto the Medallion's face. Name: Sun Disc Found: Mediterranean Sea Date: October 5, 1262 BC Description: This gear like metal Disc has the symbol of the Sun emblazoned on its face. Name: Gold Leaf Found: Andes Mountains Date: January 28, 524 AD Description: A finely pounded sheet of malleable gold. Once applied and smoothed, gold leaf will give an object a golden luster. Name: Flint Talisman Found: Andes Mountains Date: January 28, 524 AD Description: A masterfully crafted ornament of possible religious significance. The gold figure grasping the flint rock is a Couatl, a South American mythological dragon spirit. Name: Fruit Found: Himalayan Mountains Date: April 14, 1219 AD Description: This fruit is a rare genetic variant of the Apple Malus genus and is extinct in the present time. Name: Tunnel Map Found: Himalayan Mountains Date: April 14, 1219 AD Description: This colorful cloth has an intricately woven map design that shows a network of underground tunnels. Name: Garden Knife Found: Himalayan Mountains Date: April 14, 1219 AD Description: A small curved blade primarily used to prune vegetation. Name: Book of Knowledge Found: Himalayan Mountains Date: April 14, 1219 AD Description: An ancient Tibetan tome bounded by heavy wooden blocks whose pages are made from Indian palm leaves. Name: Butter Boiler Found: Himalayan Mountains Date: April 14, 1219 AD Description: A heavy iron pot used to bring Yak butter to a boiling temperature. Name: Yellow Stone Found: Himalayan Mountains Date: April 14, 1219 AD Description: A polished Yellow stone of common composition. Its shape is perfectly spherical. Name: White Stone Found: Himalayan Mountains Date: April 14, 1219 AD Description: A polished White stone of common composition. Its shape is perfectly spherical. Name: Green Stone Found: Himalayan Mountains Date: April 14, 1219 AD Description: A polished Green stone of common composition. Its shape is perfectly spherical. Name: Black Stone Found: Himalayan Mountains Date: April 14, 1219 AD Description: A polished Black stone of common composition. Its shape is perfectly spherical. Name: Blue Stone Found: Himalayan Mountains Date: April 14, 1219 AD Description: A polished Blue stone of common composition. Its shape is perfectly spherical. Name: Red Stone Found: Himalayan Mountains Date: April 14, 1219 AD Description: A polished Yellow stone of common composition. Its shape is perfectly spherical. Name: Sword Found: Himalayan Mountains Date: April 14, 1219 AD Description: This blood-stained iron sword is a razor sharp weapon. From the writings on the scabbard, the sword is of Tibetan design. Name: Lotus Found: Himalayan Mountains Date: April 14, 1219 AD Description: A unique lotus-shaped relic of unparraled craftsmenship, this piece is composed of gold, precious jewels and several unidentifiable materials. ============================================================================= 5. W A L K T H R O U G H ============================================================================= ----------------------------------- Mediterranean Sea (Atlantis Ruins) October 6, 1262 BC ----------------------------------- - You start off in a destroyed city somewhere out in the Mediterranean. Get used to the controls presented. They are different from the previous games. - Turn around until you see a building that looks like a Windmill. Go and walk towards it. - You can't go right so go left of the Windmill. You will come in front of a cloaked Jumpsuit. - Interact with the Jumpsuit. Arthur your old buddy is stored inside. He will talk to you and will transfer into your Jumpsuit. It will replace your Translator Biochip since he now translates for you. He will then play a message from Agent 3. - Agent 3 says that she has found important events in history that cannot be ignored. But she does not want to be imprisoned before she can tell her story. So she has written 3 time codes in 3 locations. 1 being here in the Mediterranean. Those codes will take you to the location where she is at right at this very moment. 2 of the codes are at the highest points while the other is at the lowest. - From here walk forward. Then go forward 2 more times until you have reached the bottom of he stairs. Walk forward so you can go over the water path. Walk forward 2 more times so you are on a platform. - The game will automatically zoom to the derelict boat out there. It looks like Dr. Elliot Sinclair! Well it could be a relative of some sort. - Now that Arthur finished talking, turn down and left. Grab the rope that is lying on the ground. It will help you get up the stairs of the Windmill. Walk or stride all the way back. - Go through the broken wall of the Windmill. From your position inside the building, walk to your right. Look up at the destroyed stairs, drag your rope ladder from your inventory to the stairs. You will climb up automatically. - Don't worry about climbing back down now because you can't. The rope fell when you climbed up. Climb up the stairs until you reach the top. Once you have reached the top, turn upwards at move through the door and walk up the ladder in the room. - You now have a panoramic view of the city. It has been heavily destroyed. Turn down and to the left. You will see 4 circles on the ground. Zoom into the circles. It is 1 piece of the code that will tell you were Agent 3 is located. After you get a diagram of the code you will see a enlightening scene. - The scene shows the Total Eclipse of the Sun. At the same time a Cyrollan vessel moves closer into the city. It positions itself above a building and destroys it. Along with the rest of the remains of the city. Luckily you are sent into a "Null Time Pocket" as Arthur says. Another message from Agent 3 plays encouraging you to get the rest of the time coordinates. From here you can go to the Andes or Himalayan Mountains. Lets go to the Andes first. ---------------------------------- Andes Mountains (El Dorado Ruins) January 29, 524 AD ---------------------------------- - When you warped to the Andes you should have landed inside a well. Its not to difficult to get out. Turn down and look around until you see a lever, rope, and bucket. A piece of rock is disturbing the rope so grab it and drop it. - Now pull the lever and watch the water roll in. The bucket should take you all the way up. Look up then climb out. - Turn left until you can grab an object. Its a winch handle which you can use later on in the game. - Turn a little to the right and walk forward 4 times. Turn to your left and there will be a passage. Keep walking until you see a basket of some sort. Get the Crop Basket. - Go back down the passage you walked to get the Crop Basket. Keep walking until you cannot go any further. Turn left and walk forward a few more times until you have passed a doorway where the Air Balloons are. - From here walk forward once then turn left and walk once. You should now be under the balloon and a handle system. - Now is a good time to use the Winch Handle. Use it so that you can reel the balloon down so you can use the balloon. Drag the handle from your inventory and drop it onto the broken handle. - Interact with the handle so you could bring down the balloon. Woo hoo it came down! But wait you still can't jump on it. Drag the Crop Basket onto the balloon. It will serve as your platform. - After dropping the basket you should have gone up into the heavens. In front of you is another Air Balloon. Look down and a little to the right. The arrows should have become a magnifying glass. Click to see a rope with a hook on it. Zoom out and interact with the rope. - The rope should then fling itself across to the other balloon and you would then jump into the next balloon all by itself. - Look down and look around until you see the next time code. You should find it its not too hard to see. Zoom into the code to capture its image. - After capturing the code image a scene plays showing unknown Alien Vessels and Cyrollan Vessels attacking each other and destroying the city. You are blasted right back into the Null Zone. Agent 3 gives you another message encouraging you to get the last code piece. It is now off to the last part, The Himalayan Mountains... --------------------------------------- Himalayan Mountains (Shangri-La Ruins) April 15, 1215 AD --------------------------------------- - When you teleport to this location, you will be standing in front of a destroyed building. Turn to the right and down at the same time. Parts of the destroyed building are scattered here. Walk towards them. - Oh, a dead body. He won't be needing that Wooden Staff that is on the ground anymore. Go ahead and take it. - Turn to the right and pick up the control wheel that is also on the ground. - Turn to the right again and go back up. Now we can go back inside the building. Walk inside. - Move a little to the right yet again and move toward the gears and such. Use the Control Wheel. Place it right on the gears. - Interact with the placed Control Wheel to make it move. After that walk away from the wheel. But don't leave the building. - Now walk to the left part of the building. You will go down the little slope. Now walk all the way to the ledge that is outside. - Ah nuts! The bridge didn't extend, or did it? Look down to see the bridge. When you turned the wheel it lowered the bridge downwards. Now we can walk down with no hassle. - Hooray! You made it! We are almost to the time code. Turn left until you see a building. Walk forward. Its a long walk but you should arrive at a door and some windows. - The door seems to be jammed or frozen solid. Pull out your Wooden Staff and use it on the door. It is now possible to walk in. - Turn a little to the left where the statues and objects are. Walk forward. - You should now be facing the Buddha statue. Walk towards it. You should now be really close to it. Just walk over its head. You are going to need to stand on him. - Turn left and down to see the time code written on the snow. Capture it. A short scene plays. It shows Cyrollan's looking around the destroyed city. You teleport before they can see you. ------------------- Atlantis October 5, 1262 BC ------------------- - This is now the fun part of the game. Interacting with characters and solving puzzles. - Before we move you better learn some things. First, you cannot interact with somebody when you don't have a guise. You must equip the guise of another person. Second, talking to people in different guises lets you get more of a range of conversation. - Turn to your right then walk forward. Look down and to the right. Below there should be a door that lets you get inside the Windmill. Open it and walk through it. - Once you have climbed down the ladder, turn left and look down. Pick up the gears that are laying there. - Turn all the way around. Walk forward and keep going forward until you see a Lever and some gears. Place the gears you got on the ground. - Turn the Lever 5 times. What we want to do is have the windmill move until a broken one appears. Now go ahead and walk forward. - Once you are standing on the ledge turn around and pull the lever. Automatically you will move and jump onto a platform. - Turn to your right and walk forward 2 times. Look down and to the left. Jump onto the crane that you see below. - There are 2 ways to come down. Lets take the closest one first. Walk forward once. Look down and walk down the pole. Keep climbing down until you reach the ground. - Once you hit the ground you could here someone asking for dimes. Lets go to him. Walk forward. Turn to your right and walk forward. Turn to your left and walk forward. Turn to your left and capture his guise. - Lets not talk to him yet. Turn left and walk forward. Turn left again and walk inside the Egyptian Ship. Look down and get the Gaff. - Equip the guise of the Beggar. To do that click on your self image on the lower portion of the screen. Just choose the Beggar. - Now turn to your right and walk forward. Turn left until you see the Captain of the ship chained down. - Capture his guise and talk to him. Beg for coins. Afterwards say thanks to show good manners. Walk back to where you climbed down. - Walk the opposite way from you walked last time. You should now be hearing the Journeyman song being played on a flute. Turn to your left and look forward. - Look down and walk down the stairs. Turn to your right and capture the Ferryman's guise. Before you approach him, equip the guise of the Captain. - Walk toward him, capture his guise, and talk to him. He can take you anywhere inside Atlantis. For now lets go to the Windmill. - Now that you have arrived at the Windmill. Turn left and walk forward. Turn to your right and climb to the top of the stairs. You should have stopped in front of the entrance of the Windmill. - Walk forward 2 times. Passing the table and chairs. There should be 2 big objects that look like wooden boxes. Open the one on the right. - Inside the box is a scroll. The scroll has a picture of a machine and rope opening some sort of secret passage underground. One man opens the passage while the other walks through it. This will be important later on in the level - Equip the guise of the Captain. Turn to your right and walk forward. Turn to your right and walk forward again. Turn to your left and capture the Windmill Keeper's guise and talk to him. - When he asks you about nasty weather. Reply Yes or No it doesn't really matter. After this you will be able to ask the phrase of nasty weather. - Leave and go back to the docks. Equip your Beggar guise. Now go back and talk to the Captain. - Ask him about the nasty weather. He replies that it may even rain. He then rambles on about how he was captured and how he wants to escape. - After this you get to reply to the nasty weather question with it may even rain. - Go see the beggar disguised as the Captain. Give him a coin and respond with it may even rain. - He tells you that he has organized a meeting with people to get the captives out of the city. Make sure you click on all the questions. After talking to him you can now reply to the Windmill Keeper's question with a long winter remark. - Go back to the Windmill. Remember to still be disguised as the Captain. Talk to the Windmill Keeper. After he goes a little more in depth about the situation he leaves upstairs to repair the Windmill. - Don't worry about doing anything here yet. - Meet up with the Ferryman and ask him to take you to the Temple. Still be disguised as the captain. - When you get off the ferry, turn right and walk forward. Now turn left and capture the guise of the Guard. Talk to him. - The only way to get in the Temple is to possess a gold medallion. We will get that later on. - Go and meet the Ferryman and ask him to take you to the Oil Vendor/Potter Shops. - Be sure to be in the guise of the Beggar this time. When you come off the boat turn a little to the right and walk forward 2 times. Turn to your left until you see a open doorway. Walk forward 3 times then turn left. Capture the guise of the Potter, walk toward him. - Before talking to the Potter, turn to your right and walk forward. Turn the lever of the clay pot. Look down to see where the clay landed. Take the Raw Clay that landed there. - Go and talk to the potter. He won't tell you much of the Kalos Kalyre because he has work to do. Now leave. When you are leaving, make sure you turn to the left on the passage way that is outside. Be sure to switch you guise to the Ferryman. - Walk forward 2 times. Turn to your left and walk forward. Turn left and walk forward again until you are inside the shop. Turn left until you see some pots. Mainly the biggest pot. - Zoom into the center of the pot. On the center of the big pot is an emblem. The emblem is the same as on the gold medallion. Use your Raw Clay on the emblem. You now have a raw medallion. - Zoom out and turn to your right. Capture the guise of the Olive Oil Vendor. Talk to her. Learn everything about the Kalos Kalyre and how 2 forces battle over the Gaelith. - Now that you understand a little more about this part of the game, walk back to the Potter's shop. Change your guise to that of the Oil Vendor. - Talk to the Potter and tell him you will be watching over his pots. He leaves in joy! - Walk forward once. Turn to your left and walk forward. Now turn to your left and grab the pots that are on the desk. A Pitcher and a Bowl to be precise. Equip the Pitcher first. - Walk down to where the Oil Vendor had the grinded olives. Turn right and down to see Olive Oil liquid in a bowl. Use the Pitcher to get some of the oil. It will be useful late in the game. - Leave to the Potter's shop again. We are going to need something golden for the clay. So go and jump to El Dorado to obtain it. If you already have the Gold Leaf continue, if not time jump to El Dorado and go to the El Dorado section below. - Walk up to the Potter's Kiln and open the door. Walk inside the hot oven. This is what we will do. Drag the clay onto the floor of the Kiln. Now get the Gold Leaf and place in on top of the clay. - Walk out and close the door. To the right is the wheel used to turn the pots. Turn the wheel once. - Now that it has stopped turning open the door and walk inside. Go get your Gold Medallion. - Before we walk back to the Ferryman, change your guise to the Olive Oil Vendor. The reason we do this is because no second class citizen is allowed to enter the temple, even with a Medallion. - Now go to the temple and talk to the Guard. Give him the Medallion and walk to the Ferryman. - After taking a short ferry ride, you should arrive inside the temple. - Walk forward 3 times. You should be standing in front of a big bowl. Look up and pull the rope overhead. Healing water should pour into the bowl. - Look back down to the bowl and use the Bowl you got from the Potter's shop. This healing water will come in handy late in the game. - If you needed the Bowl with healing water for Shangri-La, jump back to Shangri-La and the section. If not keep going in this section. - Turn to your right and walk forward. Now turn left and walk forward. - Look down at the well and its running water. To close the shaft you will need the Gaff you got from the boat. Close the source of water. Walk back to the Ferryman and go to the Windmill. - Climb all the way up again and to the machine you and the Windmill Keeper were standing next to. Somewhere on the floor there should be a rope. Pick it up and place it on the top portion of the machine. There is a wheel device on the machine. Turn is once. - On the floor the secret passage you saw on the picture earlier opens. You will do exactly what picture shows. You must go down there. - After a trip down to the passage you make it to the bottom. Consequently it is the bottom portion of the well. Turn a little to the right and climb up the ladder. Walk forward. - The picture on the wall is what we will accomplish. The Gaelith will rise up in a stream of water. Just be patient. - Turn left and walk forward. Turn right and have Arthur translate the writing. It states that every so often the Sun and the Moon battle over the stars wanting the Gaelith. This time is called the Kalos Kalyre. The Moon and Sun are the Cyrollans and Qou'Thalas and they are battling for control of the Legacy. - Before you do anything now, change your guise to the Beggar. Turn left and walk forward. Turn to the right and have Arthur translate more writing to learn more. - Now turn all the way around until you see Saros, a templar. Capture his guise and talk to him. After the little conversation he gives you the Sun Disc and leaves. - Zoom into the clock. Use the Sun Disc between the gear and wheel. Now turn the wheel once. The Moon and Sun should meet over each other. - Zoom out and turn to your left. Keep walking forward. Even up the stairs. Turn around every so often to keep climbing the stairs. - You should now be at the top most portion of the Temple. Turn left until you can walk forward. Walk forward. Turn left and walk forward again. Look down at the water shaft. Reopen it with your Gaff. - With a stream of water the Legacy rises up. Just like the picture depicted. Grab the Legacy and you will automatically time jump to TSA Headquarters. - But Wait!!! There is still some unfinished business! Time Jump back to Atlantis. - We are going to need something from the Beggar. So we need to go back through the passage we came from. - Look down and turn the water off again with your Gaff. Now turn left and walk forward. Turn right and walk forward. Turn down and all the way around and go down the stairs again. - Once you are down. Go through the passage we took to get here. Once you climb out and you are in the windmill, take the rope off the machine which opened the passage way. Now turn around and walk out to the Ferryman. - Tell the Ferryman to take you back to the Dock. When you arrive at the Dock, walk all the way back to where the Beggar is. - When you arrive you see nothing except his begging bowl. Take it and Time Jump to the next location. ------------------- El Dorado January 28, 524 AD ------------------- - Luckily, this time around you won't land in the well. Turn to your right until you see a passage way. Walk forward 2 times. Look beside the well. Capture the Farmboy's guise. - Turn to your right and go back up the walkway. Walk forward another time and you will be at a crossroad. Choose the one on the left first. - Walk forward 5 times. Turn to the right and walk forward 2 times. Make sure you have the Farmboy's guise on. - Turn to your left and capture the Farmer's guise. Walk toward him. Talk to him to learn a little about the Shaman and Toahualpa. - Walk all the way back down the path until you reach the crossroad again. Take the path you didn't take last time. - Walk forward 6 times. Turn to your left until you face the balloon. Walk toward it. Now climb inside the balloon. It should take you to the other side by itself. - Turn to your right and walk forward. Turn left and walk forward until you reach the top of the temple. - Once you are inside te temple, turn down and left. Open the big basket in front of you. Take the Gold Leaf that is there. - We need this Gold Leaf in Atlantis, so if you got stuck in Atlantis and need it jump back. If not keep going. - Now we are going to need something else. If you previously visited Shangri- La and got either the Garden Knife or the Sword, keep going. If not jump to Shangri-La and the section to get either of these objects. - Once you have the objects we can proceed. - Zoom into the pictogram on the left. The pictogram tells a story of the first Shaman and how he was told to hide the Totem from the Winged Brothers. - Zoom out and make sure you have the Farmboy's guise on. Turn to the right until you can walk forward. - Turn down and left until you can zoom into the pit. Zoom in. Hey! That looks like the mouth of the serpent we saw in the painting! We will arrive here soon enough. - For now, just zoom out and turn to the right. Capture the guise of the Scribe. Zoom into the pictogram beside him. It tells the story of a new warrior who will claim the Totem. The story is unfinished. - Zoom out and talk to the Scribe. Ask him all the questions. He points toward the Shaman having the answers. Lets go meet him. - Turn around and walk toward the doorway. Walk forward 2 times to reach a landing. We can go either left or right, lets go right first, we will take the left a little later. - Turn to your right and walk forward 2 times. Turn to the right and keep walking forward until the Aviator Warrior stops you. - He doesn't let you visit the Shaman. Talk to him to learn a little about the Aviators and why you can't meet the Shaman. Capture his guise if you like. - Turn right and down, walk forward. Turn left and walk forward. Turn left and walk forward again. Turn left until you see the balloon rope tied up. Use either the Garden Knife or Sword it makes no difference to cut it. - Turn right and walk forward to where the Aviator Warrior was standing guard. Turn left and walk forward. Turn right and go up the stairs. Walk forward 6 times. - Go inside the door. Turn to the right and capture the guise of the Aviator Leader. Talk to him. After he tells you that you can't see the Shaman, he comes to relieve him. Learn about the spirits and the past history of El Dorado. There is lots to learn and understand. - Before you say good-bye, make sure you capture his image. This is an important guise to capture! - Leave, go all the way back to where the Farmboy was sleeping. - Before you engage into a conversation, equip the Shaman guise. - Talk to him and tell him to give you the Flint Talisman. Tell him you need it. After he gives it to you leave. - Go back to the temple where the Shaman is. Along the way change into the guise of the Farmboy. - Once you are inside, instead of turning to your right and facing the Aviator Leader, turn to your left and go up the stairs. - When you walk up the stairs there should be a Hot-Air Balloon. Walk toward it. Get on it. - In front is a stone piece. Use your Talisman to strike it and light it up. You rise in the air. - Along the way you can see the lines on the ground below. A windmill from Atlantis, eyes on a temple in Shangri-La, a eagle emblem of the Nazi's followed by a nuclear explosion, and the TSA emblem. - Zoom into the temple the Scribe is in. Its an arrow with faces on them. On the left side is a face with open eyes and a dog face. On the right side is a face showing its teeth and some other one. - The arrow points to a location near the temple. Zoom into it, there are 2 birds trying to get something. Throw out the flame and return down. - Walk back to the temple where the Scribe is. Instead of walking back up the stairs inside the temple, walk forward 2 times. Turn to your left, walk forward 2 more times. Turn right and walk forward 3 times. - You should be in front of a pool. Look down at the pedestal. Use the Talisman on the pedestal. - The water is drained from the pool. Walk forward then turn left. Walk forward to the faces. - Remember the positions of the faces on the top of the temple the scribe is in? Well, we need to punch them right here. - Zoom into the heads if you haven't done so. Push the one second to the end. The big-eyed one. Zoom out, turn right and walk forward 2 times. - Zoom into the heads on the left. Push the one second to the end. The one with a dog face. Zoom out. - Zoom into the heads on the right now. Push the 3rd one. The one that looks like a bird's face. Zoom out, turn right and walk forward 2 times. - Zoom into the heads on the left. Push the 1st one. The one that is gritting its teeth. - This should have opened a shaft near the stairs. We can't go down yet, just go back up and pick up your Talisman. Take the Talisman off the pedestal. - Water should come back out and get into the shaft to put out the fire. Lets go back down the stairs to the shaft. - Walk forward 11 times!! You should now be in a room underneath the temple. The serpent with its mouth open is there. It would be a good idea to let Arthur translate the writings on the wall. - After hearing the stories, look down on the open mouth and click on it. - The Legacy should rise from its mouth. Grab it and you will jump back to TSA. ------------------ Shangri-La April 14, 1219 AD ------------------ - The last part to complete. We have almost made it through the game so keep hanging in there! When you arrive, turn down and right. Walk forward 3 times. You will encounter a pilgrim. Look down and capture his guise. - Turn around and walk forward 2 times. Turn to your right and walk across the bridge. - Once you have made it to the other side, there will be 2 writings in front of you. The one on the left is important: "OM MAN NI PAD MAY WHOM" - The other one tells you to know the virtues and to follow the path of the Siddah. - To the right of the writings is the a Buddha statue. It is the Shrine of the Animal Realm. - Turn left from the writings and walk forward 2 times. Take the path to the left for now avoiding the tunnel. Walk forward to the left. - Walk forward once and turn right. Walk forward again. Turn left and walk up the flight of stairs. Equip your Pilgrim guise. - Walk forward to the door in front of you. Walk inside. - Turn to your right and talk to the Gardener. He tells you about the shrine, greenhouse, pretas, and tunnels. He has important information so listen closely. - Turn left and walk forward. Turn left and walk forward 2 times. Turn to your right and walk up the ladder. - Once you climbed up look down and get the Garden Knife and Tunnel Map. - If you needed the Knife for El Dorado jump back from here. If not keep going here. - Go down the ladder. Turn to your left and go forward 4 times. Look down and to the right, go through the tunnel. - Look to the left until you see the roots of some plant. Use the bowl filled with Healing Water you got from Atlantis on the roots. Go back up to where you got the Knife and Tunnel Map previously. - Take the fruit that grew from the tree. - Walk down the ladder and turn to your right. Walk forward 3 times. Turn to your right to see the Shrine of the Pretas Realm. The Gardener said you have to please the shrine with a fruit. Place the fruit you took from the tree on the bowl. Get the Yellow Stone that has appeared. - Go back down ladder and back down the tunnel where you healed the roots of the tree. Turn to the right and walk forward 4 times. Turn to your left and walk forward 2 times on the first tunnel to the left. - In order to use the Tunnel Map just drag it onto any part of the screen. You can't see where you are yet. Look up to see a symbol. Now bring your map onto screen. It tells you where you are now!! - Look down and turn left. On the left is the tunnel where you came from and on the right there is a stone. Use the lever to seal the path on the left. - Turn all the way around and walk forward. You are at another junction. Keep walking forward. - You should now be approaching a fiery pit. Walk forward 5 times to reach the next junction. Take the path to the left until you reach the next junction. Walk forward again to the next junction. - Take the path on the left to reach another junction. Walk forward until you reach a ladder. Climb it. - You should now be in a temple. Turn around and walk forward. Turn to your left and walk forward 2 times. - Turn left and walk forward once. Turn to your right and capture the guise of the Lama. Walk toward him. - Talk to the Lama. Learn about the Unelightened Realms and the Wheel of Life. He also tells you to pay respects to the shrines which we have already started doing. - Turn around and walk forward. Turn to your left and walk forward 2 times. Turn to your right and walk forward once. Turn left and walk out the door. - Walk forward 2 times. Turn to the left and walk forward 2 more times. - There is a nice looking tent to the left but we will ignore it for now. Walk forward. Turn a little to the right and walk forward. Turn to your left until you see a door. Walk forward 2 times to go through it. - Walk forward then turn to your right to see the Shrine of the Gods Realm. Turn around to see some wheels. These wheels make some sound when you turn them. - Remember all the way back in the beginning the inscription on the stone next to the Yaks? We must use those notes here. - But before we do anything we must use the Pitcher of Oil from Atlantis on the wheel top far right. This is the order we must press them: ----- ----- ----- ----- | | | | | | | | | 3 | | 2 | | 6 | | 4 | | | | | | | | | ----- ----- ----- ----- =================================== ----- ----- ----- ----- | | | | | | | | | 5 | | | | 1 | | | | | | | | | | | ----- ----- ----- ----- - After playing the notes, the stone should come out of the Buddha's hands. Get the White Stone. - Walk back to the tent I said to leave alone. Before you go inside equip the guise of the Lama. Its Genghis Kahn!! Talking to him reveals he hit a guard at the tower. Tell him he was provoked and keep talking to him. Learn about the Siddha and his secrets. Don't forget to capture Kahn's guise before you leave. - Lets go back and talk to the Lama in Kahn's guise to learn more about the Siddha's Test and the Realms of the Unelightened. - Talking to him as Kahn reveals what you need to give some of the shrines. We have done 2 already. The Pretas and the Gods. To please the Human Realm we need a bowl. - To learn about the Animal Realm, answer his question about misery with ignorance. He should give you the Book of Knowledge. We need this to please the Animal Realm. The one next to the Yaks. - Ok now lets go to the Animal Realm. Walk out the door of the temple. Walk forward 3 times. You should be standing in front of a bridge, yet the bridge is not extended. - Ring the bell on the right hand side to make the bridge come across. Once the bridge is extended walk forward 4 times to go across. - Walk forward 3 times and then turn left. Walk out the door. Walk down the stairs to th bridge we took earlier and go back to the Buddha Statue. - Stick the Book of Knowledge into the hole near the Buddha's right hand. Take the Green Stone that just appeared from its left hand. Go back to the extending bridge we just came from. - Walk through the door. Walk forward, turn left, and walk forward again. Turn to your left and equip the guise of the Lama to fool the guard upstairs. Walk up the stairs. - Turn to your left and capture the Dob Dob's image. Talk to him. Ask him to extend the bridge to the other side for you. Go and walk across the bridge. - Walk back into the temple and go back down into the tunnels. - Turn all the way around and walk forward. Next take the path on the left. Turn around to see a open tunnel and a closed tunnel. Open the path on the right using the lever. Walk forward. Walk forward again to reach a room. - Walk toward the mural on the wall. It states that you must channel your energy to obtain the stone. Turn to the left and walk toward the Buddha. Turn left and grab the Butter Boiler. - What we will do next is a little tricky but we should be able to get through it. We must use the levers to switch the positions of the stones at the intersections. We need to divert heat into the room to get the stone, or channel our energy so to speak. - Leave this room. Take the tunnel to the right. - Walk forward from the point you just stopped. - Take the tunnel on the left. Walk forward from the point you jusy stopped. - You should now see a steam vent. Walk forward forward 5 times to pass it to the next intersection. - Move the stone door to the left. Turn around and go through the steam vent again to get to the next intersection. - Take the tunnel to the left. - Okay, now, turn around to see the stone door and the lever. Move the stone to the left side and take the right tunnel. - Walk forward to reach the steam vents again. Walk past them to the next intersection. Turn the lever to move the slab to the left. - Go through the tunnel on the right. - Walk past this vent to get to the next intersection. - Remember this intersection we will come back after we go and get the stone. Use the map to help you see where you are at. - Move the stone to the left. - Whew!!!!!!!!! We did it!!! We changed the temperature! - Now turn around and walk back to the statue. You already made the path for yourself. Just don't move any more stone doors. If you get stuck use the map to help you get to the Buddha. - Walk up to the Buddha, or rather where the Buddha was. Look down and get the the Black Stone that is in the cup. - Now we are going to need something from Kahn. Go back to the intersection I mentioned above. Use the map and go back to it. Its the one on the far right side. - Once you get to the intersection again, move the stone door to the left. Take the path on the right now. - Once you have stopped walking, turn to the right and climb up the ladder. - Quickly, when you get out of the tunnel turn left and get the sword. I said quickly...hurry up! - If you get knocked down, go back up and try to get it if you could not acquire it. - If you needed a Sword for El Dorado, jump back to El Dorado and its section. If not keep going in this section. - Get out of the tunnel and head back into the temple where the Lama is in. We need to get the stone from the Buddha inside the temple. - Now that we are in front of the Buddha we can please. It use the Bowl the Beggar left behind in Atlantis. - If you don't have it jump to Atlantis and its section. You must complete the whole Atlantis part of the game to acquire it. - Place the Bowl in the Buddha's hand. Get the Blue Stone that has just appeared. - Now go to Kahn's tent but don't go inside his tent. Next to his tent there is another Buddha Statue. A red one. And the last stone we need to get. - Use the Sword we stole from Kahn on the statue. The Red and last stone appears. Get it! - Go back to the building where we played the notes for the Buddha. There is a door we need to enter there. - Go through the door. Turn to your right and walk forward. Turn left and down until you see some stairs. Walk down. Now turn to your right and walk forward. Turn right and walk forward 4 times. - Turn left and walk toward the white statue. The next thing we will do is give the stone to the statue. Give the white stone to the Buddha. - Some stairs should have appeared. Go up. Keep giving the statues its corresponding color stones until you reach the top. - After reaching the top a flower looking objects blooms reavealing a Lotus. Walk forward. Turn right and walk forward. You should completely at the top now. Turn left and grab the Lotus. - To the left and right are 2 pictures. One shows a Siddha changing the Lotus into the Legacy. The other is about the Buddha who brought the power of transmutation. - Now turn to those big eyes with a diamond on its forehead. Zoom into it. - Hey its the pilgrim!?!?! What the hell!?!? - He is the Siddha that came back from escaping the other realms. He must have the power of transmutation. Go to him. - Talk to him. He says you must shed your illusions. Your guise to be precise. Change back into the Chameleon Suit. - When you ask what he is seeking, he will ask if you are a humble person. Reply yes. - Afterwards give him the Lotus. He won't transform the Lotus until you have your Chameleon Suit guise showing. - You have completed your path!! The pilgrim transformed the Lotus into the Legacy. But wait there is more!?!? ----------------- The Final Puzzle ----------------- Coming Soon.... ============================================================================= 6. Q & A ============================================================================= Here are the answers for some of the most asked questions.. Q: When will you finish this FAQ?: There still is no date but it should be completed very soon. All I need is the Final Puzzle Q: I heard that there are Easter Eggs inside the game. How can I find them? A: I wish I knew. I have no idea how to find them. But there is speculation that you could hit a key combo while clicking on a location or something of that sort. If you know one please tell me. My e-mail is at the top of the page. ============================================================================= 7. C O P Y R I G H T S ============================================================================= The Journeyman Project 3: Legacy of Time is Copyright 1998 by Br¿derbund Software Software, Inc. and Presto Studios, Inc. This FAQ was written entirely by Moises Baez. This FAQ is Copyright Moises Baez 1999. Use of this FAQ without written consent is prohibited and punishable by law.