Home Cheats Walk Through Trailers Feedback
 Online Games
 Walk Through
 Tell A Friend
 Add to Favourite

Walkthrough > A B C D E F G H I J K L M N O P Q R S T U V W X Y Z    0-9

Walkthroughs of Journeyman Project 3 - Legacy of Time

Journeyman Project 3 - Legacy of Time Walkthroughs

Journeyman Project 3 - Legacy of Time

Submitted by: Dj Simo

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.


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

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

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.


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


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

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


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

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

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

Journeyman Project 3 - Legacy of Time Tags
Download Games, Journeyman Project 3 - Legacy of Time , Cheats , Walkthrough , Free Play Online Games


Powered by EZionTech || Privacy Policy