THE JOURNEYMAN PROJECT 2: BURIED IN TIME - Part 2 Solution by Diana Griffiths, taken from the Internet, used with the author's permission ---------------------------------------- @~Continued from Issue 41 @~As mentioned last issue, this Internet file contained hypertext @~links to the appropriate Adventure mode instructions, then if @~you wished to return to reading the walkthrough following the @~adventure mode instructions, you had to click on the Return link @~supplied at the end of each set of instructions. I have numbered @~each link as [1] etc and the Adventure Mode instructions are @~listed at the end of this section minus the Returns ... Sue CHATEAU GAILLARD Move R R F F F D F to climb down the stairs. Move U L F R, open the door and go forward to exit the tower. Move F F F F L, and wait for the boulder to crash through the wall. Move F R D F to climb down. Turn right, go forward and open the door. Go forward to enter the Smithy. Move L F R F R F to reach the forge. Look down at the forge. Adventure Mode Instructions [18] Take the copper key. (200) Points accumulation = 6800 + 200 = 7000 Move U R R F L F L F R to return to the Smithy's door. Open the door and move F F F R F L F R F to the moat. The Evidence biochip detects a temporal anomaly. Select the Evidence biochip, then look left and down. Select the Locate function. Click to record it. (500) Review this evidence. (100) Points accumulation = 7000 + 600 = 7600 Turn right and move forward to wade under the moat to the other side. Look up. Save your game here. Throw the grappling hook up to the window. As soon as your direction arrow lights up, go forward to climb the rope. At the top, select your Cloak biochip and Activate it before the guards find you. After the guards have left to search for you elsewhere, deactivate your cloak. Select Arthur. Move F R F D to reach the front of the cabinet. Touch it to examine it, and you will discover a hidden panel with an impression for a key. The key is missing, but it looks like the one you just made. Move B U L L F F to get a closer look at the tapestry. Activate a mechanism of some sort. Move R R F L F F to reach the stairwell. Move L D F to climb down to the next landing. Move U L F to reach the door to the study. Touch the door, then go forward to enter. Move R F F R D to look in the fireplace. Pick up the burned letter. Select the translation biochip and activate it, then select the letter in the inventory to read it. Move U R F F F D. There are two journals you can read here, again with the aid of your translator biochip. Move U R F F D. This diagram of the castle shows an unidentified chamber below the food cellar. Move U R R F L F to return to the door you came in. Open it then move F F L D F to walk down to the bottom of the tower. Move U L F to reach the cellar door. Open the door, and the another TSA agent and jumps out. The Evidence biochip records the fact that there is another unauthorized TSA agent in this time zone. (500) Points accumulation = 7600 + 500 = 8100 Move F L F L D to reach the chest the TSA agent was standing in front of. Unlock the chest with the copper key. Move forward to climb into the chest. Climb into the storage chamber underneath. (200) Points accumulation = 8100 + 200 = 8300 Look down and right. Open the chest and take some gold coins. Move U R R F. Your Evidence biochip has found another anomaly. Look right and down to look at a collection of items. Select the Evidence biochip, select Locate, and examine the sword. (200) Review the evidence on the sword. (1000) Points accumulation = 8300 + 1200 = 9500 Jump to Chichen Itza ---------------------------------------- CHICHEN ITZA Move R F L F. Examine the dials. Change them to read "8 Water", if necessary. Move B L D and pick up the bowl. Move U L F D and put the bowl in the statue's lap. Move forward through the first fork in the path and on to another fork in the path. Turn left to face the temple, and go forward to stand in front of it. Use the translator biochip to identify this as the temple of the wealth god, and note that all who approach must "turn their backs to worldly possessions and lower their heads in humility". Place the gold coins in the mouth on the lower right. Move forward until you reach a rope bridge. A golden doorway lies on the other side of the gorge. Lower your head in humility by looking downward. Turn right and look down. Adventure Mode Instructions [19] Move forward to climb down the rope to the real temple, below you on the cliff face. Move forward twice to reach the altar of the wealth god. Look down and take the jade block from the altar. (200) Points accumulation = 9500 + 200 = 9700 Move U R R F F to return to the mouth of the temple. Move R U F to climb back up to the base of the bridge. Move forward twice to reach the door to the temple. Open it and move F F L F to reach the door to the last temple, the temple of the god of death. The Evidence biochip detects an anomaly. Look down. Select the biochip and select Locate. Examine the ground on the right. The biochip records the evidence (500). Review this evidence. Points accumulation = 9700 + 500 = 10200 Put the obsidian, limestone and jade blocks in the mouth on the lower right. Move F F F F D to examine the sacrificial altar. The Evidence biochip detects another anomaly. Locate the anomaly in the bloody pool on the left. Review this evidence; synthetic blood. (500) Points accumulation = 10200 + 500 = 10700 Put the heart in the bloody bowl. The Mayan Coffer bought at the auction appears. The Evidence biochip detects an anomaly. Save your game here. If you select the wrong combination you will be poisoned. Activate the translator biochip, to read the symbols, Turn the symbols so they read: 'The Breath of Itzamna'. Touch the right side of the Mayan box to open it. (200) The Evidence biochip automatically records the anomaly inside. Take the environ cartridge from the Mayan coffer. (1000) Points accumulation = 10700 +1200 = 11900 Use the Jump biochip Recall function to return to your apartment. ---------------------------------------- GAGE'S APARTMENT Move R R F R D F R F F L D. Select the projector and insert the environmental cartridge. The cartridge begins playing. (100) Points accumulation = 11900 +100 = 12000 Before you finish reviewing the cartridge, you are interrupted and incapacitated by TSA Agent 3. ---------------------------------------- MISSILE SILO When you recover, your jumpsuit is inoperative. TSA Agent 3 explains her reasoning and actions to you while Arthur to tries to take over the computer system. He takes some time but eventually succeeds except for needing the agent's password. Enter the correct password (TSA Agent 3's leisure activity): 'GRAVBALL'. Arthur breaks into the system, causing TSA Agent 3 to jump out and the power to black-out. (200) Points accumulation = 12000 + 200 = 12200 You also lose your companion, the biochip copy of Arthur. Move R R F F D. Pick up the glowing blue object. It is a charged fusion generator core. Move U R R F D. Press the eject button and take the burned out core. Insert the charged generator core and the power will return. Move U R R F F R F to the plasma tool. Examine it. Scroll through the list of items to the "transport code". Select "Run Program". Keep doing this until you have written down the entire "transport code". Turn right to the bulletin board. Read the post-it note. (100) Examine the INN display screen. Select the Symbiotry Technology Discussions and listen to the news on the withdrawal of Ambassadors Icarus of the Krynn. (100) Page forward to the text section, select the Appeal for Denial and check the hypertext link for the Krynn. Their data corresponds to the sight and sound data on the post-it note. Adventure Mode Instructions [20] Exit the INN system. Points accumulation = 12200 + 200 = 12400 Move R F L F R R to the transporter. Save your game here. Make sure you have the special lens filter attached to your camera. Touch the transporter and enter the transport code: '657255190235'. Do not press the ENTER key. Adventure Mode Instructions [21] The machine will open. Go forward and you will transport to the. . . (200) Points accumulation = 12400 + 200 = 12600 ---------------------------------------- KRYNN EMBASSY Move F L F R F to reach a junction in the corridor. Save your game here. Turn right, and some aliens will be detected. Select your Cloak biochip and Activate it. After the aliens pass, deactivate your cloak. Touch the cabling at the base of the ring in front of you to travel down the tube. Repeat this to enter the room at the end of the tube. Ignore the pod you are facing as you enter. Go right (counter-clockwise) and turn left to face two pods. Examine the pod on the upper right. Place the explosive charge on the seal in front of the sword. Take the sword. Continue counter-clockwise and examine each of the pods and open the seals with the sword. Take the Sculpture, the Coffer, the Codex Atlanticus and the Environ Cartridge. (200). Return to the mouth of the tube that brought you here. Points accumulation = 12600 + 200 = 12800 Touch the cabling to move down the tube. Repeat this to get to the end of the corridor. Adventure Mode Instructions [22] Move L F L. Save your game here. Move forward toward the transporter pods. Ambassador Icarus arrives through the middle transporter. He places you in one of the inorganic transporters in order to transport your suit from around you. Drop the burned-out generator core inside the transporter pod. This pushes Icarus into the other inorganic transporter. Move forward as soon as you can. [IMAGE] Disabling the Krynn Ambassador Push the pink button to right on his transporter, as above, to transport his inorganic appendages. All he can do now is swim off! Turn right and go forward to enter the middle (organic/inorganic) transporter. Turn right twice to face the front of the transporter. Push the pink button on the left to transport home (200) You are awarded 2000 bonus points for completing the game. (2000) Points accumulation = 12800 + 2200 = 15000 (Maximum Points!). Enjoy your success while you can! ---------------------------------------- ADVENTURE MODE INSTRUCTIONS 18. Touch the discolored brick on the right to reveal a key mold lying underneath. Place the copper medallion into the pan in the forge. Operate the wooden lever above the forge to pump the bellows and melt the copper. Touch the melted copper and it will be poured into the mold. 19. Tie the coil of rope you found at Da Vinci's Studio onto the extra anchor. 20. Note the three digit "Transport Prefix". 21. The screen will prompt you for another code. Enter the Transport Prefix: '272'. 22. You arrive against a closed membrane that opens to reveal Krynn nearby. You need to seal it again to prevent being captured. Use the sword on the cabling at the base of the ring. ---------------------------------------- This walkthrough is copyright * 1995 by Diana Griffiths. All rights reserved. Not to be distributed without permission. - o -