The Journeyman Project 3: Legacy of Time - Part 1 Downloaded from the Net Original author Matthew Beermann Hints and Walkthrough --------------------- [Hints] | [The Destroyed Cities] | [The Sosiqui Legacy] | [Atlantis] | [El Dorado] | [Shangri-La] | [Assembling the Legacy] | [Miscellany] General (non-spoiler) Hints This walkthrough will only guide you through the actions necessary to complete the game. If you want to really enjoy it, you'll have to spend a lot more time wandering around and conversing with people. In general, explore each character's dialogue tree as far as it goes, and try interacting with them in a number of different guises. Arthur is your friend - and he has some of the funniest sidekick dialogue I've ever seen in a computer game. By all means, listen to his "thought bubbles", but his "lightbulb" hints become quite explicit if you keep clicking them. Try to figure things out by yourself and only ask for hints if you need them. When Strider Mode is available as an option (double arrows appear instead of a single one), by all means USE IT! One of the main flaws in the game is the tediousness of walking around through the pre-rendered nodes. Hold down the mouse and you should quickly run straight ahead as far as you can. One cool feature that for some reason isn't pointed out in the instruction book is this: while in the inventory view mode, position your mouse just over the little question mark in the corner. It will bring up an information screen that reminds you where you picked up an object and what it's used for. The Destroyed Cities As the game begins you'll find yourself at the base of a shattered windmill, searching for the three parts of a time coordinate left by the rogue Agent 3. Once you find all three, you can find her and begin the game proper. Atlantis: Walk up to the top of the hill and meet Arthur. He'll explain what the heck is going on here, then download himself into your chameleon suit. Continue forward down the hill, across the stepping stones, and up to the fragment of broken wall. Stop to take a look at that rowboat off in the distance, then grab the rope ladder lying at your feet. Turn around and head back to the ruined windmill. Toss the rope ladder up to the bottom of the shattered steps and climb up. Continue on to the top of the windmill to find the first time coordinate scratched in the wood, and witness a rather disturbing scene. El Dorado: To escape the well, take the stone off of the water gate, then click on the gate's handle to open it and flood the well. Ride the bucket to the top and climb out. Grab the crank you see right in front of you, then continue on down the path. Watch for and take a branching path on your left that goes steeply up the hill. Follow the path to the farm ruins. Grab the basket you see lying there, then go back to the main path. Take it down and around until you arrive at the ruined balloon dock. Walk over to the mooring on the left, attach the crank to it, and use the crank to pull the remains of the balloon down to earth. Tie the basket to the ropes and climb in. Grab the grappling hook dangling from the balloon by clicking on the little handle thingy to your right. Use it to hook the other derelict balloon, then shimmy over to it. There you'll find another time coordinate, and have another near-death experience. Shangri-La: When you enter this timeframe, turn around immediately and walk down the mountain's slope. Grab the winch handle you see there, as well as the dead guard's walking stick. Walk back up the slope and enter the remains of the ruined gatehouse. Attach the winch handle to the winch gear on the right, then use it to lower what's left of the bridge down into the ravine. Work your way around to the lower level of the gatehouse, and out onto the balcony. You'll have to climb down the broken bridge and drop into the ravine. Walk over to the right where you'll find the shattered temple. Locate the window that's loose, then use the walking stick to pry it open. Enter the temple and cross the room to the Buddha statue. Climb it and at the top you'll find the last time coordinate, and have a close encounter of the Cyrollan kind. You're on your way to meeting the elusive Agent Three, Michelle Visard. The Sosiqui Legacy Once you've brought Agent 3 back to TSA and talked with the Cyrollan ambassador, you'll learn the truth: the Cyrollans and Qou'Thalas have been fighting for millennia over an artifact that contains all the knowledge of a mysterious, ancient race known as the Sosiqui. The artifact, known as the Legacy, was split into three parts and scattered throughout Earth's history. Atlantis, El Dorado, and Shangri-La were all destroyed by one of the races when it was apparent the other was about to find a piece. The remainder of the game sends you on a search through time of the three cities on the day before their destruction. In each city, the Legacy is stored in the heart of the central temple, but getting there is by no means easy. You'll have to insinuate yourself into the city's routine and discover how to reach it. You'll be dealing both with suspicious natives and cryptic puzzles guarding the Legacy. Good luck, Gage. You can complete the various timeframes in any order; however, each timeframe will require some items only found in other times. Basically, you'll have do a lot of jumping around. Your location/guise within a timeframe will also be saved if you jump out in the middle, so timeleap at will. @~NB The original file marked in bold which items were used in a @~different time frame. I have underlined these to make them clear @~... Sue Atlantis Getting your bearings: You arrive in Atlantis right where you left it: at the top of the windmill. Go down through the trapdoor to the top floor. Grab the gears lying on the floor and insert them in their slots in the clutch mechanism by the window. Walk around to the other side of the room, then turn the handle a few times until the broken (sail-less) windmill spar comes into view. When it does, walk out onto it, turn around, and give the handle one more turn to ride the spar around to the seawall. Walk as far as you can down the seawall and you'll find a ship's yardarm just within reach. Jump onto it, then climb down the ship's mast to the ground. Follow the path straight ahead through the docks until it dead ends at a cul-de-sac with a blind beggar. He's the perfect person to capture for a chameleon guise without freaking them out (how convenient!). Do so, then chat with him if you like - he won't make much sense, but his ramblings might be significant later. Go back along the path and board the docked ship. Search the deck of the ship until you find a gaff and a silk scarf - both will come in very handy later. ---- ---------- Then assume the beggar's guise and proceed to the front of the ship. Talk with the Egyptian captain held captive there - he'll give you a few Atlantean coins. It sounds like he's waiting for someone in particular, but you'll have to unravel that mystery later. Leave the ship and take the path around past the mast to the other side of the docks where you'll find a ferry docked. Assume the guise of the captain and talk to the ferryman. (The ferryman will carry any of your guises, but it's best to use the captain as he tends to give useful bits of gossip to this character.) One of the places he'll take you is the temple, which is exactly where you want to go. He'll ask for a coin, and then off you go. (This is also the mysterious "infinite coin" - no matter how many you give you'll always have more.) Entering the Temple: When you reach the temple, you'll get a rather rude greeting from the guard on duty. Not only do you have to be a native Atlantean to enter, it seems, but either making a delivery or in possession of a golden medallion. Well, he mentions that the potter and oil vendor will be making deliveries today, so perhaps that should be our next stop. (Choose either from the ferryman's menu, their shops are next-door.) The ferryman will also give you some interesting info about a resistance among the second-class captives, hmm... When you reach the potter/oil vendor, walk straight ahead to the end of the sidewalk and around the corner to the oil vendor. She'll give you lots of interesting info about the Atlantean culture if you ask. Leave and walk back towards the ferry, turning right at the pots to find the potter's shop. You can talk to him in another guise if you wish, but you'll definitely need to talk to him as the oil vendor, who just happens to be his sister. Offer to watch his pots; this will get him out of your hair so you can work in peace. Go over to the table by the door. Use the little Play-Doh device and grab the lump of clay it spits out. Also check out the table by the kiln doors and take the pitcher and bowl sitting there. Head back towards the oil ---------------- vendor. There's a container of olive oil sitting on the ground by the olive drying ---------------------- racks. Use either the pitcher or bowl on it to get a container of olive oil. Continue into the shop and examine the big pots to the left of the door. Lo and behold, one of them has the same temple seal on it as was on the guard's breastplate. Press the clay to this seal and you'll get a nice, if unfired, medallion. Take one more trip back to the potter's shop and open the kiln doors. Place the clay on the little platform, and put the gold leaf from El Dorado on top. Close the doors, give the ------------------------ wheel a few spins, and voila! You've got a gold medallion! Inside the temple: Return to the temple gate and assume the guise of the potter or the oil vendor. Show the guard your medallion and he'll open the lock so you can enter. Once inside the temple, go straight ahead and you'll find yourself at the shrine. The doughnut-shaped container above you holds the healing water that the oil vendor mentioned. Once in a great while a geyser shoots up from the well through the hole in the center to refill it. Pull the chain on the cow's head and some of the water will drain into the bowl. Healing water sounds like it could come in handy, so use whichever container you still have empty to get a container of healing water. Go round to the back of the shrine --------------------------- and you'll find a sort of well where the water from the bay drains into the inner temple. That's where we want to go, so we'll probably need to turn off the water. Notice that little hook on the water gate? Use your gaff to grab it and pull the gate shut. Now that the water's off you have a clear view down the shaft. That does look like the Legacy fragment at the bottom, but there's still no obvious way down. Well, the only location on the ferryman's menu you haven't explored yet is the windmill, so head there next. Infiltrating the Resistance: Assume the guise of the captain and enter the windmill. Pause a moment in the outer room and take a peek into that chest by the wall. A secret passage? Very interesting. (Also check out the rug for one of Arthur's funniest riffs in the entire game.) Continue on to the inner room. Talk with the windmill keeper. He too seems obsessed with the weather. What is going on here? The only other person we've met who acts like that is the weird old beggar, so perhaps he's worth another chat. Assume the windmill keeper's guise as you leave and return to the docks where you began. Tell the beggar that it does indeed look like rain. He'll reply with a startlingly serious message. A secret meeting between the captain and the windmill keeper? Could this man be the ringleader of the mysterious Resistance we keep hearing about? It sure seems like it, so assume the beggar's guise and board the ship to talk with the captain (who is, oddly enough, an Egyptian as well...). When the captain hears that it "looks like nasty weather" and he'll reveal some more information about the Resistance. More importantly, he'll give you the countersign that the conspiracy uses. This could come in very handy. Assume the guise of the captain and go back to talk to the beggar. Give him the countersign of "it may even rain" and he'll drop the feebleminded act. He is, in fact, the head of the Resistance, and he's arranged a meeting between the captain and the windmill keeper. Apparently the captain is the one they've chosen to pilot the ship for their escape from Atlantis. Interrogate the man thoroughly, and he'll give you one last codeword. Keep the guise of the captain and head back to the windmill to keep that appointment. When the windmill keeper hears that "it will be a long winter", he'll open up and tell you everything, including the origin of the "blind old beggar" and their plans to escape Atlantis. Especially interesting for you is that there's a secret passage running from beneath the windmill to the inner temple. Finish questioning him and he'll go upstairs to repair the windmill, leaving you alone to work. Walk to the block-and-tackle device by the door. Grab the rope, turn around, and attach it to the windmill shaft. Turn the crank and the windmill will start turning, lifting the stone from the floor and revealing the secret passage. Since you cleverly thought to shut off the water in the temple, the pipe is drained and you can enter. Crawl down the passage and find yourself, finally, within the inner temple. Retrieving the Legacy: The windmill keeper mentioned that Saros, the Guardian Templer, was a friend of Padros, the beggar. So, assume his guise, then climb the ladder and head left down the hall, examining the murals on the wall and listening to Arthur's comments as you go. Apparently, the Sosiqui entrusted the Atlanteans with the Legacy of Life, and the alien battle above their city has been long prophesied. Continue to the end of the hall to meet Saros. Saros will give you a brief speech on his dissatisfaction with the temple's policies, and entrust you with a sun-shaped device. Saros is, in fact, one and the same person as Dr. Eliot Sinclair, inventor of time travel - the Legacy really did grant him eternal life. He witnessed the Cyrollans seemingly destroy Atlantis, and it was that which caused his irrational hatred of them when they reappeared on Earth millennia later. Once he leaves, you'll find yourself in front of a celestial clock. This clock tracks the periodic recurrences of the solar eclipse above Atlantis. When one occurs, it activates the mechanisms beneath the temple to shoot a geyser of water up the shaft to refill the reservoir and reveal the Legacy. Insert the sun gear into the gap between crank and wheel, then use the crank to advance the clock to tomorrow's eclipse. Once you've done this, all that's left is to turn the water back on and watch the show. Take a shortcut back to the surface - walk the other way down the hallway and you'll find a stairway. It emerges behind the upper shrine inside the temple. Use your gaff to pull the water gate back open. The geyser erupts, and the Legacy appears right before your eyes. Grab it and Arthur will transport you straight back to TSA headquarters. El Dorado Getting your bearings: You find yourself back at the top of the well, though thankfully not in the bottom of it this time. Turn around and you'll find a farmboy taking a siesta in the underbrush. Capture and assume his guise, then go back along the path. Again, you'll want to turn off onto that side path to the farm. The place looks a lot better un-ruined, doesn't it? The farmer is hanging out behind the stable sharpening some tools. Talk with him and you'll learn a few things about El Dorado culture. (You'll probably want to keep the guise of the farmboy for most interactions here; he's a popular figure in the village and most characters will react to him favorably.) Return to the main path and continue down to the balloon docks. Hop on to the now working balloon ferry and ride it across to the central temple. Climb the steps to enter the temple. Inside, take a long hard look at those murals on the wall. They tell the story of the first shaman of El Dorado, who hid the Legacy fragment somewhere nearby, then set the four elements to guard it. To retrieve the artifact, you'll have to retrace the shaman's steps through air, water, earth, and fire. Talk to the scribe who's working on the wall and he'll tell you some more about the culture here, as well as the meaning of those markings you saw on the mountainside. (Nazca lines, anyone?) Before you leave, grab some gold leaf from the basket by the door, and look down the shaft --------- at the center of the room. Yes, that's the artifact there at the bottom, but how to get there? Meeting the Shaman: This village shaman we've heard so much about sounds like the best person to visit next. Leave the temple and turn right at the bottom of the steps. Follow the path around the corner and straight ahead towards the shaman's house at the top of the hill. At the entrance you'll be stopped by yet another guard (gruff guards seem to be a universal in this game), but this one won't be so easily duped. As he mentions, that war balloon floating behind the wall is his. Releasing it would be a pretty good distraction, wouldn't it? Backtrack until you can slip through the gap between wall and mountain. You'll find the balloon tied securely to a stone mooring. Use your knife from Shangri-La to saw through the rope, and the guard --------------------- will cease to be a problem. Continue on into the building. One more guard will try to stop you, but this time the shaman himself bids him to cease and desist. The shaman, thinking you are the farmboy who keeps visiting him, will tell you the full story of the history of the village. Two spirits warring over a powerful totem... sound familiar? Here too, the impending destruction of the village seems to have been foreseen by the shaman. Interestingly, he sees a young boy as saving the totem - and we've been in the guise of that young boy. Coincidence? He also mentions a talisman we'll need to complete our quest. Sounds important, so let's go back to retrieve it. Head all the way back to where you first entered this timeframe, assume the guise of the shaman, and talk with the boy. Ask to "borrow" the talisman and he'll gladly give it to you. Now that you've got it, trek back to the shaman's house. Retrieving the Legacy: Just inside his door, turn to the left and climb the short flight of stairs. You'll find yourself in a garden with the shaman's sacred balloon at the far end. Climb in, then use your talisman (which just so happens to be made of flint, how convenient!) to light the fire. The balloon will quickly inflate and lift you into the clouds. On the way up, you'll be treated to a rather amazing sequence of images. Among the lines on the pampas are images of the windmill in Atlantis, the temple in Shangri-La, the seal of the Nazi Third Reich, an image of the mushroom clouds which nearly destroyed the Earth, and the TSA insignia. It would appear these people were given the Legacy of Time - the shaman really can see into the past and future. Zoom in on the area around the temple. You'll see two birds fighting over an arrow-shaped pool. Well, if those are the warring spirits, what would they be fighting over? That pool must be where the Legacy is located! Also zoom in on the temple itself. On the roof are images of the four earth elements, in a very specific orientation. Write down which face is where (draw them if necessary) and then extinguish the flame to return to earth. Return to the entrance to the temple, and follow the path around to the side we haven't explored yet. The path will dead end, but work your way through the underbrush and you'll eventually reach the arrow shaped pool. Examine the small pedestal at your feet. The shape of the slot in it looks rather familiar - remember the talisman? Place it in the slot and the water in the pool will drain away. Inside, you'll notice that at each corner of the pool is a set of six faces. When pressed, the eyes light up, and only one can be active at a time. Which to press? Well, do you remember the faces on the roof of the temple? This is, in fact, a combination lock, and you'll have to press the face in each corner that corresponds to the one on the roof. Clockwise from bottom left, they are: second from right, second from right, third from left, and leftmost. Once all of the heads have been activated, part of the stairs will sink away to reveal an entrance. Go down the stairs and you'll receive the last nasty shock that El Dorado has to offer: the corridor is blocked by a wall of flame. Don't even try to run for it, unless you want to get a nasty burn. Recall that the very last panel of the temple mural showed water instead of fire - getting the idea here? Go clear back to the edge of the pool, and take the talisman out of the slot. The water will flow down the stairs and extinguish the flames. Finally, your way to the Legacy is clear. Walk down the corridor and approach the shrine. As you do, inscriptions on the wall will light up. Read them all. It seems that the shamans foresaw the destruction of Atlantis and Shangri-La. They even saw far enough into the future to see the final conflict between the Cyrollans and the Qou'Thalas. Unfortunately, if they saw the outcome, it's not written here. Click on the shrine and the Legacy will be revealed. Grab it and be teleported back to TSA headquarters for another update on the war. @~To be concluded in Issue 57 - o -