The Journeyman Project 1 - Part 2 WALK-THRU 5/02/94 Compiled by Adam Schenker (schenker@suntan.eng.usf.edu) Supplied by Phil Darke @~Concluded from Issue 65 Listen carefully for machinery clanking - that's your clue that you are getting close to the mine elevator. Walk right into the moving boxes (buckets?). You will then be taken to another floor. Move forward when you are level - you will not automatically walk off the elevator, you will keep going. Now go thru the airlock just like you did the other one. You can remove the mask now if you wish. You will see the robot heading for the shuttles and then an announcement that a shuttle was launched. There is one shuttle left (#1 I think). Open the door and get in. PEACEFUL SOLUTION: Nothing much happens now until you get into weapons range of the robot's shuttle. Use the energy damping beam and shoot him until his power gauge goes bright red. Then use the tractor beam. Then use the transporter. VIOLENT SOLUTION: Same as the peacful solution but use the 'real' weapon (on the left side of the display) to shoot the ship instead of the energy damping beam. Once you beam over, you will find the robot damaged. Open his head and pick up the biochips. One is another mapping biochip. The others are an OPTICAL MEMORY BIOCHIP and a TRACE BIOCHIP. You have now completed this mission and restored time. You will automatically be recalled to the present and the time machine chamber. Check out your new biochips, especially the optical memory chip which has a movie in it. - The robot for this stage is named ARES Here's some stuff you can do that is not essential to solving the game: - Try looking out the windows. Science Center: When you arrive, you get shot with a dart. Your biosuit will ask you if you want to remove it, say yes. Turn around and click on the computer screen until it asks you for a sample. Drag the dart into the center of the analysis chamber. Once it does its stuff, turn around, take a step forward and turn right. Use the big screen to create an antidote. This involves dragging 6 groups of molecules in a certain order to the main molecule. You do this 3 times and the sequence does not change, so remember the order. If you drag the wrong group, you need to start over but there is no limit to the number of tries. Turn around again and get the ANTIDOTE from the synthesizer. Use it on yourself. At this point you can... - Look at the hologram of the robot (turn right from the place you started) - Look at Dr. Elliot's notes on the monitor on the left of the starting place. There are 3 movies. - Look at the dissection video by clicking on the microscope near the monitor where Dr. Elliot's journals are (it's in the lower left corner). This brings it up. Then click twice on the main round viewer. NOT recommended for weak stomachs! ....but it isn't really THAT bad.... When you are done checking out the lab, open the door. Hang a left and go all the way down the hall. You will see the 'Auditorium' sign pointing to the left. Head RIGHT, then take the first left. Head down to the purple door (last one on the left). Now would be a good time to save the game. Open the door and walk forward. Alternately, you can use the Trace BioChip to see which way the robot went. It shows his foot steps and a small animation. PEACEFUL SOLUTION: Use the wire cutters to open the fire control box and sound the alarm. Click on the green screen that pops out and click on 'test'. VIOLENT SOLUTION: Pull the electrical cable on the right side out. When the 'scientist' morphs into a robot, use the cable on the catwalk he is standing on and zap him. Again open his head and pull out all the biochips. You will find another OPTICAL MEMORY BIOCHIP (whose contents will be added to the existing chip if you have it and you should view once you return to the present) as well as a RETINAL BIOCHIP and SHIELD BIOCHIP. When the robot vaporizes, pick up the STUN GUN. You have completed this mission and are automatically recalled to the time machine. - The robot for this period is named MERCURY Here's some stuff you can do that is not essential to solving the game: - Let the robot carry out the assassination. You will need to restore the game, however. - Getting too close to people will end the game. Watch out for warnings when people are 15 and 10 meters away. NORAD VI: When you start this mission, immediately put on your oxygen mask. Turn left and check out the monitor by clicking through all its displays. Turning left again reveals a GAS CANISTER, which if you pick it up will end the game. Instead open the door, walk thru and turn left. The robot will shoot you a couple of times which will drain your energy. Activating your Shield BioChip will reduce the amount of damage you take by about one-half. Turn it on before you turn left towards the robot. Walk down the hall turn left and click on the door and see what the robot is up to. Once you're done, turn around and head through the left door. Keep going forward through the airlocks and sub bay to the control room. You will need to equalize the pressure in the subdock by pressing and holding on the down arrow until the right bar is level or less than the left bar. Once you do that, the door will open. In the control room, take a left and follow the signs to Alpha sector. When you find the door with the retinal scanner on it, activate your retinal biochip and click on the door. Once the door is open walk forward to the missile override controls. Next you play a little game where you use a trackball to move a target over the map of the Earth. Your goal is to as quickly as possible move the target over the active site and click the override button. Once you do this 10 times, the system will shutdown. There are 2 keys to doing this. One is to have a fairly decent knowledge of world geography. The second is not to treat the trackball like a real trackball; that is don't keep doing click-drag-release, just click on the part of the trackball you want the map to move and hold for as long as you want. e.g. to move left, click and hold the left of the ball. The robot is NOT a happy camper. Head to the sub dock control room. PEACEFUL SOLUTION: Turn right and look through the window. When the robot comes up and is right in front of the window, activate the loading arm using the programmed sequence (i.e. not manual). Fans of the movie "Aliens" will recognise the sound effects. VIOLENT SOLUTION: Instead of turning right at the window, turn towards the pressure door and click on it. You will see the pressure controls like usual, but you can see the robot coming for you through the window. Click and hold the up arrow to increase the pressure (right bar) until it won't go up anymore. The robot very satisfyingly 'melts'. You have defeated this robot, so open his head and get his OPTICAL MEMORY BIOCHIP which you should view upon returning to the present - which will happen automatically in a few moments. - The robot for this period is named POSIEDON Here's some stuff you can do that is not essential to solving the game: - If you wait a long time at the Alpha 2 security door, you will get a message telling you that the missiles were launched and you failed. It also says you will be recalled, but it didn't recall me. Temporal Security Annex (time restored): Head back to the transporter and go to Caldoria Heights Apartments. Here's some stuff you can do that is not essential to solving the game: - Try going someplace other than the apartments. You just get a message telling you that you can't. Caldoria Hts. Apts. (time restored): Head to the roof. Remember when the game started and you were going down to the first floor and someone was going to the roof...? Anyway, all you will find on the roof is a locked door. Use the access card bomb on the door's slot. This blows a big hole in the wall. You probably won't get your security deposit back, but you can now see Dr. Elliot. Use the stun gun on him. Here's some stuff you can do that is not essential to solving the game: - Go to the big panoramic window overlooking the capital building on the first floor. The excited murmuring gets louder as you get closer to the window and softer as you move away. If you look closely at the window you can see your reflection. That's it! Or is it...? LOOSE ENDS: But still several questions still exist (for me anyway): - There is an empty biochip slot, is there another biochip? - Can you do anything with the gas canister? If so, how can you pick it up? - Is the Historical Reconfiguration Code used for anything? - o -