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The Journeyman Project 3 - Legacy of Time (e)

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THE JOURNEYMAN PROJECT 3: LEGACY OF TIME>

Copyright (c) 1998 Balmoral Software
(http://users.deltanet.com/users/balmond/). Portions copyright (c) 1998
Broderbund Software, Inc. and Presto Studios, Inc. All rights reserved.
Republication, redistribution or conversion is expressly prohibited
without the prior written consent of Balmoral Software. Contents subject
to change!> For the latest information, see
http://users.deltanet.com/users/balmond/.

                            ------*****------



TABLE OF CONTENTS>


  
  
  
  
  
  
  
  
  

                           ------*****------



REVIEW>

If your gaming equipment is fairly recent, you'll probably really enjoy
The Journeyman Project 3: Legacy of Time>, the just-released next
installment in the game series from Presto Studios, following 1994's  and 1995's . This time around, the
game designers chucked the old slideshow-style Director interface for a
new "spherical virtual reality" engine that allows you to look in all
directions from each location. We last saw this impressive interface in
the poorly-designed  from Cryo Interactive, and
we're happy to say that  suffers from none of the shortcomings of
. Under Windows 95, there are a few video problems in , and the
occasional sudden crash, but these do not seriously detract from enjoyment
of this excellent game.

 starts out with an extensive introduction, providing full story
background for those who haven't played the previous games in the series,
and there is a nice tie-in to the final silo sequence from . Much of
the live-action talent from the previous games has returned, but the
starkly-staring actor portraying your alter-ego Gage Blackwood is new.
Generally, the actors (at least the adult ones) are satisfactory, and
succeed in furthering a well-written story involving various game quests.
An interesting feature that gets you rapidly immersed in the plot is the
initial set of three "mini-quests" (all on the first CD-ROM) that serve
to familiarize you with the concepts of time travel and introduce you to
the main locations of the game. After these mini-quests have been
completed, the game becomes quite multi-threaded as you try to complete
three independent quests (each on its own CD-ROM) for hidden artifacts.
Most of the puzzles of the game are fairly easy ones involving inventory
manipulation, but several quests require transferring items between
different timezones, as in . For better or worse, there is no  in . One of the improvements in  over its predecessors
is the ability to transfer between timezones without losing your location.
As you might expect from one of Presto's well-designed games,  can be
started up with  of its CD-ROM's loaded (or even none at all). Video
sequences are skippable. Due to frequent "one-way" gameplay segments, it's
a good idea to save your game often and to look around first before
interacting with anything. Saved games are file-based, unlimited and an
overwrite warning is provided, but names are listed alphabetically rather
than in the reverse-chronological order we would have preferred.

Graphics in  are fairly impressive, particularly when experienced
through the spherical VR. Most backgrounds are rendered, but close-ups in
a few scenes would have benefited from a few more graphic elements; for
example, the polygonal coils of rope on the Atlantis dock crane and the
blocky coastline in the first Atlantis mini-quest. All in all, however,
 is visually striking and quickly gives you the feeling that you're
really there. As in its predecessors, all game action in  takes place
within a partial-screen display representing a helmet "viewport". Other
areas of the screen are reserved for inventory control, appearance
selection and your wisecracking AI sidekick, Arthur. Instead of the
"biochips" in the previous games,  uses a "chameleon" jumpsuit that
allows you to take on the appearance of anyone you meet in the game. As a
result,  emphasizes character interaction and dialog, leading to more
involvement in the game.

Other features adding to immersion in the gameplay are  excellent
sound effects, particularly the  that simply have to be the best
found anywhere. New textural variations have been added that alter the
sounds depending on the surface being travelled. A notable example is the
realistic crunching sound when moving over snow-covered paths. Background
music is appropriate and unintrusive, but not as notable as in . There
were a few sound playback problems, but nothing serious.

Innocuous, but extremely well-done little animation sprites (flowing
water, smoke, flames, etc.) are found throughout . Small motion pauses
and the occasional grunt make it easy to believe you're actually wearing
a TSA suit. Unlike in , your character cannot die in . On the other
hand, we rather liked the hand-painted death scenes in , even if it did
mean we had to restore a previous saved game.

If  has a weakness, it must be in its troublesome live-video
sequences. There was frequent sprinkling of pixels in video frames, along
with general jerkiness and bad lip sync. From a design point of view, we
would have preferred aliens created via makeup effects rather than the
much less realistic, crudely-animated cyberpuppets that were mixed with
live actors in many scenes at TSA headquarters. However, none of these
problems prevented enjoyment or involvement in the game, and there was
always Arthur to add a little levity to the situation.

Here's hoping Presto Studios won't wait so long to make the next
 game!

                            ------*****------





The Esc key can be used to skip video segments.

Use the spacebar to cycle through available navigation directions, but
beware of a disappearing cursor until the mouse is moved again. Also, this
method of cycling through hotspots usually skips places where inventory
items can be picked up or used. Some of the hotspots for utilizing
inventory items may be rather small.

Generally, you'll have to capture a person's image before you can talk to
them, but this won't cause a problem since your suit's image database is
unlimited.

This walkthrough contains the minimum information needed to complete the
game; many details are omitted and left to be discovered by the player.
Only minimum dialog sequences are specified. The few incidental animations
found in the game, such as turning pottery or churning butter, are not
mentioned.

After the 7«-minute introduction, follow Daughton's instructions and
listen to him describe how you can time-jump. He'll also mention that
your captured images are specific to a single timezone.

   Destination     Time        Location

   Atlantis        1262 BC     Mediterranean Sea

   El Dorado       524 AD      Andes Mountains

   Shangri-La      1219 AD     Himalayan Mountains

                            ------*****------







Turn around, climb toward the windmill and click on Agent 3's biosuit.
The Arthur AI program will be downloaded to your own suit. Stride forward
as far as possible, then look down and pick up a rope ladder. Return to
the windmill and enter through the crack in its side. Look up and use the
rope ladder to reach the the broken stairs above. Climb the stairs and
open the overhead hatch to the upper level of the windmill. Climb the
ladder, look down to the left and zoom in on one of Agent 3's time codes.
An explanatory video sequence will play showing the previous destruction
of Atlantis and you'll return to the spiraling timestream. Use the purple
bar at the top of the jumpsuit display to transfer to the next timezone.



Look down and move the floating stone away from the wall of the well,
then use the rectangular arm to let water into the well. Climb out, turn
around and take the winch handle from the top of the well. Move up the
path until you come to a fork leading off to the left. Follow the path up
the hill and pick up a large crop basket among the debris of the ruined
structure. Return back down the hill and turn left toward the setting sun.
Enter through the doorway into the balloon landing platform and install
the winch handle on the narrow end of the horizontal balloon-tethering arm
at left. Turn the crank to bring down the balloon tethered overhead.
Attach the crop basket to the ropes dangling from the balloon. Ignore
Arthur's noises - hot-air balloons don't hiss! Touch the metal ring in the
vertical rope to swing a hook to the other balloon. After transferring to
the other balloon, look down and zoom in on another of Agent 3's time
codes. Back in the spiraling timestream, use the purple bar at the top of
the jumpsuit display to transfer to the next timezone.



Descend the hillside and pick up a six-armed control wheel and a wooden
staff near the corpse of a Tibetan monk. Go back up the hill and enter the
ruined structure. Attach the control wheel to the barrel-shaped windlass
immediately to your right. Turn the wheel to extend the remains of a
drawbridge farther down. Continue down the pile of snow into the
building's interior and exit through the doorway under the large wooden
cylinder. Proceed to the end of the walkway and climb down the extended
drawbridge. Approach the building Arthur identified as a Tibetan monastery
and use the wooden staff to pry open one of the windows. Enter the
monastery and climb up a golden buddha statue in front of you. Look down
and zoom in on the last of Agent 3's time codes, scratched in the snow.

After video sequences showing some reversed-kneed Cyrollans, Agent 3 with
Eliot Sinclair, and another scene at TSA headquarters, the main game
quests (each on a separate CD-ROM) become available.

                            ------*****------





Turn right and capture the image of the prostrate pilgrim. Turn around
and move back up the path a couple of nodes, then turn right and cross
the suspension footbridge to the monastery on the far side of the ravine.
Note the six colored symbols of the holy Buddhist mantra:

   Ohm Ma Ne Pod May Whom

and let Arthur translate the inscription to the right of the mantra,
referring to ignorance. Turn right and move forward toward some
cud-chewing cyberyaks, then turn left and translate the writing on the
base of the green buddha, identifying this statue as the shrine of the
animal realm.

Turn left and move along the base of the monastery wall until you
approach a grated window. This window provides a one-way exit from steam
tunnels you'll encounter later, but won't be needed in this walkthrough.
Continue along the walls and up a long flight of stairs to the
yellow-and-red doors of the monastery's greenhouse. Assume the chameleon
guise of the pilgrim, then enter the greenhouse. Climb the ladder leading
up to the tree in the center of the greenhouse and pick up a garden knife
and tunnel map from the upper platform. Jump to the Andes Mountains
timezone.

                            ------*****------





You'll initially arrive in El Dorado at the fork in the path you visited
earlier; turn right and move down the path toward the well. Behind the
well and an adjacent bush, you'll see a sleeping boy; capture his image
for your chameleon jumpsuit. Follow the path back to the balloon platform
and ride the balloon ferry across the canyon. Go up the stairs and enter
the temple. Inside, look down and open a woven basket to obtain a piece of
gold leaf. Study the murals and pictograms on the temple walls, and look
up to note an arrowhead-shaped hole in the temple ceiling.

Exit the temple, but before descending to the balloon ferry platform,
turn right and follow the path around the side of the temple. When you can
go forward no farther due to your appearance, turn right and push past
some ferns to the backside of the guard's station. Turn left and use the
garden knife from Shangri-La to release the balloon tethered there. The
guard will be distracted trying to retrieve the balloon; continue to your
right along the path into the stone structure.

Assume the chameleon guise of the farmboy, then enter the shaman's abode
and turn right to face the aviator leader. After capturing his image, talk
to him and meet the shaman. Before answering the shaman's question,
capture his image as well. Specify these dialog choices:


   Tell me the Story!
   Who was young man?
   Did they help?
   Rest of Story?
   Who is young man?
   Yes/No
   Bye

and the shaman will mention a talisman he has given to you. Return via
the balloon ferry to the well where you saw the sleeping boy earlier, then
don the guise of the shaman. Talk to the boy:


   Do you have Talisman?
   I need it
   Bye

and obtain a flint talisman from him. Return via the balloon ferry to the
shaman's abode. Assume the guise of the farmboy, then enter the stone
structure and turn left (away from the shaman's guard). Go up the steps
and climb aboard a tethered balloon. Ignite the heating element with the
flint talisman. From your aerial vantage point, zoom in on the temple roof
below to disclose four animal-head pictograms surrounding the
arrowhead-shaped hole you saw earlier:


Zoom out and note a similarly-shaped pool on the other side of the
temple. Turn around and snuff out the igniter flames with your bare hand.
Exit the balloon and return to the temple entrance above the balloon ferry
platform. Continue along the path around to the other (overgrown) side of
the temple. At the end of the path, turn right and push past some foliage
to disclose a hidden pool.

Look down and zoom in on a triangular bulge in front of the pool. Place
the talisman into the arrowhead-shaped receptacle and the pool will drain.
Enter the pool and press one animal head at each of four wall locations,
using the _pattern_ seen on the temple roof. A door opens within the steps
leading into the pool, but further exploration is impossible due to the
flames inside. Climb out of the pool using the steps on either side, then
turn around and retrieve the talisman to flood the pool and extinguish
the flames. Re-enter the pool and follow the newly-opened passage. At its
end, look down and touch the altar to obtain the El Dorado tetrahedron.
After a video sequence at TSA headquarters, jump to the Mediterranean Sea
timezone.

                            ------*****------





Find the hatch in the roof of the windmill and descend inside. Pick up
some gears lying on the floor and put them on the square metal posts on
the floor below the opening in the wall. Approach the T-shaped control
lever from the left side and use it five times to rotate the windmill
until you can exit through the opening (at the correct position, an arrow
cursor will appear beneath the left arm of the control lever). Go through
the opening and rotate the windmill again by touching the control lever
from  the windmill. Turn right and walk along the top of the wall
as far as possible, then turn left and jump down to the crossbar of a
loading crane below. Move forward once, then turn to the lower right and
climb down the crane.

Move forward and follow the pathway through the dock area towards the
sound of a mendicant intoning "coins for a blind beggar". Capture his
image, then talk to him:


   Sorry
   Yes

Assume his appearance with the chameleon suit. Board the Egyptian boat
tied up at the dock (also accessible from above via the loading crane).
Look down slightly and pick up a gaff lying on the boat's deck. Turn left
and move forward toward the boat's white mast. Look to the lower right and
pick up a silk scarf from the deck. Move to the aft end of the boat, turn
around and obtain an infinity of coins from the captain after capturing
his image:


   A few coins?
   Bye

Jump back to the dock and assume the guise of the captain. Proceed
forward and left to the other end of the dock, away from the beggar and
towards the sound of flute music at a ferryman's jetty. Talk to the
ferryman:


   Windmill
   (give coin)

Climb the steps into the windmill, turn left and enter the machinery
room. Turn left and talk to the windmill custodian:


   Yes

Arthur adds "nasty weather" to your dialog choices. Exit the windmill and
return via the ferry to the dock. Don the guise of the beggar and talk
again with the captain aboard the boat:


   Nasty weather
   Bye

Arthur adds "may rain" to your dialog choices. Leave the boat and use the
captain's appearance to talk to the beggar:


   Sorry/(give coin)
   May rain
   What's your plan?
   Bye

Return via the ferry to the windmill and talk again to the windmill
custodian, selecting these choices:


   Long winter
   What's the plan?
   Kalos Kalyre?
   Bye

Return via the ferry to the dock and obtain the alms bowl left behind by
the beggar. Request the oil vendor destination from the ferryman (the
location of the  demo packaged with ). Turn
right and proceed through a courtyard and along the waterfront past tarps
of drying olives into the olive-oil vendor's shop. Capture her image, then
leave the shop and return to the courtyard. Assume the guise of the olive
oil vendor, then turn right, head back into an area bordered by a mural of
women, turn left and talk to the potter:


   Somewhere to go?
   I'll watch pots

Turn right and operate the crank of the press to obtain a plug of raw
clay. Turn around and approach the table across from the large green kiln
doors, where there is a well-done sprite of a candle flame. Pick up the
bowl and pitcher (a matched set) from the table. Return to the
olive-drying area outside the oil vendor's shop and fill the pitcher from
a pot of green oil at the water's edge.

Select the captain's appearance, then re-enter the oil vendor's shop and
zoom in on the large brown-topped oil container at left. Press the raw
clay into the temple seal on the front of the container. Return to the
potter's shop and open the double doors to the kiln. Move forward, look
down and put the piece of clay on the white circular platform. Add the
gold leaf from El Dorado. Exit the kiln, turn around and rotate the kiln
platform using the spoked wheel on the outside kiln wall. Re-enter the
kiln and pick up the gold medallion you've made.

Return to the ferryman and request the temple destination. On arrival,
don the guise of the olive oil vendor or potter, turn right and move
forward. Turn around, talk to the temple guard and give him your
medallion. Move toward the ferryman at left and change back into the
captain. Talk to the ferryman, then take the ferry through the lock into
the temple.

Approach a large golden bowl at the end of the walkway. Look up and pull
the lever to release some "healing water" from the toroidal reservoir
overhead into the golden bowl. Look down and use the bowl in your
inventory to take some healing water from the golden bowl. You now have
everything needed to complete the rest of the Shangri-La quest.

Move to the right around the golden bowl to the end of the circular
walkway. Look down and close the water entry door using the gaff. Return
via the ferry to the windmill. As soon as you've entered the windmill
doorway, move forward and open a chest to discover a scroll containing an
important diagram:


Enter the windmill machinery room and  the loose rope lying on the
floor to the central post of the windmill (it may be necessary to position
the cursor above the suit viewport in order to get the view to scroll
upwards). Turn the crank on the side of the central post to raise up the
heavy stone floor hatch. Go through the secret passageway and up the
ladder at right. Move forward and note the diagram on the wall describing
the mechanism behind you. Assume the appearance of the beggar and move
left. Exhaust the dialog options with Saros:


   Insular views?
   Opportunity?
   What will you do?

and he gives you a sun disc. Zoom in on the celestial clock in front of
you and insert the sun disc between the large main gear and the crank at
upper right. Rotate the crank to create an eclipse between the sun and
moon levers of the clock. Turn left and climb the stairs ahead of you.
Turn around and return to the end of the circular walkway, where you can
use the gaff to reopen the water entry door. Pick up the Atlantis
tetrahedron carried upward by the column of water. After a video sequence
at TSA headquarters, jump back to the Himalayan Mountains timezone.

                            ------*****------





Descend the ladder next to the tree and move to the opposite side of the
greenhouse. Access a subterranean chamber through a grate in the
greenhouse floor. Turn around and pour the bowl of healing water from
Atlantis near the end of the tree roots. Return up the ladder to the
greenhouse and climb the ladder to obtain a red fruit from the tree. Give
the fruit to the yellow buddha in the back of the greenhouse and pick up a
yellow stone.

Return through the floor grate to the subterranean roots chamber, where
you can access a network of underground heat-transfer tunnels. To view the
network, select the tunnel map from your inventory and drag it to the main
viewport. The display can be scrolled vertically by dragging the hand icon
up and down. Each (lettered) node in the tunnel network is a junction of
three tunnels:

    Left       Right

   Tunnel      Tunnel

          Exit

         Tunnel

Here, "left" and "right" refer to the positions seen when you are facing
away from the exit tunnel. At each node, either the Left Tunnel or the
Right Tunnel is closed off by a movable door. Save your game at this point
so that the default configuration of tunnel access doors is preserved:


The objective is to melt a butter statue in the skeleton-buddha butter
room by isolating all the heat emanating from the right two firepits. Note
that heat cannot flow between the Left and Right Tunnels at a node since
one of them will always be blocked by a door. If the tunnel doors have not
been altered from their default configuration, the following steps can be
used:

Proceed through the tunnel leading from the roots chamber to the
leftmost firepit, then turn left and follow the tunnel to Node A. Look up
at the "fanblade" map symbol on the ceiling so Arthur will record the
status of tunnel doors on the map.

Follow the Exit Tunnel to Node B and switch the door from right to left.

Follow the Exit Tunnel through the firepit and on to Node C, where the
door should be switched from right to left.

Follow the Right Tunnel through the firepit and on to Node D.

Follow the Right Tunnel to a chamber below Genghis Khan's tent. Go up
the ladder and  get his sword at left (there's nothing else to do
here). He'll arrange for you to return to the chamber below.

Return down the tunnel to Node D and switch the door from left to right
to prevent heat escaping through Khan's tent.

Follow the Exit Tunnel through the firepit and on to Node C, where the
door should be switched from left to right.

Follow the Left Tunnel to Node E.

Follow the Exit Tunnel to Node F and switch the door from right to left
to prevent heat escaping into the Library.

Follow the Exit Tunnel to Node E and switch the door from right to left.

Follow the Right Tunnel to Node B.

Follow the Exit Tunnel through the firepit and on to Node C, where the
door should be switched from right to left. Afterwards, Arthur reports a
rise in temperature.

Follow the Exit Tunnel through the firepit and on to Node B.

Follow the Right Tunnel to Node E.

Follow the Exit Tunnel to Node F.

Follow the Right Tunnel to Node G.

Follow the Exit Tunnel into the Butter Room. Get a black stone from the
melted yak-butter buddha at left.

Return through the tunnel to Node G.

Follow the Right Tunnel to Node F and switch the door from left to
right.

Follow the Left Tunnel to Node H.

Follow the Exit Tunnel through an underground chamber and up into the
library.

Approach the large blue buddha in the center of the library and present
it with the alms bowl from Atlantis, obtaining a blue stone.

Turn around and exit the library through its main entrance doors. At the
foot of the steps, turn left and move forward down additional steps to a
heavy doorway protruding from the left. Enter through the doors into an
open-air anteroom of the temple. At the far end of this narrow room, note
the array of eight prayer wheels across from a white buddha. The prayer
wheel at upper right is a bit squeaky, so lubricate it using the pitcher
of olive oil from Atlantis. Use the pointing-finger cursor to play six of
the prayer wheels in the order defined by the prayer syllables translated
earlier near the green Animal-Realm buddha outside the monastery:

            ******************************************************

   3
   Ne

                      ----------------------------------

   2
   Ma

                      ----------------------------------

   6
   Whom

                      ----------------------------------

   4
   Pod

                      ----------------------------------

   5
   May

                      ----------------------------------

   Rom

                      ----------------------------------

   1
   Ohm

                      ----------------------------------

   Aree

                      ----------------------------------

            ******************************************************

Pick up a white stone from the buddha.

Enter the temple through the doors at left, then turn right and zoom in
on a circular wall mural. Arthur will translate the items needed for the
six buddhas found in the monastery, shown along with other information in
the following table:

   Realm     Color     Item

   Gods      White     Music

   Asuras    Red       Sword

   Animal    Green     Book

   Hells     Black     Heat

   Pretas    Yellow    Fruit

   Human     Blue      Alms bowl

Exit the temple through the anteroom, turn right and approach the Mongol
tent in the distance. Capture an image of Genghis Khan sitting in the
tent. Move left and present Khan's sword to the red buddha, picking up a
red stone in return.

Go back up the steps behind the wall at left and re-enter the library.
Assume the appearance of Genghis Khan and talk to the Lama in an alcove at
the right rear of the library:


   Test
   True Path?
   Realms?
   Animal Realm
   Ignorance
   Bye

After he gives you the Book of Knowledge, exit the library and proceed
forward to the edge of the drawbridge. Ring the bell and cross the
drawbridge. Turn left and exit the gatehouse. Continue down the stone
steps and use the lower footbridge to go back across the ravine to the
monastery. Return to the green buddha at right and insert the Book of
Knowledge into the slot at lower left, obtaining a green stone.

Return via the footbridge into the gatehouse. If you have the silk scarf
from Atlantis and wish to use it, assume the guise of the pilgrim.
Otherwise, assume the guise of the Lama. Go up the stairs in front of the
buddha tapestry hanging on the back wall. If you're appearing as the
pilgrim, use this dialog sequence with the Dob Dob guard:


   Yes
   What offering?
   (give silk scarf)
   Bye

If you're appearing as the Lama, use this sequence:


   Cross bridge

If you explore the opposite balcony inside the gatehouse, you'll discover
an unusual disappearing cursor - just a reminder of what the game
interface could have been like if Presto Studios had made the same
mistakes as Cryo Interactive did with the spherical-VR engine they used in
.

Cross the drawbridge and re-enter the temple through the open-air
anteroom. Descend the stairs at right to the main floor of the temple.
Move around to the back of the central structure and give the white stone
to the white buddha. Climb the section of steps that rise from the floor,
and turn right. Repeat the procedure for the red, green, black, yellow and
blue stones. Climb up the floating lotus-blossom petals, turn right and
take the rotating Shangri-La Artifact.

Descend the lotus petals and steps, then exit the temple and cross the
drawbridge. Exit the gatehouse and proceed to the end of the path. Drop
your disguise and talk to the pilgrim:


   (give lotus)

Pick up the Shangri-La tetrahedron and you'll jump back to TSA
headquarters.

                            ------*****------





The last puzzle of the game involves manipulating three tetrahedra to
project a complete set of symbols in the center. Each four-sided
tetrahedron can be rotated about three different axes. Apart from
symmetric rotations, there are only two solutions to this puzzle:


On completion of the puzzle, you'll be treated to the endgame sequence
involving an ugly Quo'Thalas, some jerky Cyrollans and a final bit of
philosophy from the Sosiqui. A follow-up sequence at Sinclair's funeral
ties up a few loose ends in the plot. Dunno about that Agent 3, she must
have had a good lawyer... And that really is Matt Weinhold as a
reincarnated Arthur.

                            ------*****------



 For the latest information, see
http://users.deltanet.com/users/balmond/. _[i]_