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 The Journeyman Project

 
   
 
 
The Journeyman Project

Walk-thru 7/2/96 compiled by Adam Schenker

WARNING!!!! WARNING!!!! WARNING!!!! WARNING!!!! WARNING!!!!
This file tells you how to complete the game "The Journeyman Project".
Reading it before you win the game will in all probability greatly di-
minish your enjoyment. If you have already won, you can see the alter-
nate routes that you could have taken and go back and play some scenes
over again.  Even if you have figured out all the puzzles in the game,
you  may  still  find a few things you missed that aren't essential to
completing the game.
Contributors: Michael Maeda   Joerg-Uwe  Kietz    Joe  Gregor   Brian
Clark  Jeremy  Gilbert  
Ian Krieg  Mark S Wagner 
Please send  corrections,  additions,  misspellings,  etc.  to aschen-
ke@babbage.csee.usf.edu.
Download a Mac-only SimpleText document of the walkthru.


The Present - Caldoria Hts. Apts.:
First thing you need to do is turn left,  walk forward and pick up the
TRANSPORT CARD off the desk.  Next leave your appartment,  go into the
elevator and go to the first floor.  Stand in front of the transporter
and click on it. When it opens walk into it. Put the transport card in
the slot on the right side when you are asked and click on the  Tempo-
ral Security Annex button.
Here's some  stuff you can do that is not essential to solving the ga-
me:
- Turn the desk lamp in your room on/off - Flush your toilet (whee!  -
how  much did you spend on your CD drive?  :) - Turn your water faucet
on/off - Look at yourself in the mirror (thanks to Mark Wagner) -  Sit
down on some of your furniture and enjoy the 4D entertainment system -
Try going to floors 2 and 3 - Try going to someplace  other  than  the
Security  Annex  (this  will kill you) - Listen to all the door recor-
dings - Watch the movie at the kiosk

The Present - Temporal Security Annex:
Walk forward from the transporter down the hall to the door and  click
on  it.  When asked for your code,  enter the code from the manual (p.
9).  There is no way to get to work on time,  so don't sweat the  late
arrival message.  When the door opens,  walk thru and hang a left.  Go
into the Command Center and turn towards the computer monitors.  Click
the  left  monitor,  enter  the appropriate codes (again on p.  9) and
watch the 3 movies. When you're done, click the RTN button.
A note on these codes: Apparently, some editions of the game come with
an electronic version of the manual on the CD.  The codes you need are
in Section 6 - "TSA Codes".  If your game did not come with a  printed
manual, look for it on the disc. Thanks yet again to Michael Maeda for
this information!
Now a whole bunch of alarms will go off.  Head to the Ready  Room  and
walk up to the BioSupport Suit generator.  Click on the screen and get
your biosuit.  Right next to it on the right you will find a  cabinet.
Click  on  the  blue  glass  to open it up and get the JOURNEYMAN KEY.
Click the compartment below that and get the MAPPING BIOCHIP and PEGA-
SUS BIOCHIP.
Leave the  Ready  Room and go down the hallway to the right.  Open the
door,  go down the elevator and walk towards the time machine until it
opens.  When it opens, walk into it. Inside the time machine, click on
the 200 million BC button and click the activate button  to  transport
back in time.
Here's some  stuff you can do that is not essential to solving the ga-
me:
- look at the time machine through the windows on the  upper  level  -
try opening the left disk drive

200 Million BC:
There's lots  of  cool  dinosaur noises and shadows here,  but I don't
think they can get to you in the valley you are in.  You  can  however
walk off the cliff that you start near so be careful.  All you need to
do is turn around and walk down the canyon to the end. Use the Journe-
yman Key on the Journeyman symbol to open the vault and get the HISTO-
RICAL LOG DISK. Then use your recall button (Journeyman symbol).

Temporal Security Annex (altered timeline):
Go back up to the Command Center. Open the right disk drive and insert
the log disk. The computer will then compute what events have been al-
tered.  Click on the right monitor and check out the  6  movies  which
explain  the way things ARE and the way they are SUPPOSED to be.  Head
back to the time machine.
Now things get tricky. You can go to either Mars Colony or the Science
Center,  but not,  I think,  to NORAD VI first (as you need items from
the other places)

Mars Colony:
Walk down the hall,  away from the emergency doors,  until you see the
robot  walk  by.  Follow him (hang a left) and go into the Maintenance
Transport.  Go into the car and pick up the WIRE CUTTERS and the MAIN-
TENANCE  KEY  in  the toolbox in the rear.  Face forward and throw the
switch to move through the tunnel.
When you leave the transport bay,  you will see the robot  again  when
you turn left. Turn right and walk forward and he will go by you. Pick
up the OXYGEN MASK and then use it in the indentation in the middle of
the 'rack' (for lack of a better term) to charge it up. Go through the
door that the robot came out of.  Use the console to return the repair
platform  to  its  last position.  Use the maintenance key to open the
compartment and the console to perform a diagnostic on the shield. You
will  discover  an explosive device in a card slot.  The computer will
ask if you want to disarm it.  Say yes and you get to play a  game  of
"Mastermind".
Michael Maeda  was  kind  enough to send me the codes for this puzzle.
They are:
First Code - Yellow, Red, Green Second Code - Green, Yellow, Red Third
Code - Green, Red, Yellow
Once you  disarm  the  bomb,  get  the ACCESS CARD BOMB and return the
platform to its original position.  Go back to the spot you were stan-
ding on when the robot threatened you and SAVE YOUR GAME using the In-
terface BioChip.  Open the airlock door,  put on the  oxygen  mask  by
clicking  its picon and clicking use.  Click the pressurize button and
when you hear the beep press the turn button. Now would also be a good
time  to  activate your Mapping BioChip.  Your task now is to navigate
thru a maze in 8 minutes before your oxygen supply runs out.
Michael also included a picture of the maze.  The black route  is  the
one you should take:

Listen carefully  for  machinery  clanking - that's your clue that you
are getting close to the mine elevator. Walk right into the moving bo-
xes (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 ot-
her one. You can remove the mask now if you wish. You will see the ro-
bot  heading  for the shuttles and then an announcement that a shuttle
was launched.  There is one shuttle left (shuttle #3).  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' wea-
pon (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 ga-
me:
- Try looking out the windows.  - Look at the blue info pannels  (near
the colony's main enterance) for some information about the colony.

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 compu-
ter screen until it asks you for a sample. Drag the dart into the cen-
ter 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 antido-
te. 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 jo-
urnals  are (it's in the lower left corner).  This brings it up.  Then
click twice on the main round viewer.  NOT recommended for  weak  sto-
machs!
....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 poin-
ting 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 anot-
her OPTICAL MEMORY BIOCHIP (whose contents will be added to the  exis-
ting  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 ro-
bot 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  ga-
me:
- Let  the robot carry out the assasination.  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 for-
ward to the missle override controls. Next you play a little game whe-
re  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 loa-
ding arm using the programmed sequence (i.e. not manual).
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 win-
dow.  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 ME-
MORY 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 ga-
me:
- If you wait a long time at the Alpha 2 security door, you will get a
message telling you that the missles 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 ga-
me:
- Try going someplace other than the appartments.  You just get a mes-
sage 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...?  It  was
probably the evil Dr.  Sinclair himself!  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 Sinclair.  Use
the stun gun on him.
Here's some  stuff you can do that is not essential to solving the ga-
me:
- Go to the big panaramic 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.

 

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