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Journeyman Project 3 - Legacy of Time Walkthrough, Hints and Tips for PC Games.

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 Journeyman Project 3 - Legacy of Time

 
   
 
 
Journeyman Project 3 - Legacy of Time

Submitted by: Dj Simo

MEDITERRANEAN SEA: October 6, 1262 B.C.

Step onshore towards the windmill. Move forward again. The Agent 3
suit  arrives. Click it. Go forward six times to the water's edge.
Look  down  and  pick up a rope. Turn around to the  windmill  and
enter  the opening. Get under the stairway and look up.  Drag  the
rope  from  inventory and release it, highlighted,  onto  the  end
stair above you. The stair crumbles behind.

Forward  once  up  the stairs, look at the gears.  Click  Arthur's
thought for his opinion. Continue to the top, open the hatch,  and
enter  the top room. Approach the ladder and face it. Look  up  at
the  roof hatch. Climb up to the roof. Look down at Agent 3's time
code.  Zoom  in  on it and Arthur records it. At the  top  of  the
screen, click Andes Mountains to time jump there.

ANDES MOUNTAINS: January 29, 524 A.D.

Inside  the  well, remove a rock from the drain. Pull  the  lever.
Climb  out of the well. Turn to the crank and take it. Go  up  the
path,  turn  left at the fork and go up to the farm. Go  left  and
take the big basket. Go down to the main path, turn left and go to
the  balloon landing. Walk to the edge, turn left and  go  towards
the  balloon. Turn left and use your crank on the winch  to  lower
the balloon.

Attach  the basket to the balloon's hanging rope. Zoom in  on  the
rope  hanging  below and pull up the hook. Use  it  on  the  other
balloon  and  pull  it to you. Zoom in on the time  code  in  that
basket so that Arthur records it. At the top of the screen,  click
on Himalayan Mountains to time jump there.

HIMALAYAN MOUNTAINS: April 15, 1219 A.D.

Go down the slope and take the staff from the dead guard. Take the
control wheel. Go up the slope and enter the gatehouse. Go through
the hole in the far side and climb down the footbridge. Oops! Just
inside the gatehouse, face the control mechanism. Put your control
wheel  on the small gear hub and extend the footbridge. Now  climb
down the footbridge.

Move to the destroyed building on the right and use your staff  on
the  window. Enter and go to the blue Buddha. Use it's head to get
to the window ledge. Look down at another time code. Zoom in on it
to record it. Watch a movie sequence.

MEDITERRANEAN SEA: October 5, 1262 B.C.

Open  the trapdoor and go down into the windmill's gear room. Pick
up  two  gears and put them onto the gear assembly pegs. Pull  the
lever (five times I think) to rotate the spars until one without a
sail  is  at the window. Climb out the window and pull  the  lever
again.  You  automatically jump down to the wall. Walk  along  and
jump onto the crane.

Move  along the crane arm to the yardarm and jump onto it.  Go  to
the  mast, turn right and go down the mast to the barge. Take  the
silk  scarf on the deck, step towards the front and get  the  gaff
(hooked pole) on the left. Turn to the dock and jump across.  Turn
right  and  find the beggar who is speaking. Click him to  capture
his  image, then talk. When he asks for money, say Sorry. When  he
asks about nasty weather, say anything then return to the barge.

Change  to  the  beggar guise, go forward to the captive  Egyptian
captain  and  capture his guise. Talk to him and  ask  for  coins,
which  you  get,  and he asks if you want to say anything.  Answer
thanks,  then goodbye. Go to the dock and to the ferry. Change  to
the  barge captain's guise. Capture the ferryman's image. Talk  to
him, select jplot_sse, then give coin.

Go  around the corner and capture the guard's image. Talk  to  him
and  ask all that you can. Say goodbye to the guard and return  to
the  ferry.  Talk to Kashi and select Potter, then give  coin.  Go
around  corner  to left. From outside the shop door,  capture  the
potter's  image, then change to the guard's guise. Enter and  talk
to  the  potter about everything. Turn right and go  to  the  clay
machine.

Turn  the crank and get the clay from the basket on the floor.  Go
out  to the walkway and go left to the oil shop. Change to captain
or  ferryman,  then capture the woman's image.  Talk  to  the  oil
vendor  about everything. Turn to the vases on the table and  zoom
in on the imprint of the biggest one. Press your lump of clay onto
the seal. Arthur says a good place for gold is El Dorado. Exit the
shop and time jump to the Andes Mountains.

ANDES MOUNTAINS: January 28, 524 A.D.

Turn  right  and go down the path to the well. A sleeping  boy  is
just  to the right of the well. Capture his image. Go back to  the
intersection,  turn left and go up to the stables. Change  to  the
boy's  guise.  Go around behind, capture the farmer's  image  then
talk  to  him  about everything. Return to the intersection,  turn
left and go to the balloon landing area. Ride across to the mesa.

CENTRAL MESA.

As  the boy, climb the jplot_sse stairs and enter. Zoom in on  the
mural  on the left wall. When your cursor is a ?, click and Arthur
will  interpret it. Repeat this on the one the scribe  is  working
on. Approach the scribe, turn and click on the ventilator shaft in
the  floor.  You see an image at the bottom. Capture the  scribe's
image then ask him everything.

Turn  left  and  get a gold leaf from the large basket.  Exit  the
jplot_sse and time jump back to the Mediterranean area.

ATLANTIS: Potter's Shop.

At  the entrance, change to the woman, his sister, and enter. Talk
to  the  potter  and say that you will watch his  pots.  After  he
leaves,  go to the kiln. Open it and step forward. Look  down  and
place  the lump of clay on the rotating platform. Place  the  gold
leaf  on the clay. Turn away, step forward, turn around and  close
the  kiln. Rotate the pegged wheel, open the kiln and take out the
gold medallion. Turn around to the side table and take the pitcher
and  bowl.  Exit and go around the dock to the oil shop.  Approach
the  vat  of oil and use your bowl on it. Return to the ferry  and
hire a ride back to the jplot_sse. Change to the pottery vendor or
his  sister. Show the gold medallion to the guard and get back  on
the ferry.

TEMPLE SHRINE.

Go  to  the basin. Put your pitcher in the basin to fill  it  with
Healing  Water. Go around the right side to the end of the walkway
and look down into the well. Use the gaff to close the water gate.
Return to the ferry and ride to the windmill.

WINDMILL.

Go up to the windmill entrance and change to the Egyptian captain.
Just  inside the door, go to the chest and open it for a clue.  Go
to the next room and talk to the windmill keeper. Use any response
to  his Nasty Weather statement. Arthur adds a special greeting to
your list, Looks Like Nasty Weather! Return to the ferry as anyone
but the beggar.

DOCK.

Change  to  the beggar, get on the barge and talk to  the  chained
captain.  Say Nasty Weather, the captain says, It may  even  rain.
Arthur adds this to your dialogue. Get back on the dock and change
to the captain guise. Go talk to the beggar and say Sorry. He says
Nasty  Weather, so you should respond, It may even rain. Then  ask
about  everything. Return to the ferry and ride to  the  Windmill.
Change to the captain guise, then enter the windmill.

Respond  to the keeper's weather remark with: It's going to  be  a
long winter. Ask about everything. Return to the ferry and go back
to  the  dock.  Return to where the beggar was and get  his  bowl.
Return to the windmill.

WINDMILL.

You  have  the  lower section to yourself. Near the  door  to  the
handcrank,  pick up the end of the rope and drag it  left  to  the
fastener on the column. When the rope highlights, release  it  and
it  will fasten to the column. Turn the winch and the floor  panel
will  raise  up. Enter the secret passage and arrive at  an  inner
chamber. Change to the beggar. Climb up the rung ladder and go  to
the mural. Ask Arthur about it. Turn left and step forward once.

Turn right and ask Arthur about another mural. Turn left and go to
the  next  room. Before talking, examine the mural and ask  Arthur
about  it. Talk to Saros the guardian about everything.  He  gives
you  a sun disc. Get a closeup of the water clock. Turn the crank.
Put  your  sun  disc  on the crank and turn it  again.  Hear  that
rumbling?

Turn  left  and go back to some stairs that lead up to  where  you
closed  the water gate. Open the water gate and a pyramid artifact
is  suspended in the water. Take it and an automatic movie starts.
Afterwards, choose the Himalayan Mountains.

HIMALAYAN MOUNTAINS: April 14, 1219 A.D.

Go  to the Buddhist traveler lying on the snow. Capture his image,
turn  around and cross the narrow footbridge nearby. Click on  the
group  of six colors and remember what Arthur says, - Om, Ma,  Ni,
Pad,  Me,  Hum  - Click the inscription just to the right,  ...the
cause  of  all suffering being IGNORANCE, etc. Turn right  to  the
yaks,  and  turn left to face the Green Buddha statue.  Click  the
writing  on  the statue base, ...shrine of the ANIMAL WORLD!  Turn
around and go towards the wall grate. Continue around the wall, up
the stairs and enter the greenhouse.

GREENHOUSE.

Capture the gardener's image. Change to the Buddhist traveler  and
talk  to  the gardener about everything. He must have a cold,  not
much  heat  in the green house. After you say goodbye,  enter  the
tunnel vent to the right of the pond. Examine the tree roots.  Use
your  pitcher  of holy water on the bottom of the roots  and  they
glow with new life.

Go  up  to  the greenhouse and around the pond to the  ladder  and
climb.  Take the garden knife and the steam tunnel map.  Take  the
fruit from the tree, climb down and go to the Yellow Buddha on the
edge of the pond. Click the statue base and Arthur translates  it.
Put  your  fruit in the statue's bow and get a Yellow  Sphere.  Go
back through the floor grating.

STEAM TUNNELS.

Go  forward  to  the glowing area. Step past it and turn  slightly
left   to  see  another  tunnel.  Enter  it  and  arrive   at   an
intersection.  Look  at the ceiling to see a  cross  symbol.  Now,
Arthur constantly updates your position on the map. Drag your  map
up to the main part of the screen. The arrow is actually backwards
from the direction you just came.

Continue  forward in the tunnel and the ceiling will  have  a  two
ring  symbol. Continue forward past another steam vent to  another
tunnel.  It's  intersection ceiling has a Shell symbol.  Pull  the
lever  and  go  through the new tunnel. Go past a  steam  vent  to
another intersection and it's ceiling will show a thick horizontal
horn or hat. Continue to a ladder.

CAUTION: At the top is Kahn's tent and you don't have much time to
react. Climb the ladder, turn left, get the sword, climb down  (or
get  knocked  down.) You must get the sword.  Once  you  have  it,
return  to  the  horn intersection and row the  stone  back.  Turn
around  and go back past the steam vent to the shell intersection.
Pull the lever and enter the left tunnel.

The  next  intersection ceiling should have interlocking diamonds.
Continue  forward to a ceiling with two crossed  horns.  Pull  the
lever,  enter  the  new  tunnel and continue  to  an  intersection
ceiling with three eyes. Continue to a skeleton mural. Notice  the
sculpting  tools.  Click  the writing below  the  skeleton  mural,
...Hell's  Realm...  Click the writing  just  left  of  the  Black
Buddha. Take the butter boiler (bow) from the table.

Exit  and go back through the three eyes intersection. At the  two
horns intersection, pull the lever. Turn around and go back to the
two diamond area and on to the shell intersection. Pull the lever,
turn  around  and use the map to find your way back to  the  green
house.  Talk to the gardener. Exit the greenhouse and go  back  to
the narrow footbridge and across to the gatehouse.

GATEHOUSE.

Make  sure you're the Buddhist traveler, turn left at the tapestry
and go upstairs. Capture the image of the warrior. When he asks if
you want to cross, say Yes and ask everything. Give the silk scarf
and  ask  any  additional questions. Say bye,  go  downstairs  and
approach  the bridge. It will extend, so go on across.  Make  sure
you're the Buddhist traveler. Enter the prayer hall.

PRAYER HALL.

Approach the Blue Buddha statue. Click your ? cursor on it's  base
to  learn  it's the Human Realm shrine. Enter the small alcove  to
the  right  and  capture  the Lama's  image.  Talk  to  him  about
everything. Go back to the Blue Buddha and put the begging bowl in
it's  open  hand. Get the blue sphere. Exit the Prayer Hall,  turn
left and go down some narrow steps. Turn left and Arthur says  the
tent  is  Mongolian.  Turn slightly left and approach  the  Buddha
statue.

RED BUDDHA.

Click  the  writing on it's base. Give it the sword and receive  a
red sphere. Change to the Lama and enter the tent.

If  you had entered as the Gatehouse warrior, you would know where
he  got the shiner. Talk to the Khan about everything. Exit,  turn
left and enter the first jplot_sse doors.

TEMPLE ENTRY: White Buddha.

Read  the writing on it's base. Turn around to the prayer  wheels.
Click  your  ? cursor on each to hear Arthur vocalize the  sounds.
The  upper right one needs lubricating. If you didn't get the  oil
in  Atlantis, use the yak butter. Click the finger on the six  for
the  following  in  order; Om, Ma, Ni, Pad,  Me,  Hum.  When  it's
correct,  you get a white sphere from the White Buddha. Enter  the
jplot_sse.

TEMPLE: Wheel of life.

Just inside the doors, turn right and approach the tapestry. Get a
closeup  and  click each of the six sections. Turn around  and  go
down the stairs to the floor and examine it. Go around and look at
the  White Buddha in the alcove. Exit the jplot_sse and change  to
the Kahn's image. Go back to the Prayer Hall.

PRAYER HALL.

Ask the Lama about the test, then about everything else. Ask about
all the realms. After asking about the Animal realm, the Lama asks
you, What is the source of all Misery? Of course you know this  as
'Ignorance'; since you've read the writing near the colors at  the
yaks. Answering 'Ignorance' gets you the crucial Book of Life. Say
bye,  cross  the  hall  to the floor grate  and  enter  the  steam
tunnels.

STEAM TUNNELS.

Go  to  the first intersection (tree symbol), continue to the  two
horns  area  and roll the stone to the left. Go to the three  eyes
area  and  roll  the stone to the opposite side. Continue  to  the
unicorn horn (hat) area, the east steam area, the shell area,  the
middle steam area, and to the two rings area. Roll the stone  from
right  to  left.  Arthur  should  detect  a  definite  change   in
temperature and say, 'You did it, Gage!'

The  idea  was  to  divert two steam areas to the skeleton  mural.
Return  there  and  get the Black sphere from  the  melted  Butter
Buddha. Exit to the three eyes area and roll the stone to the east
on  the  map.  Go through the two horns area to the two  diamonds.
Pull  the lever and go to the two rings area and throw that lever.
Go through the Cross area to the west steam area. Go slightly left
and  through  the tunnel, pull the lever to the grating  and  exit
towards the yaks.

GREEN BUDDHA.

Put  the  Book of Knowledge in the slot at the statue's base.  Get
the green sphere.

For  a  temporary diversion, and a bit of fun (or revenge),  enter
the gatehouse as the Kahn and confront the gatehouse keeper. Then,
downstairs  as  the  Lama,  approach  the  bridge  and   it   will
automatically extend. Return to the jplot_sse where you solved the
prayer wheels.

TEMPLE INTERIOR: Central pillar.

Put  the  white sphere in the statue's hand. Read the  writing  on
each stairway on your way up, placing the similar color sphere  at
each  statue.  At the top, climb the golden petals,  of  the  open
lotus,  to the shrine. Examine the mural of pyramids. Examine  the
mural  of  a  lotus  being transformed into a  pyramid.  Take  the
spinning lotus artifact.

Click  the red lens between a mural's eyebrows to see the Buddhist
traveler. Exit the jplot_sse, go to the main bridge, and ring  the
bell. On the other side, return to the Buddhist traveler just past
the  narrow  footbridge, and talk to him. He says that you  should
shed  your  illusions. Give the lotus to him.  He  says  you  must
become your true self. Change to the Chameleon suit and again give
the  lotus  to the Buddhist. Automatic time warp with  the  second
artifact.

EL DORADO: Temple Entrance.

As  the farm boy, face away from the jplot_sse and turn right.  Go
towards  the next large building. Try going up the stairs  through
the  narrow  stone  walkway. A warrior says the  Shaman  can't  be
disturbed. Ask about everything. Turn right and step once down the
path.  Turn  left and step through the bushes. Cut  the  balloon's
rope with your knife.

Step  through the opening in the wall and turn right. As the  boy,
go  on up the steps to see the Shaman. A guard stops you, so  talk
to  him. The Shaman appears and asks if you want to hear a  story.
Capture  the  Shaman's image, then ask all the questions.  Now  to
find  out about that talisman. Go back to the balloon landing  and
float across to the farm area.

FARM.

Change  to  the Shaman and go down to the well. Talk  to  the  boy
about  everything, and tell him your talisman is  broken,  to  get
his. At the balloon landing, ride back across to the central mesa.
Change back to the boy, go up to the Shaman area and turn left. Go
up  the narrow stairs to an open area and a large balloon. Get  in
the  basket and strike the flint with your flint talisman to  high
up in the air.

Zoom in on the lines out on the plains for a closer look. Zoom  in
on  the  Temple to see four faces arranged around the arrow shaped
opening and draw rough pictures of the faces around an arrow shape
on  paper. Zoom in on the area next to the jplot_sse. Turn  around
and  turn off the nozzle to drift back down. Exit the balloon  and
follow  around the jplot_sse to the overgrown path on the opposite
side.

Turn around and go through the bushes to the pool.

REFLECTING POOL.

Zoom  in  on the pedestal for a closeup of the triangular opening.
Put your flint talisman there and the pool will drain. Go down the
steps.  There are four sets of six stone heads, two sets on either
side.  Turn to either side and click the particular head according
to  the  drawing you made of the jplot_sse top, from the  balloon.
Continue on around till you've clicked the correct head in each of
the four groups. A secret entrance in the stairs will appear.

Go  down the secret entrance and your way will be blocked by fire.
Exit  back up the pool steps and pick up your talisman.  The  pool
fills  and puts out the fire. Go back through the secret  entrance
to  an  artifact room. Approach the pedestal. Remember you saw  it
from the top of the air vent in the upper jplot_sse where you  got
the gold leaf. Click each wall etching for Arthur's translation.

Click  on the tongue of the serpent, on the pedestal, and get  the
artifact. Automatically time jump back to TSA Headquarters.

ARTIFACT PUZZLE.

The  image  on the table is a combination of the projected  images
from  the  three  artifact faces. Arthur explains how  the  puzzle
works: If any two images overlap, the overlapping parts cancel. If
the third face projects the same part, the image appears again.

There's two ways to spin each artifact; rotate around on it's base
to show a different image, or rotate the particular face to change
the position of the pattern. The three patterns have to combine so
that  the result is an exact image of the Symbol at the upper left
of  your  screen.  When the total pattern is  correct,  the  final
sequence automatically starts. Sit back and watch one heck  of  an
ending.

 

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