Walkthrough PC

            _       _____   _____   _____   _____  __     __
           | |     |  ___| |  ___| |  _  | |  ___| \ \   / /
           | |     | |_    | | __  | |_| | | |      \ \ / /
           | |     |  _|   | ||_ | |  _  | | |       \   /
           | |___  | |___  | |_| | | | | | | |___     | |
           |_____| |_____| |_____| |_| |_| |_____|    |_|
                            _____   _____
                           |  _  | |  ___|
                           | | | | | |_
                           | | | | |  _|
                           | |_| | | |
                           |_____| |_|

                    _____   _____   _    _   _____
                   |_   _| |_   _| | \  / | |  ___|
                     | |     | |   |  \/  | | |_
                     | |     | |   |      | |  _|
                     | |    _| |_  | |\/| | | |___
                     |_|   |_____| |_|  |_| |_____|

   "The whole space-time continuum concept is actually quite simple. 
You see, Gage, space and time are actually just floating along in a 
big lava lamp."

The Journeyman Project 3: Legacy of Time (PC) FAQ
Created By: MetroidMoo
Latest Version: 1.0
Created On: July 26, 2001
Last Updated: ---

1)FAQ Updates
  a. The Adventure Begins
  b. The Time Code Pieces
       i. Mediterranean Sea - October 6, 1262 B.C.
      ii. Andes Mountains - January 29, 524 A.D.
     iii. Himalayan Mountains - April 15, 1219 A.D.
  c. The Search for the Legacy
       i. Mediterranean Sea - October 5, 1262 B.C.
      ii. Andes Mountains - January 28, 524 A.D.
     iii. Himalayan Mountains - April 14, 1219 A.D.
  d. The Final Puzzle
5)Contact/Legal Information


Version 1.0 - July 26, 2001
  First (and complete!) version of the guide.

2)   ITEMS
This section lists the items and their uses.

Rope Ladder
Location: Mediterranean Sea - October 6, 1262 B.C.
Function: Use it in the windmill to reach the first time code piece.

Winch Handle
Location: Andes Mountains - January 29, 524 A.D.
Function: Use it to bring down the air balloon.

Crop Basket
Location: Andes Mountains - January 29, 524 A.D.
Function: Place this on the bottom of the air balloon so you have a
          place to sit, unless you prefer to dangle from it...

Wooden Staff
Location: Himalayan Mountains - April 15, 1219 A.D.
Function: Used to pry open the frozen window.

Control Wheel
Location: Himalayan Mountains - April 15, 1219 A.D.
Function: Place it on the gear to extend the bridge remains.

Location: Mediterranean Sea - October 5, 1262 B.C.
Function: Used to move things out of your reach.

Silk Scarf
Location: Mediterranean Sea - October 5, 1262 B.C.
Function: Give this to the Dob Dob Guard so he'll activate the bridge.

Location: Mediterranean Sea - October 5, 1262 B.C.
Function: Used to pay your fares for the ferry rides.

Raw Clay
Location: Mediterranean Sea - October 5, 1262 B.C.
Function: Used to create the medallion to access the temple.

Pitcher & Bowl
Location: Mediterranean Sea - October 5, 1262 B.C.
Function: Fill these up with holy water and use it on the sick tree
          in Shangri-La to cure it.

Gold Leaf
Location: Andes Mountains - January 28, 524 A.D.
Function: Use this with raw clay to finish the medallion.

Sun Disc
Location: Mediterranean Sea - October 5, 1262 B.C.
Function: Used to turn the clock found in the Atlantian temple.

Tunnel Map
Location: Himalayan Mountains - April 14, 1219 A.D.
Function: Gives you an image of the cave system in Shangri-La.

Garden Knife
Location: Himalayan Mountains - April 14, 1219 A.D.
Function: Used to cut the rope of the aviator's balloon.

Flint Talisman
Location: Andes Mountains - January 28, 524 A.D.
Function: Used to make sparks for heat and to control the water level
          of the pool in El Dorado.

Spiritual Fruit
Location: Himalayan Mountains - April 14, 1219 A.D.
Function: Place it on the yellow statue's bowl to get the yellow stone.

Yellow Stone
Location: Himalayan Mountains - April 14, 1219 A.D.
Function: Used to reach the Lotus in the temple.

Butter Boiler
Location: Himalayan Mountains - April 14, 1219 A.D.
Function: Used to grease the music wheel by the white statue.

Location: Himalayan Mountains - April 14, 1219 A.D.
Function: Place it in the hand of the red statue to get the red stone.

Red Stone
Location: Himalayan Mountains - April 14, 1219 A.D.
Function: Used to reach the Lotus in the temple.

White Stone
Location: Himalayan Mountains - April 14, 1219 A.D.
Function: Used to reach the Lotus in the temple.

Book of Knowledge
Location: Himalayan Mountains - April 14, 1219 A.D.
Function: Place this in the hole near the green Buddha to get the
          green stone.

Green Stone
Location: Himalayan Mountains - April 14, 1219 A.D.
Function: Used to reach the Lotus in the temple.

Alms Bowl
Location: Mediterranean Sea - October 5, 1262 B.C.
Function: Place this in the hand of the blue Budda to get the blue stone.

Blue Stone
Location: Himalayan Mountains - April 14, 1219 A.D.
Function: Used to reach the Lotus in the temple.

Location: Himalayan Mountains - April 14, 1219 A.D.
Function: Give it to the pilgrim to transform the Lotus into the final
          portion of the legacy.

This section lists the guises, their locations, and if they actually
have a use or were just put in for kicks.

Critical: Yes

Critical: Yes

Windmill Keeper
Critical: No

Critical: No

Critical: No

Critical: No

Olive Oil Vendor
Critical: Yes

Critical: No

El Dorado
Critical: Yes

Critical: No

Critical: No

Aviator Warrior
Critical: No

Aviator Leader
Critical: No

Critical: Yes

Critical: Yes

Dob Dob Guard
Critical: No

Critical: No

Genghis Khan
Critical: Yes

Critical: No

This section guides you through the game.


  A crisis strikes the Temporal Security Agency, and Gage Blackwood
decides to head back into time to locate Agent 3, although there are 
no JumpSuits available. William Daughton brings Gage to a room 
containing the latest device in time travel, the Chameleon JumpSuit. 
Capture Daughton's image using your cursor and then warp to the
location listed in the bar at the top of screen.


Mediterranean Sea - October 6, 1262 B.C.
  After completing the time-jump, Gage lands in Atlantis...or what's
left of it. Turn around and continue walking forward until Agent 3's
suit appears in your view. Activate it, and the artificial
intelligence, Arthur, will move into your suit. Along with him is a 
message left behind by Agent 3. She mentions that there three pieces of
a time code that will take you right to her. The first one is found
here, of course.
  Keep heading forward until you reach the end of the area. There
Arthur zooms in a boat carrying someone. It turns out the person on it
looks unusually close to the inventor of time travel, Dr. Elliot
Sinclair. After that scene is done, look around on the ground for a 
rope ladder. Stick in your inventory, head back, and enter the
  Throw the rope on the broken staircase to continue on. Traverse the
stairs and open the trapdoor. Climb up the ladder you see in that room
to reach the apex of the structure. Now you're movin' on up! (well...
you would be if this was The Jeffersons...) The time code piece is 
engraved in the wood. Scan it to complete the area.

Andes Mountains - January 29, 524 A.D.
  Have the Andes Mts. be the next destination on your list. The area
begins with Gage being stuck in a well. To get out, move the rock out
of the way of the stone brick. Activate the lever to the left of that
to increase the water level.
  Jump out of the well and collect the winch handle to your left. When
you reach the fork in the road, take the left path. You should see a
crop basket in your view. Walk up to it and borrow it. Return to the
fork and travel through the other path you missed.
  Look up, and you'll see a balloon in the air attached to a device
on the ground. Go up to it, place the winch handle, and turn it to
bring down the balloon. Then put the crop basket there. Enter the
balloon to hitch a ride.
  While in the air, you should notice a rope that's a bit thicker than
the rest. Click on it to have Gage throw it to the adjacent balloon.
After hopping into the other vehicle (and listening to Arthur's
comment), have a gander around the basket and scan the code piece.
Then unknown vessels and a Cyrollan ship enter the scene and begin
fighting. Don't worry, you'll find out who the unknowns are later.

Himalayan Mountains - April 15, 1219 A.D.
  The concluding time piece is found here. Turn a bit to your right
and run down the hill of snow. There you'll see a dead body clutching
a staff. Take the staff, turn right, and pick up the control wheel.
  Enter the crippled building and walk up to the gears. Place the
control wheel on the gray one and turn it. Take a step back, go
down the snow hill, move forward, and climb down the remains of what
used to be a bridge. Take a step north, turn right, and move again.
Use the wooden staff in your inventory to open the frozen window.
Enter the room. You'll see a Buddha statue in the corner. Climb over
it, and look at the final time code piece. Cyrollan soldiers appear
in the distance, but Gage escapes before things heat up.


  This is where the game gets more interesting and complicated. Here,
you can complete any of the three locations in any order. So if you
get stuck, move to another area and see how you fare. For now, we'll
just beat it in the order they're listed.

Mediterranean Sea - October 5, 1262 B.C.
  Looks like a lot different than your last visit, eh? Turn to the
right and take a step forward. Glance down to find the same trapdoor
you saw earlier in the game. Open it and go down. There's two gears
lying on the floor. Dash to the other side of this circular room
and stick the gears on the floor. Now you can turn the lever! Click
it a total of five times so you can move to the outside of the 
windmill. Once you're there, turn the device again, and Gage lands in
a new spot. Run the whole way the strip of concrete and jump onto
the ship's mast. Then climb down it.
  Now you're in the docks area. Turn left, take a step, then right,
left, and left again. The beggar should be in your sight. Steal
his guise and switch to it. He's blind, so he won't care. ^_^ 
  Move back a step and board the Egyptian ship. A gaff is sitting
amongst the clay containers on the vessel. Pick it up. Move yourself
to the left and move forward. You should see a silk scarf on the deck.
While you won't need this until *much* later into the game, there's no
reason you should leave it there.
  Go the other end of the ship to find the ship's captain in chains.
Take his guise and talk to him. Make sure you get the coins from him.
Visit the beggar and give the moolah to him. The Atlantian mentions
"nasty weather," although the sky tells you otherwise. You'll discover
exactly what this means in a short while.
  The opposite end of the docks has the ferryman. Make sure you 
converse with him using the captain guise. Fork over the coins and
head to the windmill. Climb the staircase and enter the building.
  In this small section, there's a chest. Open it to find a scroll
containing the schematics for a hidden passage. It won't make any
sense now, but it will later in Atlantis. Take the windmill keeper's
guise and chat with him. He also mentions this "nasty weather" phrase.
Arthur decides to add this to your dialogue choices. 
  Chat with the Egyptian captain as the beggar. Mention nasty
weather to him. He then says "It may even rain." Now go to the beggar
as the captain and say it may rain. The plot begins to unravel. Learn
everything about this escape plan from this Atlantian. Go talk with
the windmill keeper (as the captain again). This time pick "long
winter." Learn as much as you can and then return to the ferryman. 
The olive oil vendor is now on the list of destinations. Go there.
  There are two structures here: the potter's shop and the olive oil
vendor's. Visit the potter. As soon you enter his workshop, turn left
and walk to the foreign machine. Activate it and glance down at the
container on the floor. Collect the raw clay and stick it with your
other items. Go the oliver oil vendor's workshop. When you enter,
you'll see various vases on the table. Zoom in on one of them and place
the raw clay on it to replicate the temple's holy seal. Take the
woman's guise, put it on, and talk to the potter. Agree to "watch" his
pots so he can celebrate at the festival. Walk up to the kiln. Steal
the pitcher and bowl off of the table. Before you can complete the
fabrication of the temple medallion, you need one more thing--a gold
leaflet. You won't find it here, so time-warp to El Dorado...

Andes Mountains - January 28, 524 A.D.
  Don't fret, you won't spend too much time here. =P Since you're here,
there are three guises you can capture. Walk to the right and take
the sleeping boy's image. Go back, turn left, and get the farmer's
image. Now head to the balloon. Maneuver on over to the other side
and walk the whole way up the stairs.
  In this room is a scribe working on painting a mural. Take his
guise, if you desire. Open the nearby basket, take a gold leaf,
and teleport back to Atlantis.

Mediterranean Sea - October 5, 1262 B.C.
  Open the oven door. Place the raw clay (make sure you have the seal!)
and the gold leaf on top of it. Close the door, turn the wheel, and
viola! Instant gold medallion! Now you can enter the temple. Talk to
the ferryman and head there. Give the guard the medallion, and he'll
grant you permission. Board the ferry. Walk forward until you see
a container with chicken heads around it. Fill the bowl and pitcher
with holy water. Turn right and walk to the end of the path. Use the
gaff to close the small gate that's allowing water to flow through.
Now travel to the windmill.
  Go inside to the central room of it. Pick up the loose rope on the
ground and attach it to the wooden pole in middle of the area. Now turn
the wheel on the pole to reveal the hidden passage. Since you closed
the water flow, you can go in. So do it!
  Climb up the ladder, step forward, and walk to the left. Here you'll
see the Sinclair-look-alike. He turns out to be Saros, the guardian 
templar. Talk to him as Padros (the beggar) to obtain the sun disc.
Place this special item on the nearby clock. Then turn the wheel.
But...you need to turn the water back on. Go back and continue moving
forward to a staircase. Climb up to enter the temple again. Open the
water gate, and a raising column of water appears before your eyes.
The legacy moves with it. Collect it and warp outta here.

Andes Mountains - January 28, 524 A.D.
  As it turns out, what Gage brought to the TSA is only a piece of the
legacy. There's two more to locate. So let's find the next one!
  If you warped to Atlantis as soon as you picked up the gold leaf,
Gage should land in the room with the murals the scribe is working on.
Turn around and go down the first small set of stairs. Turn right and
continue along the path until you are stopped by a guard. The aviator
warrior will not let you go in to see the shaman, so something needs
to be done... If you go behind the guard, you should see the rope
holding his balloon in place. You need to cut it somehow, but you
don't have the necessary equipment. Let's pay a quick visit to

Himalayan Mountains - April 14, 1219 A.D.
  Once you land, face to the right and walk down the snowy road. Take
the pilgrim's guise, equip it, turn around, and cross the nearby wooden
bridge. Take the left path until you come across the greenhouse. Enter
the building and climb up onto the small platform. Collect the knife and
tunnel map and head back to El Dorado.

Andes Mountains - January 28, 524 A.D.
  With the knife in hand, cut the rope! Then you can watch the warrior
hang from the balloon and yell various expletives! w00t! Anyway...
continue on. When you reach a wall, put the view on your right side to
see yet another guard! Talk to him, and the shaman appears. As the
farmboy, ask him to explain the Story (and get a bag of popcorn while
you're at it). Before this important conversation ends, obtain his
guise...you will need it in a moment.
  Head the whole way to the location of the farmboy (the well). Chat
with the kid as the shaman and have him give back the talisman. Now
travel back to the aviator leader. Take the other route to spot a hot
air balloon. Use the talisman to create the heat required to fly into
the sky. In the air, zoom in on the temple's roof. Make a note of how
the heads are arranged around that arrow. When you're done, go back down
and visit the temple entrance. 
  Walk down the path you have not gone through yet. It'll look like a 
dead-end. Move around through the vegetation, and an arrow-shaped pool
of water is there. Place the talisman on the serpent with the cavity,
and the liquid drains out. Take a step down and face the set of heads
on your left.
  Zoom in and touch the head with the blue square eyes. Maneuver to
the next head-set. Click the one that looks a bit like a bulldog. Turn
around and hit the parrot-like stone. Now move to the final group and
touch the one that looks really PO'ed (it's on the west end if you 
can't tell =P). A hidden passage opens!
  Traverse down the corridor and watch your ass get scorched. So we need
to fix this minor obstacle. Remove the talisman from the indentation,
so the water flows and cancels out the flames. Go down the hall a
second time to get the second legacy part.

Himalayan Mountains - April 14, 1219 A.D.
  The final part of this legacy is located here. Remember the guard
house that was beside you when you first entered this place? Enter
that structure, go up the left staircase, and talk to the Dob Dob guard.
Pass him the silk scarf from Atlantis so he'll grant you permission to
use the bridge. Head straight forward and enter the monastery.
  The Lama (no, not Llama...) is here at his desk. Talk to him as the
pilgrim and try to learn about the Buddhist religion. Leave the building
and run to the west. You should a tent that stands a bit out of place.
The gruesome Genghis Khan is inside. Take his guise and don't bother
attempting to start a converstation with him. Talk to the Lama as
Khan to learn even more of the religion. He mentions two critical pieces
of information: transmutation and visiting the six shrines. Each of the
colored Buddha statues scattered around the land is a shrine that 
represents one of the realms. You need to give each statue an offering
to progress. Take some time to read the inscription under the blue
Buddha statue here.
  Enter the building past Khan's tent and make your way through the
hallway. Turn to the right and analyze the picture on the wall. This
circle has each of the statues showing the offering they desire. Remember
that info and exit this place.
  Go across the other bridge by the pilgrim. Read the writing under the
green Buddha statue and the symbols near it. Visit the green house again.
There's a golden grate on the floor by the tree. Climb down, pour the
healing water onto the dying roots, and go back up. Collect the spiritual
fruit from the tree and place it on the statue's bowl. A yellow stone
appears. Get it! Enter the cave system the same way you did a couple
minutes ago.
  Check the map. On the far right, there's an exit that appears under
Khan's tent. That is where you need to go. Along the way, pick up
the butter boiler in the hells realm (on the map, it's the room with
the skeleton and flames). Once you reach the tent steal Genghis's 
sword. Be quick, though! If you take too long, he'll bash your head in.
Get outside of the caves and approach the statue by the tent. Give
this one the sword you just acquired. The red stone is now yours.
  Enter the hallway of the temple you went to earlier. On the left wall,
there are eight wheels that play a unique note. You have to play them
in the order of the holy mantra. Take out the butter boiler and grease 
the upper-right wheel so it actually works. Use this order (ignore the
wheels with the X's):
 ___   ___   ___   ___
|   | |   | |   | |   |
| 3 | | 2 | | 6 | | 4 |
|___| |___| |___| |___|
 ___   ___   ___   ___
|   | |   | |   | |   |
| 5 | | X | | 1 | | X |
|___| |___| |___| |___|

  The white Buddha behind you grants ya the white stone. Now talk to the
Lama as Khan and ask about the animal realm. If you have read the text
near the green statue, answer the question with "ignorance." He then
hands over the Book of Knowledge. Place this item into the hole under
that statue to get the green stone.
  To get the rock from the blue Buddha statue, you need to warp to
Atlantis again. Go to where the beggar usually is and get the alms
bowl he left behind. Put this bowl in the hand of the statue. One more
to go!
  This item is tricky to obtain. Remember the hells realm statue in the
tunnel system? To get the stone from it, you must direct the heat from
two steam rooms to the statue. You do this by changing the positions of
the doors in the caves. Look at my tunnel map at www.gamefaqs.com for
a solution to this puzzle. Once you've completed that, pick up the 
black stone the statue leaves for ya.
  Now head back to the temple with the circle of life. Dash down the
staircase and face the central pillar. Walk around to the other side of
it to see a figurine of the white Buddha. Give it the white stone to
cause a small portion of a staircase to rise. Read the inscription
on the front of this. Walk up, turn to the right, and give the red
Buddha the red stone. Again, read the text to learn more about this
"Siddha." Keep repeating this process. At the top, a flower-like object
spins and opens up. Jump from platform to platform to progress. Learn
a bit about the murals and take the Lotus in the hub of the room.
Make sure you look at the red orb above the face painting here. It
shows the pilgrim you first saw at Shangri-La (hint, hint).
  Leave and talk to the pilgrim. Attempt to give him the Lotus. He
says that he cannot change the artifact until you have completed the
True Path by removing all of your illusions. Remove the currently
equipped guise and do this again. The Lotus transmutates into the final
portion of the legacy. Gage will be transported back to the TSA...


  The game isn't over yet! Now that the three artifacts are brought
together, you must make them form the Sosiqui marking that the
Cyrollan ambassador showed you earlier in the game. This is accomplished
by rotating the three pieces in different directions.
  For the lower-left artifact, turn the lower-right corner (from your
perspective) once. On the lower-right artifact, rotate the northern
corner two times. For the final piece, turn the very top of it once.
Rotate the lower-right one time and the top once again. This should
create an image of the Sosiqui symbol.

               Now you have finally completed the game!

Copyright Information
(c) Copyright 2001 MetroidMoo
  This FAQ cannot be distributed in books, magazines, etc. or in any
other form of printed or electronic media in any way. It may not be
given away as some sort of prize or bonus with a purchase, and it may
not be used for promotional or profitable purposes.
  Any characters, names, or other objects are copyright their
respective companies. This document and its author are in no way
affiliated with any company involved with this game.

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E-mail Address: [email protected]

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the FAQ to see if your question is answered. If you send me a question
that is answered in the FAQ, it WILL be ignored.

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