The Journeyman Project 3: Legacy of Time чит-файл №2

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.